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  1. 11 points
    WTM has expanded it's Upgrade Policy. At 90 hours in fleet all battleships are expected to, along with being in an optimal hull, have T2 Guns, Deadspace Microwarpdrive, 4 Faction Damage mods (not including DDAs/TEs). Also now at 125 hours in fleet, we require all battleship pilots to be in the Optimal doctrine fits. This is to ensure efficiency and fairness in this ever competitive HQ Incursion climate. There will be a one week grace period before this goes into effect. (1/24/2021) If you are already over the time limit please take this time to upgrade your fit. If you have questions on how to fit your ship, feel free to reach out to a commander in WTM Local chat. Or mail a Council member found in the WTM Local MOTD.
  2. 8 points
    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 Training CT - Certified Trainer in Training 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 or Optimal Machariel 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 (TL is required to fly the Lokis and 4-Link Scimitar fits). Trusted Logi may box 1 Logi and 1 non-Logi (e.g. Battleships). Logi always comes first. (Only overridden by Dual Logi) Hunting Rabbits - Earned by demonstrating Exceptional DDD Ability. 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 High-Grade Ascendancies and WS-618 or High Grade 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).
  3. 7 points
    Hey Guys. This one has been a long time coming guide, with many requests. Finally it is time. What is a Capsprey? A Capsprey is a cheap Osprey focusing on helping out a WTM fleet and its great cap-hungriness, following them around and servicing capacitor on-grid, while not in fleet. Ideally this character is an alt of someone who is already in fleet and getting paid for site-completion. How to safely do this without blowing up? You have to play by a couple of really simple rules and you will most likely (99.99% chance) not going to get targeted at all, unless our CCP Overlords will decide otherwise (the 0.01% why you cant say something like "impossible or always/never" in EVE). Rules: 1. As always you have to listen to the FC. Nothing new here. 2. Unless you have an explicit permission from the FC you are not going into a TCRC. Only NRF and TPPH. To be fair TPPH is by far the most cap-hungry site anyway, and thats where you are needed the most. In TCRC there are a couple of frigs and cruisers who are not playing by the usual aggro rules, and sometimes its messy enough even without a Capsprey. Feel free to ask permission, but dont get grumpy if FC says no tho'. 3. In NRF and TPPH when fleet takes a gate you have to be a 100% sure that the initial aggro already happened (somebody is already getting shot), after that you have to take the gate really quickly, because you have to keep up with the fleet, and not be out of position when the next wave spawns! How to confirm aggro? Either check it with your in-fleet character, or if you dont have that wait 15 seconds after fleet took the gate, then catch up fast! 4. Anchoring: DO NOT ORBIT! You have to reach your anchor position before the next wave spawns, this is super important! When you are there then obviously you can turn off your prop-mod. I'll give you two options how to anchor yourself: a) In case you can move in 3D (Q+doubleclick) and have the capacity to choose a safe spot: anchor yourself! This is probably safer than relying on a booster that sometimes can be slightly out of position. -TPPH: last room 30 km left from the tower, 80 km from the beacon, your altitude (important) should be the top of the very highest spike of the tower. -NRF: 50 km right from the tower, 80 km from the beacon, your altitude (important) should be the top of the very highest spike of the tower. -TCRC: does not matter even if the FC lets you in, there are no waves after Outuni spawn, so you should be fine anywhere. b) In case you can not anchor yourself: You will anchor on the primary booster. You burn to it really close, keep-at-range 1000 meters. If the booster is not out of position you probably (99.99%) wont take new wave initial aggro. Okay, you survived. Nice. But how to effectively use a Capsprey, what is the job? It is rather simple because you should focus on your in-fleet character mostly anyway. You should service cap for the most cap-hungry boats in the fleet. Who are these guys? Blaster boats. Typically: all the Hyperions are cap hungry all the time. Vindicators who are burning around like madmen. Vindicators who are doing crazy DPS, pulling damage aggro. Hope they are not in fleet, but alas if they are: Rokhs. Honestly, all the blaster boats will be grateful for your deed. Some rare times if they notice you they might just tip some ISK as well for your service. I know i do. ;3 So you put 1 cap transfer on each of these guys (5 at a time), and you basically are good for at least 1 wave. I would recommend to maximize your focus on your in-fleet character. And only switch cap targets with the Capsrey if you still have spare time, which sometimes you probably wont have at all. Depends on the fleets nature, really. I would also recommend to just keep capping Hyperions (Rokhs...) all the time and never let them go. You can shuffle around the rest of your cap transfers on Vindicators if you want tho', cuz most typically they wont need them all the time, just a refuel every now and then. It is completely fine to just choose 5 ships and cap them for a whole site and to not pay attention to your Capsprey at all after you started capping and reached your anchor. What to do if you screwed up and failed to play by the rules or CCP decided you will be unlucky? AKA: if you are targeted by sansha. The tanky fit that i listed below most likely will hold and not blow up, if the in-fleet logi can catch you on time. If possible then you should voice it on comms, even target broadcast your own alt quickly. Overheat the tank, the prop-mod and try to burn away. Hopefully the commanders and logies are on the lookout on their own as well and will try to save you. Do not warp out with the tanky fit, please even if you are able to. It will just cause split aggro, which can easily result in losing some drones, and of course grumpy logi. Most likely you will survive, but even if you die, it is a cheap loss and a good lesson what not to do with the next Capsprey. If you are in the greedy fit then feel free to warp out, cuz you are not going to survive a full wave aggro. But that fit is only recommended for veteran pilots who are experienced multiboxers and confident enough that they wont screw up ever. Recommended tanky fit for everyone: Not recommended greedy fit for veterans who are experienced multiboxers and really confident: Why Small Cap Transfers? Small Cap Transfers will give enough cap for your targets, but they will not pull enough aggro to be targeted by the sansha. It is the perfect solution and these small Corpii A-Types are also really cost-effective. Alright thats enough to start. Not sure if i want to expand more on the why's and how's and make this another "book" of mine. I will update if there is something that i feel important enough. Off you go, and cap some mighty Vindicators!
  4. 7 points
    Travel Safely Traveling between focuses is one of the easiest times to catch an incursion runner off-guard and without logi. We are shiny targets and our fits are designed to have logi keeping us safe. Nothing in Eve is 100% safe and this guide is about limiting the risks. These are general good recommendations of how to Travel Safely. Travel Tip #1: Do not let anyone know when you are moving! WTM Incursions Channel is a public chat channel and anyone can join. We do our best to keep gankers out of the channel but it is impossible to keep all of them out. Travel Tip #2: Always travel fit and haul your bling separately. Travel fitting your ship makes it much harder to gank. Shiny modules in your cargo hold are just as likely to drop as they are fitted. Move them separately to lower the chances you get ganked/reduce the impact if you do get ganked. Travel Tip #3: Avoid Low/Null sec. It's just not worth it. Smartbombs, cynos, bubbles, and so many other things can go horribly wrong. A couple of quick definitions: Travel Fit: Removing your expensive incursion mods and replacing them with lots of T2 passive tank. This helps make you a less inviting target than those around you. If you are moving battleships using a bowhead, travel fitting is removing all of the expensive mods before stuffing your mostly bare hull into the ship maintenance bay. Taxi: A small, fast ship with just enough cargo to hold what you need. The goal is a very small signature radius (making it take longer to lock you) and a sub-1 second align time. Other General Tips Don’t fly what you can’t afford to lose Don’t autopilot or go AFK - Keep moving! If you get caught, you are most likely dead. Buffer tanks are better than active tanks – Ganks are very quick, which gives active tanks very little time to repair HP. Thus amount HP repaired during a gank is usually less than the extra EHP you’d get from fitting a straight buffer tank. Use Eve Gatecamp check, scouts, the in-game map, or any other intel tools that you have at your disposal to see if gankers are currently active along your route. Sometimes systems with ganker activity can be avoided with a negligible amount of extra jumps. Sometimes you’re better off waiting until later to haul. When using Eve Gatecamp, make sure to select "Secure". Don’t fly on wardecked characters or with killrights. Turn off duel requests if you haven’t done so already and be careful what you click on. Occasionally, gankers try to send received random fleet invites from gankers to warp get warp ins or you away from gate guns. Don’t shoot gankers – neutral logi can’t rep you if you pick up a limited engagement timer. Don’t go suspect – (don't loot neutral wrecks on your route) logi can’t rep you if you go suspect. Keep aware of current events – Read dev blogs, watch podcasts, read reddit, and/or don’t socially isolate yourself. Don’t get caught with your pants down because you didn’t realize that a 90% loot drop event was going on (i.e. Trick or Treat). Burst Jammers will get you concorded. Don’t use them in HS. Using the MWD cloak trick can help if there is a gate camp. 500MN MWD trick - If your align time is greater than 10s, fit a T1/T2/Meta 500MN Microwarp drive. After taking a gate, hit jump/warp to your next destination, cycle the MWD once. Your ship will enter warp as soon as the MWD turns off, this works for Bowheads as well. Overheat your hardeners. Ganks last less than 25s. Overheating your hardeners will give you more EHP and may help you survive the gank. Align out and spam warp. If the gankers accidentally lose tackle, you may get off. Even in the event your ship dies, this will help get your pod off so you don't loose implants. Travel fitting your Battleships Basics of travel fitting: Take off all of the expensive mods and anything non tank related. Then, the more passive tank, the better. LSEs in the mids and Steel Plates in the lows. Apocalypse Navy Issue Hyperion Tempest Machariel Vindicator Nightmare Kronos Paladin Vargur Things to keep in mind when moving your battleship: Some people keep multiple sets of incursion ships strategically placed around HS, and use interceptors to get between areas. This means that they usually don’t have to move their incursion ships very far. It also means that they are far less likely to need to move their ships through popular ganking systems. This practice is probably even a better idea since the fall of Niarja. Note that killing gankers is not a viable strat. Yes, your double web vindi is technically capable of deleting catalysts from the field. But (1) it will also take you a relatively long time to lock them, (2) some gankers will actually fit remote sensor damps to their ganking ships, (3) they will likely use enough ships to kill you regardless, and (4) you will no longer be able to get reps if you are in fleet. Using a Bowhead to move your rigged battleship: Do not think that you’re too big to fail. Overload it with stuff at your own peril. Multiple rigged hulls can be moved in a bowhead. However, bling should still be moved separately. The MWD will reduce your align time to 10 seconds as long as you’re starting from a complete stop (i.e. just jumped through a gate). Initiate warp, toggle the MWD (turn autorepeat off), and as soon as the MWD cycles off, you will enter warp. Moving your Bling Sub-1 Second Align Time Taxi One of the safest ways to move the bling is using a sub-1 second align time taxi through High Sec. Just because you are in a fast ship does not make it any better to go through Low or Null Sec. Anything above 1 second warp time can be caught. Sitting on a gate idle will get you caught no matter what you are in. This is one of the cheapest Taxi options with enough cargo to get your bling in as few trips as possible. Yes, the drug is required and expensive but it is a lot cheaper than losing your shiny mods. There are other taxi options, but those can be discussed in other places in more depth. Blockade Runner Blockade Runners are great. They can be very slippery and hard to catch when they are flown correctly. All covops ships are susceptible to being to getting decloaked by “gate trash” (i.e. a large gank fleet causing a bunch of wrecks and faction police to litter a gate). And, gankers often pop blockade runners because they assume it contains juicy loot. But these risks can be minimized by using intel tools. Moreover, it is most certainly safer than flying bling around in a fat bottomed vindi. When flying gate to gate: Initiate jump on the next gate, as soon as you initiate warp, activate your cloak. Use insta-undock bookmarks to help with busy and/or camped stations. As always, passive tank (LSE's and Steel Plates) are key to minimizing the Tornado instablap. T3C Covops This example fit uses the different subsystems as the WTM fit. By switching out the Loki Core subsystem, it allows you another midslot for more tank. The main strategy used by the fit is to not get caught in the first place, but the tank can move you out of the engagement profile of smaller/less prepared fleets. Do note that T3’s can swap rigs without destroying them. Complacency Just because you got away with it before, doesn’t mean it’s safe. No one is too big to get ganked. Fleet numbers can rise and fall, and depending on when they scan you and how fast you move, they may even have time to reship into something that can take you on. Moreover, if you provide a juicy enough of a target, they may decide to actively hunt you. Covert ops capable ships are not uncatchable. They stand a fair chance of getting decloaked on gates where gankers have been active (they will be surrounded with wrecks and faction police), and are still vulnerable to smart bombs, lag, and DC’s. Ships with 2 second aligns are not uncatchable. They are vulnerable to lag, DC’s, smart bombs, and insta lockers. Bonus Safe Travel/Hauling Tips Use instant undock and insta-dock bookmarks when appropriate. If you web your freighter, always send duel requests to the webber, and never to the freighter. Everyone sees duel requests, and if they see dual requests going to the freighter pilot, they’re going to try to send him one in hopes of getting a limited engagement timer with him. Some guys will try to kill your webbing alt. But, better to lose that than the freighter. Be wary of corps that have friendly fire turned on, especially if they’re loose with their recruitment policy. If you can’t haul it safely, pay someone to haul it for you.
  5. 7 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!
  6. 6 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, inform the FC. 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 activate the gate 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 (The Ditanian Fleet) and CI (Contingency Incursions) These are the armor fleets you’ll see. Look for Eoses and Nestors. It can be difficult to distinguish between these fleets, as both have Megathrons, Eoses, and Nestors (which are not found in shield fleets). Check their community channels to see if they are running; if only one community is running, you can assume an armor fleet is that one. TDF needs at least 3 Nestors to take a TCRC; if they have 2 or fewer, relay this information to the FC. TLA (Three Letter Acronym) These are mixed shield and armor fleets (usually heavily armor). They are heavily multiboxing, and use highly specialized fits (ex$pen$ive). Look for large numbers of Paladins and Kronoses, a few Nestors, almost no "starter" battleships, and no Scimitars or Basilisks. TLA runs very infrequently, but when they do, they chew through sites very quickly (keeping timers accurate can be challenging). RDS (Rogue Drone Syndicate) These are heavily boxed, armor doctrine, Marauder groups. Look for numerous similarly-named characters and ships (Paladins and Kronoses). Boxer Look for lots of Dominixes or Rattlesnakes. 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]”. Mixed Boxing Feet This fleet will run nearly all marauders and have typically 1 or 2 Nestors and Lokis for logi. They also fly with mixed boosters, often both Claymores and Eos. 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. A - TLA C - Contingency Incursions D - TDF X - WTM B - Multiboxer G - NGA Z - Chinese Fleet Y - RDS or other Mixed Boxing Fleet 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. If multiple scouts are tracking fleets, you can use the 'untag' hotkey to refresh tags on your own grid, to see if another of your scouts has tagged the site you are on already. Just 'untag' your own ship, or if you're cloaked, untag the acceleration gate to see if the beacon has a tag already. This will also show you the tags on the other beacons as well. 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. Communities' in-game channels: 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.
  7. 6 points
    Warp to Me has made the decision to no longer allow characters under 4 weeks old to join fleet. These new players should spend time training up skills and learning the game before jumping straight into high level content like Incursions. Older players making new alts for incursions may be an exception if they can prove their in-game experience with another of their characters and fly an intermediate or optimal hull. Any questions can be directed to Council found in the Warp To Me Incursions ingame MOTD.
  8. 5 points
    Warp To Me Rookie Refitting Guide Alpha Pilots are exempt from this guide until such time that you are Omega. Please prioritize getting your Omega to get the most out of your ship and skilling. Until that time, for our hulls that are dual prop, remove the MJD and replace it with an extra utility mod. How to refit using a Nestor? It is helpful to add the Nestor pilot to your watchlist to see when they are on grid with you. In your hud settings, ensure that Display Empty Slots is enabled. Make sure you are within 5,000m of the Nestor. If they are too far away, Keep at Range 1,000m the Nestor. Open your ship's inventory window. Drag the module you wish to replace from your ship fitting slot to the inventory. Drag the module you wish to put on the ship from you inventory to the now empty slot. You have now refit your ship! When do I refit? A True Creation Research Center (TCRC) is easier and faster when our DPS and snipers all have MJDs (Micro Jump Drives) to jump to the tower. When we land on the gate before we enter, generally a Nestor will be on the gate. The FC will instruct you to refit. Before you go into to either an Nation Rebirth Facility (NRF) or a True Power Provisional Headquarters (TPPH), you will want to refit back to your standard fitting. A Nestor should be waiting on that gate as well. What do I replace for my MJD? Tech 1 and Faction battleships should keep all tank modules and MWD (Micro Warp Drive otherwise known as a propulsion module or prop mod) fit at all times. The MJD replaces utility for a TCRC. Hyperion: Tracking Computer Tempest: Tracking Computer Vindicator: Stasis Webifier Other Accepted Battleships: A utility mid (Web, Tracking Computer, Tracking Link, Target Painter) Marauder Optional Utility Refits Marauders have some other optional refits. Refer to Marauder Fit Changes for NRF and TPPHs and Bastion Marauders for more information.
  9. 5 points
    For a few weeks in a row optimal hours have been suspended. This means more pilots in non-optimal hulls and fits joining the WTM fleets, but it also means the fleet is less able to take contests in the heavily-contested EUTZ, resulting in more waiting, bouncing and losing contests. Recently a few people discussed the problem, different interests that need to be balanced and possible solutions that could improve the current situation. This post was written together with Thomas Neoo and Xoceac. The problem During EUTZ there are four groups running HQ sites. WTM, TDF, NGA and recently a Korean group has started running HQ sites. These groups generally play nice with each other, but TDF can and will contest other groups to raise their own ISK/hr, lowering the efficiency at which the other groups can run sites. Running the WTM incursion fleet on a first com, first serve basis during these highly contested hours (from DT through early EUTZ) results in a serious loss of income for the entire fleet. The interests There are two conflicting sets of interests. On one hand everybody likes more ISK. On the other hand WTM wants to be a community open to newer members without requiring a multi-billion ISK investment up front. For each suggested solution we will try to balance these two sets of interests. Possible solutions Limiting non-optimal hulls in fleet Set a hard cap on the number of non-optimal hulls that are allowed in fleet until there are no more optimal hulls on the waitlist. This would make WTM fleets harder to contest, but the tradeoff would be making it harder to join WTM fleets for new pilots. A less harsh version of this would be only accepting optimal and preferred starter ships. This would remove some of the more... interesting hulls from fleet. Expansion and stricter enforcement of the upgrade policy Currently the upgrade policy requires pilots to upgrade to an optimal hull after 30 hours in fleet and to T2 guns after another 90 hours or 4 months, whichever comes first. Using the low estimate of 100m/hr you're looking at 3b for 30 fleet hours. That is enough ISK to (currently) buy PLEX for one month + upgrade to one of the non-Leshak optimal hulls. The suggestion here is requiring damage mods to be upgraded after 20 hours in fleet after getting an optimal hull. Assuming four damage mods that would be approximately 400 million ISK of the 2 billion people should've made in that timeframe. If possible it'd be great to expand upon the waitlist tool showing pilots they might have to wait for a long time to get in fleet because they are lagging behind on the upgrading policy. More guidance for new pilots Make a clear and easy guide on how to upgrade your ship, starting from a starter ship and covering all improvements until the pilot is in an optimal hull and fit. Preferably with an explanation for each upgrade. This gives pilots a clear path to contributing more to the fleet. This can also be combined with other suggestions. Also, Xoceac already started implementing this it seems! Newbro-focused assault fleets Another idea floated around in the Discord conversation was running assault fleets focused on non-optimal pilots. Newer pilots could get some incursions practice running assault sites, making ISK without having to deal with the higher stress and contesting resulting from the high competition for HQ sites. Obviously these fleets could only be run during very active hours (like EUTZ during weekends), but it would be a solution that would be beneficial to all (except if there aren't enough FC's to run assaults that is). One of the FC's seems to have already stepped up to organize this Bringing back optimal hours This solution speaks for itself. Bring back the optimal hours during the most highly-contested time (11-16 approximately). Perhaps combined with having a minimum number of x newer pilots in fleet. Waitlist notifications for non-optimal fits Another way of informing people they can and should upgrade could be through the waitlist, showing notifications for pilots to remind them to upgrade their ships. Summary There are a bunch of ways to improve WTM fleets without hurting the goal of being new-player friendly. We were wondering what other people thought. Let us know
  10. 5 points
    We are changing our standard initial meatshield for TCRC entry to be our Booster ship. AAA will enter with the rest of the fleet but on landing will STILL shoot the tower to consolidate aggro. This should reduce losses dramatically in TCRC's. Follow FC instructions while running!
  11. 5 points
    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. Incursions are high level PvE. For everyone’s safety, characters under 4 weeks old are not allowed in fleets. Refer to Brand New Character No Longer Allowed for more information. Warp To Me Incursions Channel 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. Joining our In-Game 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. 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 and the WTM Discord today! Then we have the current location of the fleet. 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. Citadel states the player owned Citadel anchored in the HQ system that is operated by a member of the community. This citadel has free repairs and clone bays for those that need those services. These citadels often stay up a week or so after the incursion finishes. Do not leave assets in these structures. These citadels are not run by WTM but by people in the community. Please join the mailing lists for the corporations running these citadels. Finally, we have any important announcements, updates or other things of note. If you ever happen to lose track of the information in any MOTD you can always refresh it by clicking the three dots (or gear icon in the old UI) (in your channel window) -> click Reload Channel's MOTD (toward the bottom). Settings (Docked Up) 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 cannot invite you to fleet unless CSPA is 0 Isk in the mail settings. General Settings Under General Settings, there are 3 things to check: Auto Target Back: Ensure this is set to 0 Targets. This will ensure you are not auto-locking logi and other pilots who may lock you up during site. Enable Emergency Warp: Make sure that the Disable Emergency Warp box is UNCHECKED. If you disconnect, we want to make sure you get offgrid safely. Before logging back in, you must get back onto TeamSpeak and ask the FC if it is safe for you to log back in. Auto Reject Invitations: Turn on Auto Reject Duel invites. When you enter a duel, logi are unable to rep you due to flags and combat timers. To avoid accidentally entering a duel, you can block duels from ever coming up on your screen. From the settings menu (accessed using the Esc key), go to General Settings, and halfway down the center section. Simply check the box to block duel invites. 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 Armor, 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! Settings (Undocked) For the rest of these settings, undock and tether to a citadel. 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 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.” 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%. Drone Settings Whenever you are in a Warp To Me Fleet, your drones need to be set to Not Auto Attack and Focus Fire. You will be assisting your drones to another pilot, and these settings help this pilot control your drones. Look at your Drone window, click the menu and confirm these settings. 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. The server address for the Warp To Me TeamSpeak will be found on the waitlist after you have posted a fit or in the MotD of Fleet chat. For identification purposes, ensure your TeamSpeak name matches your in-game name, without corporation/alliance tags. It does not matter if you have a microphone, but you must be able to hear the FCs. Please do not Mute your speakers while in "join this" channel. If you are a hearing impaired pilot you are still welcome to fly with us! Please read our guide here. 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) in order to open your mic and talk. TS3 default is Ctrl and we recommend changing this so you are not keying up every time you lock something. 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. We also expect you to be actively using everything fit onto your ship. That means that your guns should be firing, missiles launching, drones going out, and prop mod burning whenever these actions are appropriate. Most importantly, it is crucial that your Shield Hardeners be actively cycling and staggered whenever you are in space. Turning your hardeners off inside a site is grounds for being removed from fleet. 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 or a commander will assist you in fitting to meet these requirements. Occasionally, however, our FCs make mistakes and allow invalid fits that other commanders 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. Make sure to take a look at the Anti-Gank doctrine and bring the extra fit to focus with you, just in case. If we see gankers in system, the FC will have the fleet dock up and change fits. 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 your ship type, based on fleet needs and for those that meet our Upgrade Policy. We manage waiting pilots through our Waitlist 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 six columns down below: X-Up, Logi, DPS, Sniper, Mar DPS, and Mar 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, Sniper, Mar DPS, or Mar Sniper). When spots in the fleet open up, they're replaced by those at the top of these five 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" 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. The default short cut is Alt+F. Make sure you are on the Browser tab. Select Import & Export. Then select Copy to Clipboard. Go to the Wait List Website. If you don't see the X-Up form, click the green X-Up button at the top. Click in the big text field, below Fittings, press Ctrl+V or right click and select Paste. Note that you can enter multiple fits! Just copy and paste each of your fits into that window separated by a return. If Logi, enter your Logistics Cruisers 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,Sniper, Mar DPS, or Mar 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! If you x-up a fit and you need to update it after you have entered the waitlist, you can use the Update button to update your fit without losing your spot on the waitlist. 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: 20 Million covers up to 8 Billion New Pilots are automatically paid into SRP for their first day in fleet. Examples (but not limited to) of SRPable loss: FC Error (sometimes FCs mess up) Logi Error (if broadcast is on time) 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 payment (20 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. Broadcasting 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 broadcast 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 and armor broadcast. This is most easily done by holding down the hotkey for locking (Ctrl) 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 four basic roles in our fleet that you will automatically be grouped in: Short-range DPS, Long-range Sniper, Bastion Marauders 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. Bastion Marauders are an extension of these two roles, shooting their relevant tags. What tags you target are based on whether you're classified as a DPS or Sniper ship. Long-range Snipers Projectiles and Lasers Targets are lettered tags: A, B, C, ..., H, I Do not shoot tag J Use your MJD to anchor as specified in the Anchor Guide Short-range DPS Hybrid Blasters, Drone Boats, and all types of Missiles Targets are numbered tags: 1, 2, 3, ..., 9, X, Y, Z Keep at range 5,000m on HHH and follow the Anchor Guide Logistics Cruisers Orbit at 10 km on Booster 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. If you are late on grid and don't see any tags, feel free to ask FC for "Tag Refresh" so they can update them for you. Your FC's voice commands always override the tags you see on grids, so be sure to be on comms and listening closely! 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! In a TCRC, tag X Auga and Schmaeels should be locked, wait until the FC calls for you to shoot them (this is usually after payout at the end of site). Specialized Fleet Roles Certain pilots within the fleet have specialized roles. These roles include FC, Anchors, MTAC, and Boosters, and are mandatory for a good upkeep with the fleet. When you see it empty please x up for it! 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 Commander, 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: Logi Commander - A designated Commander to lead the Logi in place of the FC. HHH: Heavy Drone Bunny - Assist your medium & heavy drones to this person. DDD: Light Drone Bunny - Designated Vindi to prioritize the frigates, Assist your light drones to this person. MTAC: Performs a specific job in the TCRC site. Booster: Provides Command Bursts for the Fleet and acts as Logi Anchor. Logi Orbit at 10KM. Snipers without an MJD will use this person as their anchor temporarily, keep at range 5000m. Drones What do you do with your drones? This section will cover just that. Light Drones will be assisted to the DDD Acolytes, Hobgoblins etc. Medium & Heavy Drones will be assisted to the HHH Ogres, Praetors, Geckos, Hammerheads etc. If you have multiple flights of different size, try and use the most of your bandwidth, heavier is usually better! 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 DDDs and HHHs are full, then let your FC know, so they can assign additional bunnies! Watchlist The fleet watchlist is a very important tool to every pilot. To get this watchlist started, right click on your FC in the Fleet MOTD, 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 Drone Bunny(s), and Booster in your watchlist. When assisting drones, this adds a "Watchlist" submenu so you can easily assist your drones as well. Finding the Fleet in Space This is one of the most important processes to learn, and if done wrong, could see you losing your ship! So pay attention. The first step is to look for your current FC, this information is found in the fleet chat MOTD.You want to warp to the FC, land on the acceleration gate (do NOT activate), warp a second time. If you are at the correct site, the game will confirm this for you by giving you what is called, the Natural Phenomenon Error message. This lets you know that the fleet is in that site. Once you have this error message, align down the gate using Q+Click. Once aligned, you can ask your FC for "Gate Status", only use this phrase. You can ask over comms or in the fleet chat. FC will answer in 2 ways: Gate is RED: Do not take the acceleration gate, hold and wait at least 30 seconds before asking again. Gate is GREEN: You may take the acceleration gate. On a GREEN gate status you must take the gate immediately. If you cannot, please ask again. Please make sure you are on gate, aligned and ready to go before asking for "Gate Status". Your gate status is not valid if you are not aligned and ready to go. Please align using the Q function. Hold Q down and align down the gate. See graphic below for details. (Keep in mind in the TPPH site there are 3 gates total. You always ask for the first gate, then listen for FCs call on what to do for the next two, typically you will ask again on the third gate, named "Gate to Headquarters".)
  12. 4 points
    As a person who dreads inconvenience, I delved into how best to seed ship/clones/mods to bring about ease of moving between focus. Using dotlan's navigation function, I projected the number of jumps from each major trade hub (Jita, Amarr, Rens, Dodixie and Hek) to every HQ incursion system in High Sec. The navigation is also based on safest route (always in high-sec, unless island) These are the results 1) Amarr is the closest to trade hub to around half of the HQ systems. Nearest Trade Hub No of HQ System In % Amarr 48 48.98% Dodixie 18 18.37% Jita 12 12.24% Rens 11 11.22% Hek 9 9.18% Grand Total 98 100.00% 2) A further breakdown in terms of Jumps. (From trade hub to HQ system. Eg: There are 18 systems that are within 11-15j from Hek) Nearest Trade Hub Amarr Dodixie Jita Rens Hek Within 10J 40 14 12 14 13 Between 11-15J 5 12 2 11 18 Between 16-20J 3 12 14 16 9 Between 21-25J 9 13 8 20 13 More than 26J 41 47 62 37 45 3) I further extrapolated data to determine 2nd best trade hub (within 10 jumps from best trade hub) 2nd Best Trade Hub Amarr Dodixie Jita Rens Hek within 5J 0 3 2 10 8 Betw 6-10j 0 1 0 2 20 What are the insights gathered? (TL:DR) 1) Big Brain moment - if you don't like to move around much, just stick to docking your incursion stuff in Amarr. You have a 49% chance the focus will spawn close by 2) If you wish to seed ships/clones/mods after Amarr - ideal location would be Hek. Although it's closest to only 9 HQ systems, it's 2nd best to 28 other HQ systems. The strength of Hek's locality is: Hek is within +6j to ALL of the HQ systems that have Rens as the closest trade hub. (eg it takes 9j to get to Agha from Rens. It takes 15j from Hek) Hek is also 2nd best trade hub to 15 HQ system that are closest to Dodixie, requiring additional 4-8j 3) Jita is an outlier. The 2nd best trade hub (Dodixie mostly) for most of Jita HQ systems require between 8-14j more to reach. Caldari space is not incursion-friendly 4) Seeding sequence: Amarr>Hek>Dodixie>Jita Hope this helps anyone looking at placing incursions assets throughout New Eden. Credit: MDD Teller for his diagram on HS Incursion HQ systems Raw File: https://docs.google.com/spreadsheets/d/1EilMgCLc4fLtT5ied42_iJk-sVBI9512BEDl9FJQ3JE/edit?usp=sharing
  13. 4 points
    I would like to apply to be more active in fleets Secondary booster/meat shields/ and work to become FC. how do I go about doing this.
  14. 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.
  15. 4 points
    Hello all! Recently while mucking about in my little corner of space and talking with EDI (Edencom Defense Initiative) / Edencom I was wondering about content I haven't done much of or touched upon in Eve. There is no shortage of things to do in eve, fun or...not. I was playing around faction warfare when the Triglavian content started. I joined up with a ragtag group that grew quickly that most of you now know as EDI and in the end, I became the director, a title of which I still hold today. We are not AS active now with that content being on the backburner and CCP kinda shafted the whole thing but that's another story. Some of my line members and FC's suggested Incursions. So, I plopped into one of your entry fits and made my way up a few weeks ago to test things out. Being no stranger to fleet dynamics, I sat quietly, followed directions, listened to my newbro speech and VERY MUCH enjoyed the fleet and it was very well done. After about 3 fleets and me getting more chatty in the in-game channel I was recognized however heh and people seemed to be happy to see me in content again and made me feel very welcome. I cant say I have met a bad pilot/fc (yet ) with your group and this has been some fun content. I wanted to thank you all for accepting me into your community and if anyone needs anything, please dont hesitate to ask. I've enjoyed taking some fleet roles now and I'm considering working towards being a USTZ FC (as some of you have discussed in discord with me) once I feel more comfortable and get more hours under my belt in your fleet comps. Thank you again all. Fly safe everyone o7
  16. 4 points
    "What is my goal to reach?" People were asking about DPS numbers for Optimal Hulls (Fits) over and over again. Here are your minimum numbers to reach, Ladies and Gentlemen. Disclaimer -These are not by far the end-game numbers. These are minimum numbers to reach, and say: "Nice, you are really useful for a fleet with your boat!" -There are a lot of pilots who already are well over these numbers. For them i just want to say: Thank You! -Achieving these minimum numbers is one thing. Learning how to use it effectively is another. Learn how to anchor yourself, learn how to use your ship and its modules (including guns / cap transfers / MWD / webs / tracking comps) effectively! -The numbers below do include drone damage ('Augmented' Ogre), but exclude overloading and boosters (cold and sober). Vindicator: 2400 DPS (Void L) Nightmare: 1600 DPS (Conflagration L) Leshak: 1350 DPS (Occult L without spooling) - i do realize this is by far the hardest to reach out of the 3, but it is with good reason. Obviously these numbers can change with game patches in the future. I'll try to keep track.
  17. 4 points
    This is a guide to Roles in Fleet So what are Roles? They are the thing that keep fleets moving and operating smoothly making that wallet of yours fat. 'BUT WAIT!' you say,'I thought that was the FC?' Well they do exactly what I just described but here the meaning takes on a more hands on flying ships pew pewing and repping meaning. The FC cannot do everything, I know a horrible concept to grasp, so we lowly scrubs must do our part! Without these Roles that have been painstakingly devised by people with way more time in game than you or I we wouldnt make anywhere near the isk we can now in Incursions. These Roles are everything from being an anchor to others, to commanding vast mini fleets of drones, to being overlord of your own little chatbox kingdom or even preventing enemy battle towers form living longer than necessary. All you need to do to take part in these glorious activities yourself is X up in Fleet chat when the FC asks. Really, that's it. Below are summaries of each Role with links to the awesomely written guides where they exist. Anchoring Roles VVV- This is the Short Range DPS Anchor. The Pilot performing this Role will, in TPPH 3rd room and NRF, be the Vindicator that the Short Range DPS will follow when a wave is about to finish, any other time Vindis should be burning out to Web and Kill their targets, so they are in range to apply their most damaging ammo and Web targets down to help in that endeavor. Please remember to KEEP AT RANGE 5KM and not APPROACH because if you bump the VVV out of place you risk moving the entire Short Range DPS ball out of optimal range. The VVV is also the backup Heavy Drone Bunny and when assigned drones is to follow the HHH target priority. AAA-This is the Sniper Anchor. The Pilot performing this Role will, in TPPH 3rd room and NRF, be the Nightmare/Leshak that the Snipers will follow at all times. The AAA will ensure that the Snipers are in position to deliver the most amount of DPS possible.Please remember to KEEP AT RANGE 5KM and not APPROACH and bump your AAA. In TCRC the AAA's primary job is to be the Second into the Room and the First to aggress the Tower to ensure that the Sansha aggro is consolidated on the AAA to help make this Site as safe as possible. The AAA is NO LONGER the Logi Anchor. BOOSTER-Now you may be thinking what in the hell is the Booster doing in the Anchor Rolls? The Booster is now the Logi Anchor. Greater minds than ours have theorycrafted this so just roll with it. The Logi are to Orbit the Main Booster at 10KM. The Main Booster will ensure that the Logi are in position to apply the most effective amount of reps to the Fleet as possible. See bottom of page for more Booster info. Drone Bunny Rolls DDD-This is the Light Drone Bunny (and the most fun roll in Fleet). Every Logi is to Assist their Light Drones to the DDD upon entering a site room, except in TCRC. In TCRC we DO NOT use light drones unless the FC ASKS. The Pilot performing this Role is tasked with killing the Sansha frigates. The preferred ammo type is Antimatter becasue it gets no tracking penalties. The DDD gets 2xTracking and 1xOptimal Range Links to assist them in this endeavor and should also be able to refit their DDAs to Tracking Enhancers to assist them as well. As DDD it is preferable to be moving as little as possible for when in motion your tracking falls off considerably. Get in range of the initial spawn of sansha in TPPH and NRF rooms then sit still until they are dead swapping ammo as necessary afterwards ensuring you are in position for each subsequent wave. In the TCRC the DDD is to Focus on Niarjas only killing the untagged Schmaels after the first two Niarja are dead, you may sit still and kill Schmaels until they are out of range on aggro switch or move to your Niarja Spawn position and continue killing them when no Niarja are on grid. The optimal spot to be to blap Niarja is inbetween the Shield Transfer Control Tower and the Sansha Tower slightly behind both. If our DPS is killing frigs at a pace where a competent DDD cannot keep up or a NewBro DDD is struggling the FC may assign a 2nd DDD. If you as a DPS Pilot see frigs up with your last target do everyone a favor lock them up and kill them. HHH-This is the Heavy Drone Bunny. Every Battleship is to Assist their Heavy Drones to the HHH upon entering the 3rd room of the TPPH and the NRF. DO NOT ASSIST DRONES IN TCRC. The Pilot performing this Role will in TPPH and NRF be killing Uitras, Vylades, Romis and DPS Tags in reverse order. Your main goal is to keep the Heavy Drones one one target for as long as possible to maximize the application of their DPS. Specifics on what Sansha you are to prioritize in what site and wave are to be found in the following link. When full Heavy Drones are to be assigned to the VVV. TTT-Rarely when our VVV is full on Heavy drones the FC will assign a tertiary Heavy Drone Bunny in the form of a TTT. Tips-Remember that Drones will always attack the last target you use an offensive module on. In last wave of TPPH and NRF the Drone Bunnies should ALWAYS, unless FC specifies differently, prioritize the last tagged Outuni. SSS-This is the Sentry Drone Bunny used in VG Fleets. The Pilot performing this Role will follow normal Sniper Tags and can fit a Target Painter to help the Drones apply DPS. Logi Coordinator Roles CCC-This is the Cap Chain Coordinator. The Pilot performing this Role will manage the Basi Chat MOTD, Set Up and Update Cap Chain, Assign Remote Sensor Booster Target and Inform FC about the number of Combat Caps. Scimi Link Coordinator-This is, as the title suggests, the Scimi Link Coordinator. The Pilot performing this Role will manage the Scimi Link Chat MOTD. Follow what the MOTD says in assigning links. FC preference will always trump normal assignments but the DDD ALWAYS gets at the least 2xTracking and 1xOptimal Links. Special Snowflake Roles MTAC-This is the only Role that has but one job in one site, without this being performed we could not complete TCRCs. The Pilot performing this Role will ferry the MTAC from the Concord MTAC Factory to the Shield Control Transfer Array to prevent the Sansha Tower from receiving reps. BOOSTER-The Booster provides the Fleet with boosts to our tank and propulsion. The Booster is now also the Logi Anchor. The Pilot performing this Role has to be approved by Command to do so. The Booster moves in such a way as to insure the Logi can apply the maximum amount of reps to the fleet at any given time. In VGs the Booster is also the main Logi pilot. Please Go Out and X Up! o7
  18. 4 points
    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 you have the Trusted Logi badge and the skills, the waitlist will confirm them when you x-up for the first time. Be sure to be logged into Teamspeak, so the FC can see your badges easier. 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). To get more performance out of your reps you can anchor closer to the DPS, typically near the Kronos. For the TCRC, keep at range 10km from the tower, once you get to the tower you can turn your prop mod off and sit still. In the TCRC site there is only one initial aggro, the changes of logi getting a swap are slim, and the Loki has the tank to handle any troll aggro without speed. Sitting still prevents you from bumping into battleships/structures. T2 vs T3 Benefits: T2 logi bring utility to the fleet in the form of Combat Caps or 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 Armor Hull Upgrades IV Engineering Capacitor Management V Capacitor Systems Operation V CPU Management V Power Grid Management 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 Emission Systems V Shield Upgrades IV Tactical Shield Manipulation IV Targeting Advanced Target Management III Signature Analysis V 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 permitted. All Tech III Logistics ships must meet or exceed 74% in all shield resistances without Command Bursts. All Tech III Logistics ships must be capable of reaching at minimum 7,000 Shield Hit Points(HP). The Loki requires the Dissolution Sequencer subsystem. If you understand everything that has been posted here and meet the skill requirements feel free to fill out the X-Up with a Loki on the waitlist. Assuming you meet the skill check on the Waitlist and have your Trusted Logi badge, you are clear to fly one.
  19. 4 points
    Warp To Me Logi Rookie Guide See our Fittings Webpage for current Logistics fits. Once you have a ship, please read our general Rookie Guide. Fleet MOTD The Fleet MOTD contains important Information. At the bottom of the MOTD are the Fleet Roles. The pilots assigned to these roles are linked so they can be easily added to the Watchlist. Ensure you have the FC and the Booster on your Watchlist. Warp only to the FC if separated from the Fleet Orbit the Booster at 10km with afterburner on Exceptions: In TPPH, you are burning straight to the outgate, only in the last room do you orbit. 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 Booster DDD (if you have light drones) FC Newbros / Aggro Magnets Scimi Pilots Pilots you are giving RTCs to Booster DDD pilots (All links should be going to the DDD / DDD2) FC Newbros / Aggro Magnets - Note for Scimitar Pilots: typically there will be two DDDs in any fleet, there is an in fleet Logi Chat you can join to help sort out links, you want to ideally have 2 tracking scripts and 1 optimal script on each DDD, extra optimal and tracking for either is left to the discretion of the DDD or FC. If you're not sure, ask! Entering Site Logi ships should try to avoid taking the initial aggro to reduce their risk of death. This means that you should be aligned but wait until you see a few battleships leave the grid before you activate the gate yourself. You do not want to be the only target on an otherwise empty grid with no backup. Upon entering a site, there is a pattern that you should follow: Burn straight forward for 40k with your Afterburner on (this stays on at all times) Exceptions: In TPPH sites, there are 3 gates, in the first two rooms you are just burning straight to the outgate, then stop your ship and align down the gate as the wave is close to being finished. For the TCRC site, first burn 40k forward. Only anchor on Booster when FC explicitly instructs. Scimi’s: Lock up the Pilot you need to be linking. Lock up all Shield and Armor Broadcasts Apply staggered reps to pilot taking agro and scimi’s apply links Orbit the Booster once you get clear of the fleet. Get Moving! Once you land in site, get moving! In the TPPH (last room) and NRF, use q-click to burn straight forward 40km. Then, right click the Booster in your watch list and select Orbit > 10km. In the TCRC, q-click to burn straight forward 40km and only anchor on your Booster after FC specifically instructs you to. Always try and ensure you are orbiting the Booster with your Afterburner on. This will ensure that you are in the right spot as the Booster 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 Link Buddies Once you have landed and started moving, lock your Link Buddy and give tracking links (Scimi). These tasks need to be done each time you land in a 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. Lock up ALL Armor Broadcasts We sometimes have armor ships in fleet. They have a Nestor but still need some reps from us. If an armor ship has main aggro apply two staggered reps and watch them, If they start dipping into low armor or hull apply more reps. Lock up ALL Target Broadcasts (for pilots) There are a variety of reasons that a pilot may be target broadcasted by a commander or another keen eyed pilot. Almost always, it is to help that players safety because something is a little off. Example include: late/missing broadcast from the pilot, potential disconnects, pilot who is out of position and may take agro. Logi need to lock these broadcasts, keep an eye on that pilot and apply reps as necessary if they start taking damage. If you are using our color scheme, it should be one of the only uncolored broadcasts. Apply Reps 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. If Target is dropping past 50% shield, apply a third rep and then the Fourth when they drop below 25% shield. Remove the 3rd/4th reps as soon as the target has stabilized. Applying more reps than needed will cause you (the logi) to get aggro. Be ready to switch the reppers off of one target onto the next once the aggro switches. Always try to have a repper in reserve for this aggro switch. Remote Capacitor Transmitters Also referred to as "Combat Caps" Basilisks will lock all Capacitor broadcasts as well, and apply both cap transmitters for 3 cycles and then move on to the next broadcast. If there is an Outuni Mesen on grid, the cap broadcast of the Outuni target is top priority and ALL combat caps go to that pilot. If there are very few cap broadcasts, pick random T1 battleships like hyperions, or marauders out of bastion, and top them up proactively. Also cap all marauders for three cycles when they come out of bastion. 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). Logi Should not be orbiting in the first 2 rooms of TPPH, just burn directly for the Gate. NRF - Multiple waves. Relatively low DPS throughout until the final wave. Final wave has 1-3 Outunis and 1-2 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 immediately, and afterwards, Deltole victim will need cap. The Ostingeles and Yulais (with whatever remaining Deltoles) 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. Logi Should be prepared for both initial aggro and then the switch at 60s for each wave. Initial aggro is based on positioning and those who enter grid first. Switches after the initial are based on highest applied damage, then weighted towards remote reps/caps, remote assistance, and ewar/webs. Expect Marauders with their high dps to grab damage switches regularly. Bastion Marauders Marauders are special high DPS ships in our fleet that use a unique module called 'Bastion'. While in bastion their DPS is doubled, but they can't receive remote reps or cap. In the case they get aggro while in bastion, they will broadcast for shield once, then broadcast once more when they come out of bastion. While they are in bastion they can use their local rep to keep themselves alive until they exit bastion. Be aware of when they come back out and be ready to catch them. Additional Logi Tactics There are times in which everything does not go according to plan. We expect our logi to be able to quickly adjust and correct any such circumstances. Too Many Targets There will be times when more people will broadcast than can be locked up at once. If you are out of available locks and a new broadcast appears, unlock pilots who are not taking damage for the new broadcasts. Get in the habit of managing locks so you can be ready to lock up the next broadcast! Remember that aggro does not carry over between waves, so if all Sansha are killed you may unlock/stop repping everyone. Advanced Target Management III, is a highly recommended skill for logi pilots, so you can lock up to your ship's maximum lock limit of 10. No Broadcasts Pilots will fail to notice they are being shot, we expect our more experienced logi to learn to catch/save these pilots even without the broadcast. Practice, watching the direction of the Sansha Lasers, Scram Notifications and your watchlist in order to identify these pilots. Once you find them, Start Locking them and Broadcast/Voice who the pilot is for the other logi. Once you are more comfortable in your ship you can practice watching for this, be confident in what you call though, calling out the wrong target can distract from who is really in trouble! If you are catching up to the fleet or land late on grid, you will likely have missed the broadcast from the person who took the initial aggro. In this case feel free to ask for a rebroadcast. Its better to ask, than to try and spend extra time looking for it yourself. And if you are failing to lock up this person, you may find yourself under scrutiny for not doing your job! Overheating Occasionally, more repping power than is available is needed to save a pilot (Normally in the case of a late broadcast or multiple Logi or Booster Disconnect). When this happens we expect our logi to be able to comfortably overheat in order to reduce their repper cycle time and save the pilot. It is suggested that you set up hotkeys to overheat your modules (default Shift + Module Activation key). Other modules can be overheated as well. Shield Hardeners to increase Tank, Prop Mod to Increase Speed. Overheating your prop mod a couple cycles can help you keep up when the fleet is burning through empty TPPHs. When you are overheating a module, it will generate heat that damages the overheated module as well as those around it. Be careful not to let modules generate too much heat or they will burn out and become unusable. Trusted Logi Badge For experienced pilots who have proven their ability to perform exceptionally well as a Logi and shown a high level of Situational Awareness while in fleet can be eligible for the Trusted Logi badge on Teamspeak. This allows a pilot to apply to fly T3 Lokis or for our Dual Logi program. If you are interested in this ask a commander while in fleet to watch you or give you feedback!
  20. 3 points
    This guide is meant to take an in-depth look at how damage modules affect your dps, and how to take advantage of these mechanics to achieve better results with abyssal modules. If you're a newbro with green damage modules, or a veteran on the fence about spending 3b for a 31%, this is for you. Let me preface the guide by saying this: DPS% is a scam. you don't need to buy high dps% abyssals to reach big boy damage. Look at this kronos: This is the standard WTM Kronos, with max skills and the recommended damage implants (check out https://forums.warptome.net/topic/10-implant-guide/ for a comprehensive list!) The number we'll be looking at is the Weapon dps (3889). Watch what happens when we swap one of the green damage mods for a 31.7% abyssal (the highest possible roll with a green base. You won't even see these on the market most of the time and go for several billions of isk): Gun dps jumps up to 4054. That is a significant increase, but may not be enough for you to consider spending that much for a single module. Now, look at this: 4054 gun damage, but with a 28.4% and a 29.1%, both of which are valued around ~500m each on mutaplasmids (https://mutaplasmid.space/module/1037588520435/ https://mutaplasmid.space/module/1037588520435/). but what is going on here? To understand that, we need to talk about stacking penalties. Surely, if you've ever fitted more than one module to gain the same stat, the fitting tool has warned you about these. In EVE, when you try to increase the same stat with multiple modules, these modules become less effective. The first module is 100% effective, the second is 86.9% effective, the third is 57.1% effective, and the fourth is 28.3% effective. The fifth would be 10.6% effective, which is why in WTM and most of the time in EVE you won't put more than 4 of the same module in a fit. Weapon Upgrades increase your dps by granting you 2 stats: a damage multiplier, and a rate of fire bonus. Both of these are subject to stacking penalties when you use more than one WU. But here is something not many people know: the damage multiplier and the rate of fire bonus stack separately. What this means is that, regardless of which of the 4 modules a damage multiplier/rate of fire bonus is, they will stack by applying the higher values as the most effective ones. For this reason, 2 abyssal modules, one with a max damage multiplier, one with a max rate of fire roll, are exactly equivalent to a single module with both of those stats together. In WTM you get to work with 4 damage modules, which means you can distribute high value rolls for damage and rof across all the modules. Now consider this: This kronos uses 2 abyssal modules with a maxed out damage multiplier, and one with a max rate of fire bonus, and it has 4125 gun dps, which is enough to earn the MASSIVE DPS teamspeak badge. Without even a fourth abyssal. This whole set can be acquired for less than 2b. Becase of how stacking penalties work, in your search for max rolled dmg/rof modules you can allow yourself to get a couple modules with red rolls, as they'll be stacked at the bottom of your stats and only be 28.3% effective: Even with these awful red rolls that bring the dps% of the module below faction dps% (max dmg with brick rof is 25.2%), you're still gaining more dps overall because of how your whole set stacks its multipliers. Let me repeat this: DPS% is a scam and you should not care about it when you can work with 4 damage modules. Of course a 31% dps abyssal will be better when considered on its own and it would likely never impact your dps negatively, however 31% abyssals are stupid expensive and you don't need them to achieve what we consider high gun dps. The next question you might ask is, how do I get myself some of these modules? Here is a very simple guide: 1) go to https://mutaplasmid.space 2) select your relevant damage module to look at what's on the market (usually public contracts in jita 4-4) 3) decide what you're looking for (damage multiplier affects dps more than rof, if you were building a 3 abyssal set you'd want 2 dmg multipliers and 1 rof) 4) use the sliders to filter out rolls that are too low In this example I set the minimum rof to 11%, which is faction equivalent (dmg multiplier for faction is 1.12x) 5) sort by the stat you're looking for 6) Choose the cheapest module with an acceptable modifier for the stat you're looking for (In this example, that 1.14x for 500m doesn't look bad at all) 7) Click the "Link" button to have the ingame contract copied to your clipboard 8) Paste it in EVE's notepad (not the chat window) found under Edencom > Utilities > Notepad 9) Enjoy your guns go brrrr For your 4th damage module, after you've gotten 2 max damage multipliers and 1 max rof, further increases in either damage multiplier or rate of fire affect your dps identically. If you want to round off your set, this time you can sort by dps% and choose the cheapest module that satisfies your needs. If you have any further questions or need help sorting your abyssals, feel free to reach out to me on Discord (Mombei#0337) Upgrade! (cheaply)
  21. 3 points
    In Tidacha. Fleet should be pretty much done with any left over sites by then. I'll be talking some about the basics, but this is mostly the advanced logi school I've been working on for the last few months. Logi is a team sport, if you want to get good you've got to think about team things. We'll also be doing a few exercises. The whole thing takes just about an hour, and then people ask me questions for a while. The BEST thing for this, is to bring an actual logi ship. A regular cruiser with an afterburner and a couple of reps fit is nearly as good. Or you can just listen on comms. I hope enough logi show up that we can do the horrible thing with the Scimitar Topics I've got written down are threads: delay, teamwork the three-and-a-half minute speech, or, this really is what there is Steady state Verbal Commands and Timing Landing, and the landing checklist The Steak Thing Switches, and the switch checklist The sawtooth function, or, why we decycle That fourth link Cap broadcasts Outunis, and neuts in general "Elite" fits Overheating Finding the Sandbag Exercises - Orbit distances - Burning your reps - What does a rep look like?, battleship edition - What does a rep look like?, fun edition
  22. 3 points
    This is the Cheaper Marauder Initiative. Marauder prices are stupidly high, because of industrial players inflating t2 mat prices twice in a row. This project aims to make it easier for incursion runners to get into a marauder by making those available at almost build cost. Project status: Running (click to see waitlist) How does it work: No upfront cost! Hull deliveries at Jita, unless i find a good, cheap and reliable logistic group to move things to dock-up for a correct price! Price calculated at contract creation. Price is Build Cost +5%, to fund a bigger stockpile of base materials. Contract is up 1week. Price Estimation (before +5%): Kronos: 1.113 B Paladin: 1.172 B Vargur: 1.183 B Golem: 1.256 B Price updated: 2021/06/24 Frequently Asked Questions! 1. How do I order a hull? Project is ran by J3di Master Yoda, and graciously hosted by Xoceac in his Incursion Supplies discord, in the #marauder-initiative channel, feel free to come take a look there. Everything will be run from discord, this topic is here for publicity sake. Check pinned messages in channel for more informations. 2. What happens if I don't accept the contract while it's up? Well first it's going to make me fukken sad to have 1+ Billion ISKs lying around like that doing nothing. And if you do not accept the contract while it's up, the hull will be contracted to the next person in line for that specific hull, and i'll bump you back to the bottom of the wait-list at least once. 3. How long can we expect to wait? Current estimate is 12 days for 4 hulls. See how much hulls at standard priority there are on the list and do the calculation. 4. Can I get multiple hulls/what does low priority means? You can ask multiple hulls, but additional ones are set to low priority. Low priority means it goes up the waitlist as normal, but build will only start if there are no standard priority hulls to be built. 5. It's my first hull but I'm still training. FC, what do? Ask for low prio and mention it is your first hull, and poke me again when you're done training to let me know I can remove the low prio flag. If you're already on top of the list by then, I'll start the build as soon as the current batch is done. 6. Can I ask to have my hull changed for another one? Sure! But if you were in the current building batch, I'll swap you in the next batch for someone that wanted the hull I was building for you. How do I contribute? Any donation is appreciated. If you want to donate ISK or materials (full list available here), please send to corp 'Marauder Initiative' (ticker is 'X.UP').
  23. 3 points
    The fit changed to improve our quality of life. The payment for this improvement is that we are ALL NOW MTACs. Please read the MTAC guide listed below. Please do the thing EVERY TCRC ALWAYS! If you cannot handle this find something else to fly.
  24. 3 points
    The recent change to Basilisk fits means that you all have two combat caps. This raises an issue that hasn't come up for line pilots much before: if you have more than one combat cap, SPLIT THEM between different targets. This is especially critical when there are multiple broadcasts up. Two battleships at 30% cap, both getting cap, will both stay functional. If two are at 30% and only one gets capped, that one falls behind. Double-capping Ajax doesn't do a thing for Benvenuto. Even if you're just randomly capping people, the way cap regeneration works as a game mechanic makes putting multiple caps on the same target inefficient. Every bit of cap you add to somebody's pile past 29.6% reduces their cap regeneration.. Capping someone who is already above 70% or so just means that you're just replacing their own native regen, which doesn't delay their next broadcast at all. So, the cap hit that takes a guy from 30 to 35% adds more TIME for him, than the one taking him from 35 to 40. It's easy to see this when flying a battleship yourself; just warping to site takes you down to 75%, just doing the first burn takes you down to 50%, but then you just.. stay there, almost? The second way that putting multiple caps on a target causes inefficiency is rapid target switching. Switching any module from one target to another takes between three and five seconds. There's a whole process: you hit the button to turn the module off, wait for its cycle to end, make sure you've got the right new target selected, hit the button again, and wait for the server to acknowledge the change. If you put both caps on the same person, you're dumping 30% cap into them in about fifteen seconds and need to switch after three cycles, and you lose between 20-30% of your total output while you push the buttons. If you split your caps, you can switch every thirty seconds, lock two targets at the same time, and lose only 10%. Also, you'll have more free time to do stuff like checking to make sure people are in the right positions. All of this goes out the window if there's an Outuni on field because its target gets all caps, but even there you need to STAGGER your caps. You're not going to be able to keep people from getting zeroed out by the Outunis by dropping more cap on them when they're still full, but if you stagger them you reduce the amount of time they have hardeners off from a max of about seven seconds to about five. WAIT two seconds, two full seconds, before firing that second cap transmitter. tl;dr: For maximum effectiveness treat your two cap transmitters as two separate things, not as one double-sized xmit.
  25. 3 points
    Please join scouting school tomorrow at 15:00 eve time.
  26. 3 points
    Intro Once again, I seem to have unusual ideas of what constitutes "fun." In this case, it's the notion of "optimizing fleet performance." The phrase keeps coming up... "too many Hyperions." But this is EVE, and the way to win fights in EVE is to bring more people. Too many Hyperions is a strength, and I'd like to see if we can use that strength. Of course, at the end of a site what we want is forty on grid, but up until the last few seconds? The more firepower, the merrier. My initial idea about how to do this is to divide the fleet into a command group, and then multiple wings of battleships + logi. Everybody piles into a site, we kill stuff as normal, and then about twenty seconds before the end all of the "extra" wings warp off, leaving forty to get maximum payout. We keep payouts fair by staggering which wings leave early between sites; if Able and Baker go this time, Charlie and Delta go next time, or whatever. This should have several advantages over our current fleet structure; it'll be safer because we'll have a billion logi on grid right up until the end, there won't be any huge waits to get into fleet, and contesting us becomes very interesting. I'm going to try and run this on Tuesday January 5, immediately post-downtime. Fleet Organization ON GRID wing, voice FC commanding (this is the command group) -Logi squad, with 3-4 Basi and one 3-link Scimi. Scimi links to DDD. I -DPS squad, with VVV, DDD, HHH -Sniper squad with AAA ABLE, BAKER, CHARLIE, etc. wings, with a battleship in wing command. -Logi squad, two logi. Two Basi, two Scimi, or one Scimi + one Loki. Scimi should link to wing members. -DPS squad with 6-7 battleships OFF GRID wing -Booster squad with various boosters -one or several scout squads With a ten-man command group and three battleship wings, we get 9-10 logi and forty people getting payout; it's our current fleet, with a funny-looking structure. With fifty people, we have four battleship wings, one warping out at the end of sites. With sixty... you see how it goes, but also, can I get a second booster and y'all early leavers go claim the next site? MAYBE. We'll probably try it. So what do I DO in this fleet? Most of the time, same as normal. Drop your drones, shoot the things, broadcast on time, all that good stuff. There is one important difference; you are going to have to KNOW YOUR WING. Somebody will probably tell you after you get in, but also, check the top of your fleet window occasionally: A minute or two before end of site, FC will announce which wings are leaving. About thirty seconds before, they'll drop an align broadcast. Get your drones and align! Ten seconds before the site ends, your wing commander will WING WARP you; take the wing warp. These times are approximate, I've never done this, I have no idea what I'm doing. What about PAYOUTS? If we're running 50% too many people (so only 2/3 of you get payout), we should also be running sites 50% faster (so payouts come 3/2 as fast). I think we'll even out. Ammo costs even out too; you get fewer payouts, but also have to fire fewer rounds/site. You *do* have more chances to lose drones, pay attention, don't lose your drones. All in all, Individual line pilots should be making the same amount of isk/hour as normal, just without having to lay around in Polstodur for several hours first. So, that's the idea. There's a lot of stuff I don't know yet. What do we do with people who x-ed up with multiple ships? What if there's four people left over from building wings, how do we fit those guys in? Probably about six other things will come up. This is all highly experimental; I'm confident that I won't get everyone killed, but beyond that, *shrug*. If you've got any ideas, please say so. We'll see how it goes.
  27. 3 points
    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/
  28. 3 points
    Daminion and I lost our partner this week, in game Abel Osito. Our NPSI group, Friday Yarrrr, will be holding a memorial fleet on Friday starting at 23:30. Details for the fleet written up by our group's co-founder for me are below. If you wish to join you can find our in game channel at Friday Yarrrr, with four rs. Dear Lovers of the Purple: This week, we in Hidden Flame have lost one of our own, Abel Osito, so this week's Friday YARRRRR! will be a fleet in Abel's memory. Since Abel was not a particularly blood thirsty pirate (too laid back for that), rather than having a FFA or some other battle to the death, we are going to go for a flashy light show. In order for everyone to be able to participate, we're going to keep the ship very simple: Ball of Light If you feel like bringing something shinier, feel free to do so, but it MUST have a cyno field generator of some type and no turrets or missile launchers, just lots of festival launchers. And your cargo hold should be full of ozone and fireworks. The only exception to this for the fleet will be a single scout, a single dictor, and a single self-repped tanky tackle (because we will make people see the light if we can). We shall wander the spaceways of New Eden, lighting up the sky until death comes, which it inevitably will, to all of us. If death comes to us more rapidly than usual, we will reship in Jita into a Retri fleet. Meet in Jita at 23:30. Empty clones are advised. -Coaxster
  29. 3 points
    During this period of time, FCs invite ships from the waitlist based on the Upgrade Policy ignoring the hours played exception. This means that battleship pilots meeting in both optimal hull and optimal fit will be the first priority, followed by optimal hulls with t2 guns, and then optimal hulls meta guns. If the FC runs out of optimal ships, they will invite first come first serve from the suboptimal ships. The FC may choose to invite suboptimal ships in a first come first serve fashion at any time at their discretion. Optimal Fleets are scheduled by FCs 3 days in advance and posted 2 days in advance by Council. The time and date will be posted in the Events Channel on discord and in the WTM Local MOTD After the scheduled Optimal Fleet time period is over for the day, the FC will revert to usual WTM policy as relates to invites.
  30. 2 points
    Hear Ye, Hear Ye! His Royal Highass, Consumer of Chili Fries, The Often Duplicated & Never Replicated, Talidar. Is hereby inviting any and all on 03/22/2022 @0300UTC to this newest Joust Of Frakkin Fun within the current Focus. This Frakkin Fun Fleet shall bring more to the table than anyone could hope for. Frakkin Attack BattleCruisers ( Talos, Tornado, Naga and Oracles) shall be the choice prime. However the ship MUST meet the SHIELD Resist Threshold to be viable. All Frakkin Past Battleships that were allowed into WTM are also allowed as well. IE: Navy Scorp*torp, Rohk*rail or blast, Navy Mega*rail or blast, Apoc/Arma/Abaddon*pulse AND Leshak. With respects to the their bonus's to their hulls in regards to Weaponry to be fitted correctly. Resist Required. And Lastly, the Grand Entrance of Frakkin Railguns that can be afforded to Krony and Vind-ky. Some, not all, will be invited in fit such a way. Reminder HQ RESIST REQUIREMENTS are in effect. Frakkin Ships shall be invited, after requirement is met, in the order listed above. (AtkBC>PastBS>Rails) No Cruisers, frigs, ETC. which means no Frakkin Logi this time around, so don't ask. Normal Logistics only accepted. Punch and Pie along with some interesting prizes to be afforded to those in Frakkin Ships as well as those in the Normal Ships. BE Safe, Have Fun and remember... DON"T BE A DICK!
  31. 2 points
    imho it is just as simple as: FC says something, you do as FC says. Doesn't really matter if you have been playing since 2009 or 2003 or how much you believe you know better. Then you can ask why on forums/discord, but please don't contest FCs in chat, they already have their hands full of stuff to do
  32. 2 points
  33. 2 points
    Your Talking in Stations interview is what brought me here man and I'm happy to report 0% false advertisement ppl have been so helpful and welcoming here and on chat I'm having the same vibe I had when I first started Eve. I got my stuff to the Eust station, can't wait to xup for the first time.
  34. 2 points
    @StevanatorSo in order to get in the first step is probably to read our rookie guide in this forum. this should explain the basic things to do and stuff after that you basically travel to the incursion headquarter system and when youre there and have time you can xup on our waitlist which is linked in this forum too and then youre good and just need to wait for an empty spot in the fleet to get invited. so in your terms they are "community events" and we aim to have an uptime for 24/7 as long as the incursion focuses are up
  35. 2 points
    Hello Stevanator! Most folks start in a Hyperion, good place to get into incursions. Getting in: At the top of this browser window, next to Forums, is 'Waitlist'. Clicking that takes you to the waitlist, which is what you use to get into fleets, when there is one running (which is the majority of the time). Next to waitlist is 'Fits'. Check out Hyperion in fits, and get a Hyperion fitted that way to the current HQ system, which is Todrir (just moved here, so good for a few days, up to a week). Then 'X Up' on the waitlist, and when there is room in the fleet, the FC will get you an invite and a newbro speech. There is not a singular Corp - rather, join the "Warp To Me Incursions" channel - mentioned in the Rookie Guide. When fleets are getting started it will generally be announced there. Or, watch the waitlist site. Also a good place for incursion questions!
  36. 2 points
    I mean the only problem i had with the 5 link scimi is to get through tpph room 1 and 2 :grin:
  37. 2 points
    My two cents: Fully cap stable scimi is nice, but not as useful as a 4 link scimi. There should not be any situations where a scimi needs to use all 4 reps long enough to cap out. iirc, the optimal scimi is like 2 minutes cap stable with everything running, which should be enough for initial and first swap (Especially since at least one of those targets is probably gonna be a marauder who won't let you rep them anyways...). Its more helpful to the fleet to work towards getting a trusted logi badge and bringing the extra link for DDDs than being cap stable. Also you can make the scimi 4 rep stable without implants or drugs by fitting a C type hardener and 4 T2 CPRs
  38. 2 points
    Should we watch anime while doing incursion?
  39. 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.
  40. 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.
  41. 2 points
    Now we also want to know, what are the bling numbers?
  42. 2 points
    Considering Vylades have the sig radius of a barn, and move like a zamboni, pretty easily I think.
  43. 2 points
    The 4th community is not Korean. They are Chinese. I feel offended. Please fix. Thanks. <3
  44. 2 points
    Here we are in Rancer, completely obscuring one of the gates with fireworks and cynos.
  45. 2 points
    I just added a short note to the logi rookie guide covering that point. When FC calls a TCRC full fleet in, that's the exception, as the anchor is already taking the aggro.
  46. 2 points
    Logi taking a switch is mostly situational, first waves when the battleships are not in postion to do damage a logi will likely take the switch. Most of the time we bug the logi is when they take initial aggro via taking the gate too soon, or by running too many reps. Promoting good habits should be advisable, reminding logi to cycle down reps at the end of waves, waiting a few seconds before taking a gate, using only as many reps as you need to keep someone stable, being ready for the switches. Reinforce the ideas, keep them engaged, all that jazz.
  47. 2 points
    There are eight sites that WarpToMe runs, in between HQ's, assaults, and vanguards... and one that we don't. The "Nation Consolidation Network" remains a mystery to me and to nearly everyone else here. Let's go look at it. The NCN, you land on it and it's TWO gates; the right side allows normal incursion fleets through, the left side doesn't let battleships in. We need something a little different. I've brought a pile of Taloses to dockup, and will be handing them out to blaster-boat pilots; with proper support they should be able to handle the left side. Some are set up with T2 guns, some with meta-4. Here's the T2 fit: [Talos, Talos] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II Large Shield Extender II Multispectrum Shield Hardener II Tracking Computer II Stasis Webifier 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 Neutron Blaster Cannon II Medium EM Shield Reinforcer I Medium Processor Overclocking Unit I Medium Core Defense Field Extender I Acolyte II x5 Void L x1337 Null L x1337 Caldari Navy Antimatter Charge L x640 Optimal Range Script x2 If you feel like bringing your own battlecruiser, or a T3 cruiser, or something like Malcom's Huggin... hey, it's all good.
  48. 2 points
    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 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 vylade then leftovers. NRF 3rd you should shoot mara(s) then vylade. NRF 4th vylade , except if there are 3 outunis. then the 3rd outuni first. 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 UPDATE: After Surgical Strike Patch Void is more powerful. If you are confident with your tracking (better be close to 20 at least) you can try to use Void more often to blap them frigates. At the moment (2020 May) I am usually bringing 8k Null, 5k Anti and the rest is Void to fill up cargohold to max. But you know... im pretty confident :smirkcat:
  49. 2 points
    If you're new, and you get in my logi wing, I'll say these things to you. Even if you've read this post, I'm gonna say them. Also, yes, that's how long it takes to say this stuff in voice; those speed runs through "Fox In Socks" finally paid off. -- Logi have four jobs: join your logi chat and do what they tell you, move, rep people who broadcast for shield, and basi's have to keep the cap chain going. Setting up As soon as you join fleet, hit the link in fleet MOTD to join basi-chat or scimi-chat. Say "Hi," give your Logistics Cruiser level and how many links/resebo's you have. Join and say hi even if you don't have any links, don't make me hunt you down and ask. Add AAA to your watchlist. If you're a basilisk, add your cap buddies. If your logi-chat gives you link or resebo targets, add them too. Make sure your fleet window's open. You'll need the "My Fleet" tab to find us for the first time, then switch to the "History" tab so you can see shield broadcasts. Move! The instant you land in a site, find your AAA in your watchlist and orbit him at 10km. Turn on your prop mod. Stay like this forever. First exception to this rule: In the first two rooms of a TPPH site, find the EXIT gate, and orbit that at 500m. When any battleship gets up next to the gate, switch your orbit to the battleship. Second exception: at times, the FC will send an "align" broadcast. Align and turn your prop mod OFF. This always happens at the end of a TCRC, and occasionally at other times. Rep people. Lock up every person who broadcasts for shield asap. Every last one, all of them, no exceptions. Use your judgement as to how much rep to drop on which people. Some folks just have a troll frigate nibbling them, some get the whole room. Try not to run all four reppers at once. It attracts aggro and makes you slow to help a new person when Sansha change targets. Stagger your reps. Don't drop several reppers on a person at once, do it like "REP one thousand REP two thousand REP". Cap chain Basilisks always cap up. Cap the person who's immediately above you in the user list of basi-chat; if you're the top of the list, cap the guy on the bottom. Basilisks ABOVE a basi with Logistics 4 also cap down. If the number next to your name in basi-chat MOTD is RED, you're above a L4 basi, use your second transmitter to cap them. Send cap to your cap buddies on gates! We hang eighty billion isk worth of battleships off that cap chain, testing it is important. Basilisks with a free cap transmitter send cap to fleet. Watch for cap broadcasts. If you have a free transmitter, type the first few letters of the guy's name in basi-chat, lock him, and start capping. If somebody types "FRED" just as you were planning to cap Fred, you can either find another cap target or just type "+" to say "I'm capping him too." If we get more cap broadcasts than we can handle at once, send each person three or four cycles of cap and move on to the next one. If you get neuted out or jammed, you can't send cap, and your friends have to deal with that. Tell basi-chat by typing "NNN" (for neuts) or "JJJ" (for jams.) Type "-NNN" or "-JJJ" when the effect ends. Some people also type "WWW" when they're webbed. If the basi you are capping gets neuted out, jammed, or blown up, deal with it by using your second cap transmitter to send cap to THEIR cap buddy. Sometimes this gets complicated and the LC has to tell people where to send their combat caps; when this happens, listen and do what they're telling you. Sites - Each site we do has a particular moment that gives the logi fits. Know them. TPPH - In the third room, on the third wave, there are three Arnons (which jam) and two Outunis (which neut). All combat caps go to the Outuni's target. NRF - The fourth and final wave contains 1-3 Outunis. All combat caps to the Outuni target! After 20-30 seconds, back off to two reps on the person getting hit, because in 45 seconds the entire room switches to a new target, all at once. TCRC - The instant you land, lock up AAA and start repping him. Two seconds later, we get attacked by Outunis, Deltoles (which do EVERYTHING) and Niarjas (jams). Aggro goes everywhere, half the fleet broadcasts for shields, and at least one basi gets neuted out or jammed. If a Scimitar takes aggro during this part, throw armor bots at them immediately, the room can alpha right through their shields and well into armor. Finish your coffee before we go in, please.
  50. 2 points
    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 a DPS? Fly out to those targets! Just make sure you are on your anchor spot, as soon as the Sansha spawn. Locks Always try and keep your locks full, as the first few targets die, start locking up more. Even the extra frigs, start locking them up sooner so by the time they are finished locking, you are done with your other targets and ready to hit them if needed. 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 hardeners or any other active 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 at least level 4. Examples of overheating modules is when you are contesting with a tower (TCRC only). Usually the fleet commander 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 hardeners. 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 in a marauder and still have over half a bastion cycle left in TCRC or a big NRF last wave, Overheating is very helpful, because you need some extra resistance tank to keep you alive, Hardeners 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. Logis can overheat their reps in case the reps on field are not enough to hold someone, you can overheat reps for extended periods of time. And the cost to repair them with nanite is minimal. Loki pilots will find overheating very useful, as the ship has a bonus towards overheating. Combat log This is something you can have open, certainly as a Logistics pilot. There are a couple of ways to see where the aggro 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 warp disruption and you are also able to see who they warp disrupt on the combat log. This means that the Sansha are locking that person up and he is being aggressed. Especially for determining where Outuni aggro is going, if the Outuni is range to point, its in range to neut! 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/Loki) - 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. TOADS and OARS Here are two easy abbreviations to remember as to what scrams and what webs. TOADS (Scrams) - Tama, Outuni, Auga, Deltole and Schmaeel OARS (Webs) - Outuni, Auga, Renyn and Schmaeel