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  1. 5 points
    Hey guys! Just wanted to share my POV about the Leshak, and provide a basic guideline about how you should fly this beautiful snowflake in a WTM fleet. So here goes nothing! GENERAL TIPS: With every guide the first general and golden rule should always be: "USE COMMON SENSE, PLEASE!" So there you have it. Its not hard. You just have to think a little bit Second golden rule is: "ALWAYS LISTEN TO YOUR FC!" Maybe there is something unusual thing going on and fleet needs to react and adjust. Please do so! The Leshak is not a "DPS", neither a "SNIPER" ship. Its a snowflake. If you want to fly it, then please fly it properly. Basically you will need to anchor yourself all the time, not following AAA or VVV around. Most of the times you need to shoot out of tagging order, something different. I really do expect all my Leshaks to actually put effort into flying their ships as long as they are in my fleet. Getting The Precursor Battleship Level up to 5 is super important. Its an amazing bump to your efficiency. For real. I mean sure, weapon spec to 5 is nice too, but you can leave it temporarily at 4 in order to train Battleship Level 5. Its way more important! Always try to use the Occult ammo. You should use Mystic only when you enter a pocket and you are burning into position, or if you are finishing a wave and you are prepping for the next one but still removing the remnant of the wave. This ship is all about its weapons spool-up. You should aim to shoot a single ship continuously as long as possible, preferably with Occult. Its basically a guessing game: you need to guess the ship that normally would die last on the grid. And try to shoot that ship with Occult. When it dies you just simply reset the game. Exceptions: - Spawn Trigger Ships: you need to exclude those from this game for obvious reasons. - Outuni Mesen: if there are 2 or 3 on the grid at the same time then they are just too dangerous to completely ignore them in a shield fleet. Even if you are a Leshak. So they come before the game. Don't be scared to break the spool-up of the Mystic if you know you can shoot with Occult around 20 times or more after the switch on the same boat. Don't be afraid of burning as much as you want. This ship has mad cap stability. Use it! Keep at range 15 km on your main target is a really easy way to keep the spool going until they go poof. Especially if they are burning somewhere. If they are 20 or more km away, that's where you can start worrying about breaking the spool with Occult. I'd suggest to adjust your position if they are more than 20 km away. You should always shoot something. There is no excuse to ever stop shooting with this ship. You have everything in order to do so: You can switch ammo instantly, you can always burn whenever you are not in range cuz you have the cap for it, you have somewhat decent tracking to even try your luck on frigs and you have a ridiculously short cycle time. Jack of all trades. Utility High Slots are mostly there to soak up your heat damage. Not saying you will never use them, but chances are you will probably never use them. So they are not really relevant. They just need to be there sitting, looking pretty. Speaking of overloading: in case of contest you can easily continuously overheat your single gun during almost (if not) the whole site! You can train relevant skills for better results of course, but just try it out! Experience your personal limit with it! Just don't burn out your gun pretty please. Depending on fleet comp and fleet numbers you always want to adjust your targets. I know. This is actually "hard". But after a site or two you will get a good feeling about your fleet. If snipers need help, you shoot sniper targets. If DPS needs help, you shoot DPS targets. Its not a big deal if you make a mistake with this, don't worry. As long as you are shooting, you are good! But properly adjusting yourself for fleet needs with a Leshak means shorter site time. I will write a few examples later on. With multiple Leshaks in fleet you guys should usually communicate with each other and try to not shoot the same target. Remember: the longer the spool the shorter the site time! Of course its getting harder and harder with more and more Leshaks in fleet. I do understand that. Expect damage agro! If you are doing everything correctly with proper skill set and fit then don't be surprised that damage agro will often times land on you! Anticipate some agro switch on your ship, be on the lookout and please broadcast on time! Taking fleet roles with the Leshak is not the best idea. - You should never try to MTAC (gun range problem + possible niarja jam). - You should never try to AAA (you dont have enough range to shoot properly). - You should probably not try to DDD or HHH (lack of webs). - You might be able to VVV in it, but its not really optimal to do so (lack of agility and occasional gun range problem). - You already have a unique role in fleet. Its called "Leshak"! SITE BY SITE GUIDE: I'll try to give you examples here. Mostly just presuming you are the only Leshak in fleet. Sometimes you have to adjust your targets depending your fleet as i wrote above. I'm sorry this is not a sandbag ship, you actually have to use your brain, not just your eyes Hey now! Don't blame me! You chose to fly it. True Power Provisional Headquarters (TPPH) First pocket: Usually you start Mystic on Outuni and burn to Occult range of the second tagged Osti (in most fleets it should be tag 5). When you are there immediately switch to Occult and shoot it until its dead. After that use best judgement what to shoot meanwhile burning to The Second Gate. - If super-light on snipers then instead of Osti you do the same thing just with the Vylade. - If fleet is really light on numbers, then you do the same, just Occult the Outuni and then Occult the healthiest Osti! Second pocket: Again start with Mystic on first Antem and immediately burn to the second Osti (should be tag 4) switch and shoot with Occult when you can. After its dead burn to the Third Gate and spool on whatever you can best! - If fleet is sniper light you should burn to 2nd Antem and Occult it. If you are super-sniper light then i guess you need to shoot the Mara as well before Antems. Remember: do not burn much while shooting the Mara, cuz it ruins your tracking. - If fleet is low on numbers then kill Mara and then Occult the second Osti. Third pocket: - First wave: Mystic the last romi and start to burn! You can actually choose in between 2 things. If you feel like helping the HHH (cuz maybe they need some help) just keep shooting Romies backwards (skip the one that is actually being shot by HHH). When there are only 2 Osties left burn to your one and only anchor spot which should be 80 km from beacon and 20 km to the left from the tower (exactly where the last VVV spot is). The second thing you can do is try to Occult the last Osti that is not (important!!!) a wave trigger (so actually second to last, usually tag 3). You can start burning to your anchor when its about to hit armor. One good news: if you are at this anchor spot, you can stay there until payout If super-sniper light you might need to help out with killing the Mara at the beginning of this wave. - Second wave: Start with the second to last Osti (usually tag 6). Again, its important to not shoot the last, wave trigger Osti! After it goes poof you can help out with killing Romies similar to 1st wave or just spool on something that you think is best (except the wave trigger). If fleet is light on numbers you should primary the Intaki and then go business as usual. Third wave: Occult the last tagged Outuni. When it goes poof you should shoot one of the two Osties. This wave can go a lot of ways. So after these 2 ships just get ready to spool on whatever needed and left. You should try to even kill the very last frig on grid if that's the only thing preventing you from tower bash. After tower spawns Occult it, drone it and enjoy your bio! Nation Rebirth Facility (NRF) First Wave: Mystic the last tagged Vylade and burn to the last tagged Osti. When you can, switch to Occult and shoot it! When it dies find the next best thing to spool on. When there is only 2 Battleships left, burn to your first anchor spot: 75 km from beacon, 45 km to the right from tower. Its roughly around the very last VVV spot, just about 5-10 kms from AAA. The goal is to be in Occult range of the spawning Yulais. - If light on snipers then you need to primary Vylades. If super-light on snipers, need to kill Maras as well. - If light on DPS then change your anchoring to roughly around DPS anchor spot cuz you gonna shoot Osties next wave! Second wave: Occult Yulais! Preferably backwards, but you should start shooting them even if there are no tags yet. Remember, spooling time is everything for this ship! After all the Yulais are dead shoot whatever is left and burn to next DPS anchor spot (you can look for VVV guide or for the actual on-site VVV for help). - If fleet is really light on DPS then you should shoot Osties backwards in this wave. Third wave: Occult Yulais first, then whatever is left! If there are only 3 ships left on grid you should start burning to exactly where you were anchoring the first time! (75 km from beacon, 45 km to the right from tower). Fourth wave: This is when it becomes a little bit tricky. you can easily find yourself out of position in this wave. Don't worry about it too much. Mystic the last tagged Outuni, even if there is only one. - Stay about 30km to AAA to ensure you are still in logi range and Mystic the Yulais backwards. Then Occult Osties backwards. - If fleet is DPS light or you have faith in Snipers to finish the job without you then you should simply shoot Osties backwards after your Outuni with Occult of course. - If fleet is low on numbers you should shoot the last Intaki after your Outuni. After that Last Osti and so on. Remember: never stop shooting until payout, please! True Creations Research Center (TCRC) After entrance Mystic the last tagged Outuni and start burning , keep at range 20 km on the tower. Lean a bit to left to evade the incoming Vindi Train! Be careful to not be completely out of logi range due to early burning! In all fairness that's actually pretty hard to achieve in this site. Nevertheless you should better check! After your Outuni dies Occult the tower ASAP and never stop until it blows up. In case of jam you re-spool on the tower and cry silently (F). When tower hits 50% hull lock up the warp disrupting ships (usually just Schmaels and Auga). At 20% hull you should recall drones and start to align to your FC's broadcast. After tower start shooting the "scrams". When "scrams are clear" and your FC tells you to warp you leave the site with the rest of the battleships. Be super careful in this site! Chances are if you are doing everything correctly, then at some point there will be a huge agro switch onto you! On-time broadcast is essential to stay alive in a TCRC! The Kundalini Manifest (MOM) After entrance you start burning to the Kundi and start shooting The first tagged Outuni if present. If not then the first tagged Arnon. If there are no Outunis and no Arnons then i guess you can try to shoot the Bombers while you are burning to the Kundalini. Do Not Bump It Pretty Please! Should keep at range 15 km! When you are in Occult range you start spooling on it ASAP. Its really important, because your ship is literally designed for something big, like this. In case of jam you start to shoot the Kundalini again. You never stop shooting it until its dead. And then enjoy the payout. PRO TIPS: I would like to point out that you already spent a huge amount of ISK to get this ship into WTM. So while you are at it you should probably go all the way and do the bling properly. Pimp it out as much as possible! Even with some Abyssal Sinks (Cough-cough i am currently selling 3 of these, what a coincidence, contact me for more info!), and Augmented Ogres! The only modules not really important in this ship are the utility high slots. In case of a contest you can go really crazy with overheating your gun cuz this ship can actually take it. A lot will depend on you when it comes to a TCRC contest! Try to shoot the tower as soon as possible and try to overload all the way! Be careful tho', you really don't want to burn your gun out. You can equip a Mobile Depot and a local Sensor Booster with ECCM Script into your cargo hold. When it comes to TCRC tower bash after burning into position you can drop the Depot, switch your MWD to the SeBo and try to resist those Niarja jams. BE AWARE! You need to refit again switching back the MWD when the tower is at 50% hull. Also don't forget to scoop your Depot before you start aligning out! A lot of possible mistakes come with this, so you need your A-Game, or don't even try it. You can go full-on nuts and get several guns into your cargo hold and just switch them when they are close to burning out. Only possible with a friendly Orca/Nestor around or at the very beginning of a TPPH tower bash with a Depot. This way you don't have to go to a Citadel every time you overheated your gun. You can paste the utility high modules, but the gun would be too expensive. Never stop thinking about what else you could do to improve! I'm pretty sure there are plenty other tips and tricks with this ship, but i should probably stop for now. Okay... This has gotten much bigger than i thought it would. Sorry about that. If anything else comes to my mind i will adjust / remove / add things if and when i feel like it. Feel free to share your own thoughts below!
  2. 4 points
    Yesterday Maximus Atreide and his gf's world got rocked and they litterally got out of the day with the clothes on their backs when their home caught fire and burned down. We have already shared it with the commanders and if you are so inclined there is a gofundme opened for them. If you chose to donate make sure and leave a comment from wtm, toon name, or the like. For those that want to do something but cant do that, i talked to sparta about the srp throwin a few plex his way to keep his account training while they rebuild their lives from scratch and i told him i would match him 3 months worth. If anyone would like to chip in on top of this you may contract me plex (any quantity not just 500) and i will add that on top my my 3m in a week or so. its times like this when this community comes together and does its best work. Sandman WTM Leadership
  3. 3 points
    Leshak has been approved today and will go on the WL shortly. It has a few restrictions, on top of our standard rules (damage control, 70%/100k, etc): Must Field T2 Weapons Must use 3 Tracking Enhancers Will be categorized as a sniper on the WL. You can expect to need upgraded invulns and 3x tank rigs to hit the requirements.
  4. 2 points
    Never not mute Carlos
  5. 2 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. I hope to stay on topic by sticking to Manuvering, Web calls, and general info Manuvering ----------------------------------------- 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! (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. 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! dont 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 youll notice how to apply more effecient 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 <link> ------Web Calls. 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. - dont 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<link> (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. Three tips: --_Vylaids DONT NEED WEBS (Fiona helped me know that) apparently they have no acceleration module. _ While your webbing, remember to keep focus fire on your dps Tags 1-X and three is most important * dont chase after tag 9's 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 when the FC calls for 'dps burn your anchor spots' turn your MWD on and keep at range on your anchor, 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. Keep and mind: listen to your FC! If the FC calls full fleet Arnons, or DPS Auga Outini Deltole Start locking them! When FC calls primaries you can 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 before you hear Hoover telling the Snipers to "help the lazy dps out" we laugh as snipers are our friendly rivals. - dont worrie about burning to final tags when there is another spawn to come, as it is much more important to be in position for the next wave 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) 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 BTW<3 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 get ahold of me in game, or give me a poke on TS "Victor Victor Rothwulf" - Me door is open if im around. And I will find the time. "Make them sansha's go Nowhear!"
  6. 2 points
    Guess I'll have to dissapoint you then @niki lasvegas
  7. 1 point
    Well, i know what i'm bringing! [Drake Navy Issue, Drake Navy Issue fit] Reactor Control Unit II Reactor Control Unit II Overdrive Injector System II Overdrive Injector System II Thukker Large Shield Extender Pithum A-Type Adaptive Invulnerability Field Pithum A-Type Adaptive Invulnerability Field Core X-Type 500MN Microwarpdrive Pith X-Type EM Ward Field Thermal Dissipation Field II Heavy Missile Launcher II, Scourge Fury Heavy Missile Heavy Missile Launcher II, Scourge Fury Heavy Missile Heavy Missile Launcher II, Scourge Fury Heavy Missile Heavy Missile Launcher II, Scourge Fury Heavy Missile Heavy Missile Launcher II, Scourge Fury Heavy Missile Heavy Missile Launcher II, Scourge Fury Heavy Missile Heavy Missile Launcher II, Scourge Fury Heavy Missile [Empty High slot] Medium Ancillary Current Router II Medium Ancillary Current Router II Medium Polycarbon Engine Housing I
  8. 1 point
    Fair point. Even tho' i personally don't believe in armor reps saving anyone in WTM fleet due to the nature of the community. But i'm sure many thinks otherwise and that's not an argument i am willing to take. Can just silently disagree. Nevertheless if anyone feels like stuffing remote armors to utility highs feel free to do so! The ship indeed has a bonus for it. Just be careful about the tight CPU fitting limit! Would be a shame if you miss out on some nice mod cuz too many remote reps on highs!
  9. 1 point
    So our record on bans go back to 2016. So I cant tell you the reason but not an issue I will sort the unban you as soon as i am home from work if some one else get it before me. Have fun welcome back to EVE and Warp To Me.
  10. 1 point
    Frenchy pro sandbagger confirmed!
  11. 1 point
    As a logi pilot I love the idea, who doesn't like more isk? But I don't think we need to tip logi, everyone in fleet has their roles and we all do pretty well out of it. As much as I hate to say it, we do actually need snipers and dps otherwise each site would just be a bunch of logi ships forever flying round in circles repping each other but not doing any damage. Boosters are also handy to help keep us alive too & make the sites go quicker. If you want to help out logi, broadcast on time, broadcast in position and if you need to ask for anything over comms we don't know who "I" is. FC's also come in handy too.
  12. 1 point
    I'll TAKE YOUR ENTIRE STOCK
  13. 1 point
    post dog pics in the topic!!!!!! We will start off with one of my dog
  14. 1 point
    What a beauty
  15. 1 point
    im sorry ? ahh you mean if your fc asks you to not launch them. i see. sorry was taking a moment until i understood.
  16. 1 point
    Very well written Victor. Good Job! I liked your idea for a brief summary of the tactics we use. It will be really useful for the new pilots. Here's something from me, specifically for the Vindicator pilots (my favorite ship) TPPH – Vindicator (DPS) First Room Be sure you got NULL loaded and <keep at range> is set to 5000m. After you land, turn left, turn on MWD, click Outuni Mesen or Ostingele Tectum and then click <keep at range>. NOTE: 1.Do not approach NPC’s at 0! Do not bump them! Turn off MWD when you get to 20km. 2.Don’t forget to broadcast for shields if you are yellow boxed and for capacitor if you got Ottuni. 3.Do not launch Heavy drones if FC say it. Lock Auga’s and start shooting them following tags. Launch your drones and assign them. Start locking Outuni Mesen and Ostingele’s. When Auga’s are down, swap to Void. When you reach webbing range of Outuni/Ostingele’s, start webbing and shooting them in order. Call what you webbing. If your target is already webbed/called, switch to next one. Approach them, shoot and kill them, following the FC order/tags. When last Ostingele left on grid, start approaching Acceleration gate. If there are still frigates on grid, start locking and webbing them. Swap ammo if needed. Approach the gate. Turn off MWD and align down the gate, when FC say it. Take the gate only when FC call it and swap to NULL. NOTE: 1.Use Q to align! Do not use gate for that! 2.Do not Leeroy gates! Second Room After you land, turn on MWD, click Deltole Tegmentum or Ostingele Tectum and then click <keep at range>. Lock Auga and start shooting it. Launch your drones and assign them. Start Locking Deltole, Ostingele’s and Romi’s. When you reach webbing range start webbing and shooting them (With VOID). Follow FC order/tag’s. If Romis are in your web range, web/call them. This will help HHH to kill them faster. Take the gate only when FC call it and swap to NULL. Third room Wave 1: After you land, turn on MWD, click Ostingele and <keep at range>. Start locking them. Launch your drones and assign them. Lock Romi’s also. Until you burning to your primary targets, you can web and shoot some Romi’s in range, while they still don’t have transversal velocity. When you reach webbing range, start webbing and shooting Ostingele’s (With VOID). Follow FC order/tag’s. Call your webs. Start burning to your next anchor point (Keep at range your VVV and don’t bump it) as soon as FC call it, or 2 BS left on field. Turn on your MWD and turn it off after two to three cycles, or when you get to 20km. from your anchor. Swap to NULL while you burning, if some targets left behind, out of your VOID range. Kill them. When you reach the spot, CTRL+SPACE to stop your ship (for better tracking). Reload Void and prepare for the next wave. NOTE: 1.Don’t forget to broadcast for shields if you are yellow boxed, and “In position” when they stop shooting you (yellow boxed again). 2.No web is needed if the target speed is 100 m/sec. or less. Wave 2: Lock Battleships and start webbing/shooting them following the FC order’s/tag’s. If Romi’s are tagged, web Romi and call it, before they run away. Use two webs per Romi. If target is already webbed/called, switch to next one. If they run away, use NULL to kill them. When last two BS left, anchor to VVV. He gonna move you to the spot 20k away of the tower. Reload VOID, CTRL+SPACE and wait for the next spawn. Wave 3: Lock Battleships and start webbing/shooting them following the FC order’s/tag’s. Check your drones for drone agro. When last two BS/Cruisers left on grid, start approaching the Battle tower. If there are still frigates on, start locking and webbing them. Kill what is left. Shoot tower. Send Drones to shoot tower. NOTE: 1.Don’t forget to broadcast for shields if you are yellow boxed and for capacitor if you got Ottuni. 2. Don’t web Vylade Dien. It has no propmod. 3. After tower bash, don’t forget to recall your drones, before you warp out. 4. There might be a different site tactics or target order for some or the all waves, at the discretion of the fleet FC!
  17. 1 point
    on a walk in the snow
  18. 1 point
    I have the money, modman can shut this post down now. Pleasure doing business with you.
  19. 1 point
    Paul Vashar here, If we could get the EVE Time posted on the bottom of the Wait List page that would be great. From there pilots can calculate their local time without loading the game. This will help a bit for the scheduled "Logi School" I hope. Thanks and sorry in advance. Edit: It would also get mobile users a chance to do the same.
  20. 1 point
    @Victor Victor Veritas very nice write up here, cool to see such care taken from someone not in command core. Good to see a "line pilot" that really gives a damn. Maybe it will be time soon for some other badges to add to your list :). Keep up the good work and its always a pleasure having you in fleet.
  21. 1 point
    I especially enjoy Victor being in my fleet. Took DDD like he had done it a thousand times, and it was his first time instead.
  22. 1 point
    Victor this is a fantastic write up - really captures what we try to do as commanders. I love all of these tips, and encourage everyone to add to it as you see fit. Thank you for being part of our community!
  23. 1 point
    So if you'd rather not use the shoddy LP Store websites that usually have incorrect information. Here is the simple equation you can apply to find how much ISK per LP you will get out of the LP store. Find open market value of item on https://evemarketer.com/ ~~ We'll call this variable G Find ISK cost in LP store ~~ We'll call this variable D Subtract D from G ~~ We'll call the answer variable H Find the LP cost in LP Store ~~ We'll call this variable LP Divide H by LP ~~ The answer to this is the ISK per Loyalty Point you will get on that item. Hope that was easy enough to follow along. Cheers o/
  24. 1 point
    DO YOU DO CREDIT..? <3
  25. 1 point
    Since Oni started a wonderful thread over in Logi Tactics, figured to start up the same here, except in the form of a giant wall of text. Introduction I. Love. DPS. My very first ship I've ever flown in incursions (long long ago) was the Navy Domi, back when sentry drone boats were a thing. The garde/blaster combo was something I had to get used to, as my only PvE experience was AFK lvl4s with a sentry boat. I very quickly gathered the isk to buy my first Vindicator, which I instantly fell in love with. Nothing beats the space shotgun in satisfactory annihilation of my enemies. Now, nearly 3.5 years later, my main ship is still the Vindicator. I've tried nearly every other ship that we allow in fleets, even a few that aren't allowed just to test a few things. But nothing will come close to my love for the king of DPS. After these years of passion and experience, here are my tips in being an effective DPS pilot. The Vindicator Behold, the King of DPS in all its glory. Loaded with Void Ammo, this thing skyrockets to 2155 of sheer, raw DPS. Nothing even comes close, even my beloved Kronos. Even that rattlesnake claiming to dish out just as much applied DPS. For tower bashes, it is the equivalent of two blaster rokhs, nearly two hyperions, two nightmares, or nearly three machariels. This is what a true king looks like, and that is your goal. However, it's really expensive. That's ok. You'll get there. In the meantime... The Starter Vindicator, starting out at ~1600 DPS. You want to get into this ship as soon as possible. Keep in mind the guns can be swapped out for Meta 4, but you should be getting T2 guns ASAP, as that is the most significant increase in DPS. All in all, this fit isn't that expensive, relatively speaking, sitting at ~400m. That is insanely cheap compared to how much DPS it pulls when compared to any of the starter ships. That's roughly 14 sites, easily doable in an evening of incursion running. Get this ship as soon as possible. You won't regret it. Now, the upgrade path is as follows: Meta 4 Guns to T2 Guns T2 Magnetic Field Stabilizers to Faction Add another web, by doing either: Upgrade invuls to dual Pith C or better, change thermal rig to EM, drop EM amp Upgrade invuls to single Pith B or better Get a damage rig (Burst Aerator or Collision Accelerator) Upgrade invuls to dual Pith B or better Drop the two Large CDFEs Upgrade Drones Optimal setup is 2x Geckos, 2x 'Augmented' Hammerheads, 1x 'Augmented' Hobgoblin T2 Tracking Enhancers to Faction Drone Damage Amplifiers The Webifiers The most unique thing about the Vindicator, other than its raw, powerful dps, is the ability to fit webs and use them effectively. Baseline, these slow sansha ships down. Doesn't seem all that special until you realize everything this does for us. First, you have to realize that the range of the Vindicator's blasters is god awful, especially with short range ammo. For you to apply effective DPS, you want every target to be within 10km, and stay within 10km. Vindicators can reduce the speeds of ships up to 90% with the strongest faction web, effectively rendering them motionless. This also means that you have a better chance to hit them, as your and everybody else's turrets don't have to track that much. Now, this is where the term "Spreading Webs" comes in. Time for some simple math. Two targets moving at 100 m/s. Is it more effective to web each target, or put 2 webs on the current target? Let's say your web effectiveness is 80%. When applying a single web, the target's speed is reduced to 20 m/s. Apply another web, and the speed is reduced to 4 m/s (actually more than that due to diminishing returns). The difference between 20 m/s and 4 m/s is not that significant, meanwhile the other target is running away at 100 m/s, and will be out of the 10km range in less than 90 seconds. Sure, you might have killed the current target faster, but now the next target is out of range and you apply less DPS. Here's a simple rule for spreading webs: If a battleship is moving over 100 m/s (denoted by the Velocity column in your overview), web it down. If a battleship you have webbed is moving less than 20 m/s (unless you have 90% web effectiveness), remove the web and put it on a different target. When looking at the variations of webs, there are two faction webs that are used by the vast majority of Vindicators: Fed Navy and True Sansha. The differences are this: Federation Navy: less range (14km), more webbing power (90%) True Sansha: more range (15km), less webbing power (82.5%) Keep in mind we have boosts to increase the range of webs, so the True Sansha one can go out to nearly 21km! In deciding between these two, it's mostly player's preference, though we encourage True Sansha due to the range advantage. The Implants To unlock your true potential of a short range DPS pilot, you have to invest in some 6% implants. Remember that 2155 number that optimal vindi spits out? With max skills and implants, you can push that to 2357. This is the true cap for our vindicators, without going purple (fitting officer mods). Here's what I run for my implants (literal copy&paste from the Implant Guide): SLOT 1: Genolution Core Augmentation CA-1 Primary Effect: Boosts perception by 3. Secondary Effect: Gives a +1.5% powergrid and capacitor bonus SLOT 2: Genolution Core Augmentation CA-4 Primary Effect: Boosts memory by 3. Secondary Effect: Gives a +1.5% ship agility and armor hit points bonus SLOT 3: Genolution Core Augmentation CA-3 Primary Effect: Boosts willpower by 3. Secondary Effect: Gives a +1.5% ship velocity and shield capacity bonus SLOT 4: Genolution Core Augmentation CA-2 Primary Effect: Boosts intelligence by 3. Secondary Effect: Gives a +1.5% CPU and capacitor recharge bonus SLOT 6: Inherent Implants 'Squire' Capacitor Systems Operation EO-606 Gives a reduction in capacitor recharge time by 6% SLOT 7: Ogdin's Eye Coordination Enhancer Gives a boost to Tracking Speed by 6% SLOT 8: Inherent Implants 'Squire' Capacitor Management EM-806 Gives a capacitor capacity boost of 6% SLOT 9: Eifyr and Co. 'Gunslinger' Surgical Strike SS-906 Gives a boost to all turret damage by 6% SLOT 10: Zainou 'Deadeye' Large Hybrid Turret LH-1006 Gives a boost to all large hybrid turret damage by 6% Now, you do you want to run the complete Geno set, because each implant boosts the effectiveness of all other Geno implants. However, if you're a low SP pilot, I would recommend running with +5 implants for now (the improved set). Once you're at the point where you're training gunnery/drone skills to V, then you can start popping those out and replacing them with the Geno set. The other slots are rather self-explanatory, except maybe all of the cap implants. Keep in mind the Optimal Vindi is not cap stable, nor should it be. Cap stable means it deals less DPS. However, this implant set gets it really, really close, to the point that I never broadcast for cap except under Outuni aggro. It's a nice thing to have. These implants are expensive, yes, but keep in mind you can buy these from the Concord LP market, at 250m isk & 250k LP. Furthermore, you get to keep these implants all the way until you are podded. I've had these implants for over 3 years at this point, so they last a very long time. The Tactics Your rivals are the Snipers. You must beat them in every wave. Compete with them, challenge them, as they challenge you to kill all targets before they kill theirs. They may not admit to this rivalry, but it is very real as a DPS pilot. But here's the truth: they don't have to work as hard. You do. But that's where the fun comes in. Here's what you have to do: MOVE. You have a microwarp drive, use it. Any time you're out of range of the anchor or the next spawn, light it up. Get to position. The key difference between a good vindi and a fantastic vindi is positioning. The VVV anchor mostly helps with this, but I actually encourage you to move yourself. Yes, that's right, I'm telling you to unhook yourself from the anchor, and be free my little bird. Or rather, my death-dealing shotgun with wings. Be free. You are free to burn after out-of-range ostingeles, as long as you're in position for the next wave (and within Logi range). When I'm just in fleet, not doing any FC roles, I almost never keep at range on the anchor, and burn to all of the positions myself, burn after the ships myself. Not only will this help with your range, it'll help you learn the positions for the VVV anchor. If the role opens up, then you certainly have the confidence to take up the role. I'm not saying the VVV is a bad thing, I'm just saying the truly good vindi pilots are those who unshackle themselves from the VVV. Edit: As Spudzy pointed out, best if you stick with your anchor if you draw aggro. Now, there are some cases in which you won't apply much DPS by burning to one target, smacking it with void, burning to the next target, smacking it with void, etc. This is where Null comes in. Beginning of TCRC, first wave of NRF, first two rooms of TPPH, I'm running Null. You'll apply way more damage to targets consistently 20km+ out of range. It's only a 5 second reload time, utilize both ranges of ammo where it is applicable. In terms of drones, you should almost always assist them to the VVV (or HHH if there is one). Exception to this is beginning of a TCRC, where the DDD needs those drones to kill schmaeels (only if you have lights/mediums). If you are the VVV, assist your own drones to another random vindicator. Two options as the VVV in what to shoot: Main targets or cruisers. The FC won't mind which and either one is effective. And then let me talk about targets. Here's the deal. If there is an Ostingele tagged 5 that is 60km away, and then an Ostingele tagged 6 that is 20km away, which one should you shoot? Most FCs won't mind if you shoot 6 in this case, because it's obvious that you can apply more DPS. If you're in my fleet, I actually want you to do this. However, keep this within reason. If an Outuni is 30km away and an Osti is right next to you, you should still shoot the Outuni, due to its threat. Conclusion Remember what I said: The snipers are your (friendly) rivals. Don't let them win. Use these tips to give yourself an advantage over the snipers. They're a bunch of lazy brats that complain about cycle times anyway. Seriously though, there is nothing more satisfying than running up to a target, blasting them with void, and watching their shields melt under your power. You'll impress FCs and Logi by drawing aggro all the time, maybe even earn yourself an Aggro Magnet badge in the process. So be free, my death-dealing shotgun with wings, and show the sansha the true meaning of Ridiculous DPS.
  26. 1 point
    Warp To Me Citadel Guide DISCLAIMER: Use Citadels at your own risk. Warp To Me or affiliated Commanders will not be held liable for locking or loss of assets, implants, or jump clones. Introduction Ah, Citadels, the cities of the heavens. Magnificent dreams have become a reality as beautiful, useful, and inexpensive structures have been added to the game. As we incursioners are opportunists, we'd like to ask one question: do Citadels serve a purpose to us? Are they useful? Should we take advantage of them? What are the risks? This guide serves to answer these questions. Benefits First, there are a few benefits of citadels that incursioners should note. The two most significant benefits are safe dockup in stationless systems and free repair, which we'll cover in more detail. However, benefits should be balanced with risks, as to take advantage of these benefits, you should be fully aware of the risks of doing so. Stationless Systems Of course, one problem we HQ runners have is stationless HQ systems. It's quite a bother when, after joining fleet, you have to jump a gate or two to be with the fleet. Citadels are meant to solve this problem, if only temporary. Once a move is set to a stationless HQ system, one of our commanders will anchor one as soon as they are able, but note that anchoring takes 24 hours. Thus, for stationless systems, we will always have an NPC station nearby as our official dockup. We cannot guarantee the safety of citadels, owned by commanders or otherwise. This is EVE Online, which has the unofficial tagline of Trust No One. Docking has risks you should be aware of, including locking of your assets or loss of jump clones. Free Repair Free is good, right? If you have docking rights, just by being nearby a citadel (not docked up), you will be tethered to it. This tethering does a number of things, one of which repairs your ship, drones, and modules (even burnt out ones). This serves incredibly useful in many cases, as you can make a quick trip to a citadel, sit there for a bit, and then rejoin the fleet once you're repaired. Risks Before docking to a citadel, you must understand the risks of doing so. In short: your assets may be locked for 5 days and possibly cost a fee to unlock them, and your jump clones may be destroyed if the citadel is decommissioned or destroyed. I'll cover these in more detail below. Assets First and foremost, it should be stated that it is 99% impossible to lose your assets in a citadel (the other 1% covers bugs/glitches; petition CCP if you lost your assets in this way). However, you should understand that you could potentially be locked out of your assets for a minimum of five days and possibly pay a 15% fee to recover them. This is due to the Asset Safety System, which is a system to relocate your assets if they're inaccessible or the citadel was decommissioned/destroyed. To clarify, for the incursion pilot, here are the cases that the Asset Safety System is triggered: Citadel is destroyed Note that it takes at least 7 days to destroy a citadel, due to reinforcement timers Citadel is decommissioned The decommission process takes 7 days Citadel displays an [UNACHORING] tag on grid during this process Citadel owner suddenly revokes docking rights Note that you will not be kicked out, but if you undock, then you're locked out. Asset Safety has to be triggered manually (via the asset window) Once triggered, your assets are locked for five days. After that, you can choose a point of delivery via your asset window and your assets will be delivered immediately. If the point of delivery is outside of the system, then a 15% fee will be included. If no action is taken for 15 more days (20 days total), then your assets will automatically be delivered to the nearest NPC station within the same security (HighSec to HighSec / NullSec/LowSec to LowSec). Note that you still have to pay the 15% fee if it automatically delivers to a point outside the system. Mitigation plan: Dock with the preparedness of locking your assets in there for 5 days and paying the 15% fee. A good suggestion is only dock with what you can undock. E.g. leave the majority of your assets in the official dock-up (NPC Station), and dock to a citadel with only your battleship or whatever you plan on running incursions with. Keep in mind that if the owner suddenly revokes docking rights, you can still undock with your ship, you just can't dock back up again. Jump Clones Citadels can offer jump clone services. While this is generally a wonderful feature, it should also be regarded as a risk. If you decide to leave jump clones in citadels, then know this: If the citadel is destroyed or decommissioned, then all jump clones inside are also destroyed. Mitigation Plan: Do not leave jump clones in citadels, especially citadels anchored for the express purpose of providing an incursion base, as these are temporary. Decommissioning For Citadels set up for incursion purposes, we cannot guarantee their longevity. As incursioners are nomadic by nature, calling no place our true home, no residence is permanent. Citadels set up for incursion purposes reflect this policy, and are subject to decommission by the owner to save Isk. The decommission process takes 7 days, during which the citadel will display an [UNACHORING] tag while on grid. If, by the end of this process, you don't have your assets moved out, they will be locked in asset safety. Furthermore, any jump clones within the citadel will be destroyed. Mitigation Plan: Ensure you have no assets and jump clones in the citadel 7 days after the end of the incursion. Citadels are likely to last longer than that, but nonetheless, the decommission process lasts 7 days. Conclusion So, a question: should you take advantage of citadels in stationless systems? As long as the risks are understood, the answer is absolutely yes. Just know that Warp To Me or affiliated commanders holds no responsibility for loss or locking of assets or jump clones, and we will in no way replace them. [v1]
  27. 1 point
    Advanced Incursion Tips This is a list of advanced incursion tips and tricks that you might not know and could improve fleet safety, speed and the overall knowledge of you and other incursion pilots. Some of these things you might know, but some of these could be completely new to you and help you out with the next fleet you join. Enjoy! Manage your cap Managing your cap is really important. Without putting all that information here, I wrote a guide on it. Please read it Here. Are you VVV? Fly out to those targets! Just make sure you are on your anchor spot, as soon as the sansha spawn. Contests Lock up those targets that are important, as soon as the FC calls the target out, you are able to aggress it, as soon as the FC calls something out, you lock it up. This is very helpful for Machariels getting those armour shots. Staggering Stagger everything! Staggering means waiting a certain time before activating a second active module. Two very important examples. With remote shield boosters, don't activate them all at once. Use one, wait one second, then activate the second on and so forth. As for invulns or any other activate module you might have, wait a quarter or half a cycle before activating the next one. EWAR Some ships have extra support modules on their ships, such as webs and paints. Don't stick them all on one target, like the primary target, such as the outunis. These ships usually die in almost an instant. Webs are best to put on any of the other targets, mainly battleships. If you see a battleship that goes faster than 100 m/s, web them down. As for paints, they usually help best with sniper targets, but in general, any target can use the help. Frequency Modulation Someone once told me about this skill and I have really looked into it before, so I thought a lot of people might not know about this skill. This skill gives 10% bonus to Falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors, Remote Tracking Computers, Remote Sensor Boosters and Target Painters. Overheating This can be VERY helpful at times and you shouldn't be afraid to overheat certain modules from time to time. Some modules can last a very long time with overheat, such as invulnerability fields. The skill that reduces heat from overheated modules by 5% per level is Thermodynamics and you should train this to atleast level 4. Examples of overheating modules is when you are contesting with a tower (TCRC only). Usually the fleetcommander will tell you to overheat your guns once or twice and then cool down for 2 cycles. Second example I can give you is overheating your invulns. It's hard to expect when you might go into armor, so overheating in normal sites isn't really helpful. Where it is helpful is when you are AAAing a TCRC, Overheating is very helpful, because you need some extra resistance tank to keep you alive, certainly in a pre-load (This means that all the spawns are already in the site, such as deltoles and outunis) That means that if you are AAA, you can pre-heat your invulns when you land in the site. Invulns can last up to 2 minutes for a full heat and that is more than enough time. Just make sure you stop overheating before they burn out. Combat log This is something you can have open, certainly as a Logistics pilot. There are a couple of ways to see where the agro of the Sansha might hit next, without the person broadcasting for shields. First of all you can look at the lasers the Sansha are shooting. Lasers equals damage. Second way is to look at the combat log. The reason you should look at this is that Sansha uses EWAR and you are also able to see who they EWAR on the combat log. This means that the Sansha are locking that person up and he is being aggressed. If you time it right, you can lock up the person even before he broadcasts. Gravimetric and Ladar Sensor Strength Another skill just like Frequency Modulation, two great skills to have, certainly as Logistic pilots. Gravimetric Sensor Compensation (Caldari - Basi) - 4% improved Gravimetric Sensor Strength per skill level. Ladar Sensor Compensation (Minmatar - Scimitar) - 4% improved Ladar Sensor Strength per skill level. As you can see either skill improves sensor strength for a specific faction, as there are also ones for Gallente and Amarr. As we don't use those Logistics ships, you don't need those skills for our fleets. So why should I get these skills? The more you improve your sensor strength, the less you are able to get jammed by enemy Sansha. ROADS and TOADS Here are two easy abbreviations to remember as to what scrams and what webs. TOADS (Scrams) - Tama, Outuni, Auga, Deltole and Schmaeel ROADS (Webs) - Renyn, Outuni, Auga, Deltole and Schmaeel