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  1. 2 points
    This guide is very biased and unfair to those who love space doo doo. 10/10
  2. 2 points
    I agree man, Arthur been slacking, he needs a Nightmare
  3. 2 points
    In my opinion, we should do everything we can to help our brothers and sisters in these sites to achieve the ultimate goal of clearing sites faster. This will not be done on zero capacitors and I think Devin is absolutely right here, and to be honest, the urge to burn between anchor will not be fulfilled with 3/4 speed (extra room for error).
  4. 1 point
    I mean i did not want to name names, but now that you mentioned Nick...
  5. 1 point
    this guide was posted before bastion changes and is now almost entirely irrelevant. however nightmares are now unironically bad to add to their ugliness and paladin supremacy reigns.
  6. 1 point
  7. 1 point
  8. 1 point
    This will be just my thoughts on the nightmare cap chain and how new bros can more easily chain with there buddy General Tips for Newbros First once you go into nightmare chat, scream for a cap buddy till they give you one. Always talk with you cap buddy on when you'll be chaining, that's what nightmare chat is for. Pulse your prop mod, this means MWD ON for 2 cycles, OFF for 5-6 seconds. If it looks like you'll run out cap before you reach your buddy, broadcast for cap, I know people will scream at this, but even a few squirts of cap will be helpful. Pilots who have a resebo fitted, only turn it on when you need it (to lock the mara), as it drains your cap unnecessarily. TPPH (True Power Provisional Headquarters) Most nightmare pilots (including myself) have grown accustomed to not chaining in the first two rooms of the TPPH, although if you do feel like you don't have enough cap life to burn through two rooms, talk to your buddy in nightmare chat and start chaining once you are at the gate to the next room, this will help your cap significantly and will make the site much easier for you. In the 3rd room of the TPPH you should have enough cap to establish the chain once you are anchored, do not try to chain while burning as there's the possibility of you drying yourself out unnecessarily. NRF (Nation Rebirth Facility) The NRF is the trickiest site of all to cap chain in, ideally you would want to start the chain at the 1st anchor spot and keep it going, but that's really tricky even for experienced pilots, so what you need to focus on is again to chain up at the anchor spots. If you feel like you don't have enough cap, stop shooting, lasers eat a butt load of cap and turning your guns off for a few cycles can help you regen some cap while burning, especially on the long burn to the 4th wave. TCRC (True Creations Research Centre) This should be clear enough, burn to anchor, establish chain, PROFIT. Bonus Tips Try to master the art of chaining while burning, this is very useful in NRFs, in order to pull this off you need an experienced pilot to be in the chain, in order to acomplish this, you will have to be very attentive, pay attention to where you cap buddy is, if they are falling behind turn off your prop mod for a few seconds and let them catch up. If done right, it will make your capacitor much happier. Use drugs, Synth Mindflood Booster, which grants a capacitor modifier of 3%, is very helpful for all nightmare pilots, if you do have Neurotoxin Control IV you can use Standard Mindflood Booster, which grants a capacitor modifier of 10%.
  9. 1 point
    I humbly disagree with both of you here. With how tight the cap is on this fit the extra 1km range is actually really helpful cause it means that cap is transferring that much sooner. That extra second of faster activation time means the difference between stop shooting/burning and continuing to do your job. if you have to stop shooting or slow down, ultimately its to the detriment of the fleet and you never should have removed the low slot battery mod in the first place.
  10. 1 point
    It was awesome testing this with you... However, I also find it very difficult with most cap buddies is they dont burn or they just dont pay attention and I completely agree with everything you have said.
  11. 1 point
    WHAT: Fun fleet featuring bricks (yes you will make isk too) WHEN: 5.3 19:00 EVE (tomorrow) DURATION: 1 hour? HOW TO JOIN?: If you CAN fly Rokh, you can join. (need caladari bs 1, large hybrid guns 1) You don't need to own or get one, just need to be able to fly. We need still logis for the first part! So we will have fun fleet with bricks, (Rokh) do some super optimal sites with them and then throw them at MOM. I still dont know who will command this fleet so commanders x up. After rokh fleet there will be bonus event where you need to be able to kill small thing fast, so if you are interested in this prepare ship for it. Winner will earn 100M or something like that.
  12. 1 point
    Hello all; Good Luck and Fortune to'ya. I am hoping Vindi Vets and DPS Vets add some of their wisdom on top of this, and please take the liberty to correct anything as they see prudent. I fell in love with WTM culture of newbro friendly, ISK faucets of fun: I started this thread to remark on some of the things i picked up and allow info to be spread to newbro's (including me'self) As DPS, whether your in an Optimal Ship, or a Starter: remember the fleet counts on us: being efficient in removing dangerous DPS tags from the field, as We are the Sword of the fleet. Our DPS targets are chosen with Wisdom behind it. The faster we Pop the Sansha, the faster our fleet will be in a safer state. I hope to stay on topic by sticking to Maneuvering, Web calls, and general info ------------------------------------------------------------------------------------------------------- Maneuvering ------------------------------------------------------------------------------------------------- The VVV Anchor should always be on your watchlist, easy right? But what happens when FC calls tag 1+2 outini/auga/deltole and you have no anchor in the pocket? BURN BABY BURN! 'Keep At Range' on the primary/Tag1 (Turn on your MWD) You do not need to be attached by the hip especially at the beggining of a room (*exeption TCRC) remember almost all FC's want Focus fire 1-X so you will generally be in the same place as the anchor anyhow. As a Blaster ship, you must get close to the enemy Sansha to hit them effectively. So in every beggining of each room, You should be anchoring(K.A.R) on your DPS Tags. This insures optimal range, and maximum potential damage application. **Pay attention to how many DPS tags are left, as you Should be Keeping at Range on your VVV-Anchor when DPS tags are low, or when FC calls for DPS burn to anchor spots* This applies in 1st rooms where the sancha are already on field, tags are up, and DPS is warping in: What I do 1st (example TPPH turn left go fast) i am spam 'E+Click' on tag 1 and as soon as i see warp meter ~40% i hit my MWD to start the burn. Then start locking your tags, i find im already hitting max speed just as the rest of the tags come in -Just remember the closing rate is fast! don't Bump nor overshoot your target (~20k out kill your MWD) and keep spamming that keep at range so you do not 'bump the targets' If your not still burnin' you can actually start to "keep at range"(E+click) to Tag 2, IF T2 is within 10k and IF Tag one(T1) is webbed.. this will help you apply more dps to T1 as you slowboat to T2(tag two) Get familliar with the Keep at range mechanic, as you get more experienced you'll notice how to apply more efficient DPS, and help the fleet and you make more ISK/hr as well as BE safer. - Eve University has a great thread on Transversals, angular velocity, and general gun dynamics, as a blaster you could benefit greatly from checking it out <https://wiki.eveuniversity.org/Turret_mechanics> --------- Sliding: aka "Using Momentum"------- So: In reference to landing in a pocket (aka Taking a Gate with FC's authorization) avoiding painful Mathimatical Calculations, what if i told you, that there is a way to use the warp speed you had to burn towards Sansha after you take an accelleration gate? Im not kiting you, it is possible. As you play, start to pay attention to your velocity Bar, especially while beginning to warping/ landing from warping. After awhile, you'll notice that the "Warp Bar" (The velocity bar that has WARPING shown across) enters warp at a certain point, (75%-90%) and exits warp, at about (40%) (Thats why we have you aligning full speed to quicken the warp) and although thats usuful, Im focusing on Landing from warp. * Id suggest to you to pay attention to when your ship Exits 'WARPING' (Aproximately 40% ) you'll notice it switches from saying "Warping" to the regular display (100m/s for example) ** This is the exact server tick/time that your ship is free to Move/aproach/keep at range, activate modules, lock targets, recieve links etc. if you desire it. And i would say you do! Why?? Because it allows you to carry that momentum! It is a lot easier for your ship to Burn to Max velocity from 100m/s vrs from a dead standstill. You "slide" from out of warp. ------------------------------------------------------------------------------------------------------- Webs------------------------------------------------------------------------------------------------------- Precall webs always. Every Situation 2 webs are needed when Sansha start their burn. Remember, you can limp away with 1 kneecap, if you lose 2 kneecaps? "You're goin' NoWheahr'!" In TPPH's, NRF's - when you Land&Slide, call Your Webs! You have all that time to burn towards them, so VVV will probably web tag_1, there are all the others out there, So call them! this will give plenty of time for your fellow pilots to grab the rest. So break the sansha's kneecaps and start shooting em in the face, the rest of the DPS train will come along following 1-> X, and they shall not have to travel far because you webbed that sansha down. [<3 Imelda <3] Webs help the whole fleet, especially DPS squad; in the pre-spawned pockets, down to when your VVV brings you to the next spawn, you want as many DPS targets webbed down as possible. - don't call webs after you web them imho -i would suggest precalling webs, it allows your fellow DPS to not waste time switching web targets wasting precious cooldown seconds. Be aware and know what will be in web range, and what will not. If your gonna lose a web on something, call it. WTM culture will not mind if you were mistaken, if you call "6 got away" it may allow another dps to try and catch it. Foshkey wrote an excellent article that includes pictures) regarding BS that need webs that are doing 100m/s or more. Dont forget if BS are webbed, go for them cruisers (Rommi's usually) as well, and help the HHH out. Remember when the FC calls for 'DPS burn your anchor spots' turn your MWD on and keep at range on your anchor (Be aware not to bump any objects (Tower, Rocks, etc), the fleet and your VVV needs Your blasters and webs ready and in range for the next wave.* again Spread those webs! Precall, and if there are no tags yet, STILL WEB. You can coordinate what you have webbed when the tag numbers appear. If you have a tag that is just outside web range, remember you can -Overheat your web- to reach out and stop them (To Sansha: "whear you Goin'?!!") And if your K.A.R on that one trying to get away, you should be within standard web range within 1-2 overheat cycles (so you dont damage your Mid slots too much) Remember to be shootin' some'thin ------------------------------------------------------------------------------ Tips------------------------------------------------------------------------------------------------------- Unlock Tag J if FC/LM calls one on the field, make sure you are not shooting it. Vylaids DONT NEED WEBS (Fiona helped me know that) as the Vylaid has no Propulsion module. Put that web to good use on some'thin else If you are HHH: and Vylaide is your Primary: 1 web on Vylaid will help Heavy Drones apply damage bettah While your webbing, remember to keep focus fire on your DPS Tags 1-X Don't chase after Trigger Tags (tag 9's OR tag Z's (TPPH last room))when the rest of the dps targets are killed. You should be K.A.R on your anchor when there are 2-3dps tags left. Remember Shoot in order. In a TPPH Final Room, Tag 9's Or Z's Ostingales are the Trigger for the next wave. It is important that tags before the trigger are killed first. * If the final Osti's are killed before the rest, there is a good chance You and your Fellow DPS members will not be waiting in ambush for the Next Wave spawn. ---Split your Guns 4/4 and stagger them, you will not regret it. You will apply more DPS, get armor shots without trying, and not waste volleys when Sansha's Pop. You can do this by holding shift, and dragging and dropping your gun group modules to the next module slot. It will start 7/1 and the next it will be 6/2. Get it to 4/4 and you will notice a difference. And dont worrie! You can always regroup them on tower bashes if you like seeing full damage ;] Precall Your Webs! Remember to shut your MWD off when you are done manuevering. Tactical Overlay Helps me out in maneuvering around the field the Default hotkey is (Ctrl-D) You can also find a Press-button Bottom left of your Capacitor GUI. -- then use HoldQ+LClick, (1st Lclick is direction, second LeftClick is elevation.) Keep and mind: listen to your FC! If the FC calls full fleet Arnons + Outini, or DPS Auga Outini Deltole Start locking them! When FC calls primaries : lock the primaries and then lock the rest of your DPS tags when the numbers arive. Remember to keep focusing fire. Just be aware if you accidentally lock a sniper target to Unlock them. You want to help your DPS squad crush your targets. Hotkey for Unlocking a target (CTL+SHIFT : CLICK) No worries about burning to final tag when there is another spawn to come, as it is much more important to be in position for the next wave/Room. (Except the end of the NRF) Your 2 types of ammo will almost always be Long Range (NULL/Faction Tungston, or Short range(VOID/Faction Antimatter. Try to pay attention to how far your targets will be, and Load the Appropriate ammo for the Task at hand. Remember it takes 5 seconds to reload *Niki's simple ammo change rule: " i always tell ppl with blasters: -if its more than 15 km away, change to long range -if its less than 10 km away, change to short range (hopefully this will be the case most of the times) -if its between 10 and 15 km just keep shooting with whatever you have loaded currently. This is good to follow until you get so experienced that you can figure out the exceptions yourself." [<3Niki<3] \m/ Try grouping your guns in a 4/4 setup, and stagger them on your DPS tags (in order), this will allow maximum amount of DPS/less cool down Active Brawl. Imho it is Much more fun and engaging than simply latching onto your VVV and not letting go. Remember: You must listen to your FC, as some things change, and WTM commanders are trained to see things you dont, coukd it safety situation, or a more efficient way than S.O.P (All written things are subject to change of the current Voice FC ) I have a blast flying with WTM (pun intended) these are just tips i gathered from learning, they'are not manditory (exception: for DPS burn to your anchor spots, be with your VVV) But they certainly go a long way to helping fleet, as well as yourself to have fun, safe fleets. I apologize in advance for any typos, as this was done from mobile device. Good luck n Fortune, I shall see you in Fleet! --VVR P.S Whether you are a Hyperion, rohk, or vindi -* if you have blasters*- and have any questions or would like to know more feel free to message me me in game mail, or give me a poke on TS "Victor Victor Rothwulf" - Me' door is open if im around. And I will find the time. \m/ "Make them sansha's go No-whear!" \m/
  13. 1 point
    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 a pilot has the Trusted Logi badge, they may apply to fly T3s. The application includes a skill check and some questions regarding the differences between flying T2 and T3 Logi. Pilots who are approved will receive an “Approved T3” badge from a Certified Trainer on Teamspeak. Only those with the badge are allowed to fly T3s. Please ensure you are connected to the WTM Teamspeak when you x-up your T3 so the FC can confirm your badge. Approved T3 Logistic Pilots must always x up with a Logistics Cruiser V Basilisk in addition to the T3 and be willing to switch as needed. 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). For the TCRC, enter as normal and set up orbit on Booster. Once the tower bash starts, orbit a ship closer to the tower (a Leshak is recommended). T2 vs T3 Benefits: T2 logi bring utility to the fleet in the form of Combat Caps, Remote Sensor Boosters and 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 Engineering Capacitor Management V Capacitor Systems Operation V CPU Management V Hull Upgrades IV Power Grid Management V Shield Emission Systems 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 Upgrades IV Tactical Shield Manipulation IV Targeting Advanced Target Management III Note: in the event that you lose a T3 ship and therefore a subsystem skill level, you are not permitted to fly a T3 again until your skills meet the requirements specified above. 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 not permitted. All Tech III Logistics ships must meet or exceed 75% in all shield resistances without Command Bursts. All Tech III Logistics ships must be capable of reaching 50,000 Effective Hit Points (EHP) without Command Bursts. The Loki requires the Dissolution Sequencer subsystem. Fits: T3 Application
  14. 1 point
    UPDATE: After Surgical Strike Patch Void is more powerful. If you are confident with your tracking (better be at least 20) 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:
  15. 1 point
    Hey guys. I had a random convo on Slack the other day asking me to give out my POV about the DDD role. As per usual it triggered me (in a good way this time) and i got drawn into the convo more and more, turning it into one of those hour-long teaching moments of mine. It is a really raw copy-pasted format and kind of "niki-blunt" . But maybe it turned out to be something sharing worthy. If its useful for you then im glad. But im not really looking for anything else with this topic. I just wanted to share. Without further comment here is the convo itself: Anonymous [6:12 AM] You're probably offline atm, but any advice / suggestions on DDD after tonight? niki [6:13 AM] could you copy your fit here Anonymous [6:20 AM] [Vindicator, Vindication] Damage Control II Domination Tracking Enhancer Domination Tracking Enhancer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer 500MN Abyssal Microwarpdrive Pithum B-Type Adaptive Invulnerability Field Abyssal Stasis Webifier Abyssal Stasis Webifier Pithum B-Type Adaptive Invulnerability Field Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Large Anti-EM Screen Reinforcer I Large Hybrid Burst Aerator II Ogre II x5 Null L x5180 Nanite Repair Paste x500 Void L x10036 Agency 'Pyrolancea' DB3 Dose I x17 niki [6:21 AM] so whats the abyssals strength and % ? i mean range and strength % Anonymous [6:21 AM] what do you mean range? niki [6:22 AM] web range and web strength Anonymous [6:22 AM] the webs are 15.5km each and 82.7,81.4% web niki [6:22 AM] the web Anonymous [6:22 AM] (on the vindi, of course) niki [6:22 AM] gal bship 5 or 4 ? Anonymous [6:23 AM] (base strength is ~63% each) gallente 5 niki [6:23 AM] 15+ kms and 60+ % webs are pretty awesome to ddd with. and minmatar bship level? Anonymous [6:23 AM] only 3 =/ niki [6:23 AM] yeah so 2 things first and foremost get faction (cal navy is the most common to use) antimatter its better than nul whenever the frigs are closer than 20 km and its always better than void if its frig shooting 2nd thing get minmatar bship to 4 at least 5 would be better ofc also needless to say gunnery support skills and blaster spec is important too Anonymous [6:26 AM] all support at 5, blaster spec 4 niki [6:26 AM] thats pretty good... obviously all relevant skills on 5 would be best with the suggested implants included as well for vindis. that is the high-end. Anonymous [6:26 AM] (just bumped min BS to 4) niki [6:28 AM] gameplay wise i split my guns 4-4. if you kill one maybe you can spare 4 guns for the next which is a huge deal. webbing 2 different frigs shoot 1 until it dies shoot the other one but meanwhile start webbing a 3rd cuz you need the webs to actually apply. essentially you always need 1 more frig to be already webbed so you can instablap it or close to doing so. dont forget to always fill your locks thats actually one of the biggest mistakes a battleship can do. specially true for DDD. you can tell that you are doing a good job if you always feel like you are racing with yourself. guns vs webs. a close race. Anonymous [6:29 AM] ok. I've tried doing that in the past, but I've worried about wasting the drone effort, with them continually chasing new targets. but then, the drones are just bonus anyway... niki [6:29 AM] forget the drones. they dont exist. Anonymous [6:29 AM] ok niki [6:29 AM] just trust in yourself. you can do it without drones. and if you train yourself then after a while it doesnt matter if you dont have any drones. in some fleets you actually will lack light drones anyway. relying on them is a mistake imo. they are just a little extra/bonus. Anonymous [6:30 AM] tonight, I did have my guns split, but I wasn't leapfrogging targets. I was staggering webs and guns though, so I'd have a new half more often niki [6:30 AM] try to not burn too much around . just some cuz it ruins your tracking. Anonymous [6:30 AM] right I did notice that niki [6:31 AM] if the frigs are not on the way where you are needed to go and more than 20 kms away then just stop, load null and hope for best. if you are not moving your tracking is much better. sometimes ppl will pull the frigs away. if its temporary then dont even switch to null cuz in 20 seconds they are going to burn back anyway. if you feel like its gonna be more than 20-30 sec then switch to null. if the frigs are actually on your way then try to burn just 1 cycle and then slowboat and stop when they are in webrange the drones are actually helpful when you cant reach out with webs and you are shooting with null cuz then it takes ~10+ sec to kill 1 frig you can try to overheat web if you feel like you are behind on the schedule and you need just a few extra kms to reach out. webs dont burn out easily and just a few paste is enough to rep them while in warp Anonymous [6:34 AM] ok niki [6:34 AM] and they stop overheating after the frig dies anyway TPPH all first waves i'd burn 1 cycle to exitgates or anchorspot . then slow down and if you are in webrange stop NRF is easiest site as DDD just gotta make sure you have a good tempo in first 2 waves TCRC is an interesting site you can try go greedy kill schmaels before you reach the tower but its actually hard to complete . and also sometimes you need to switch to niarjas anyway or just try to kill niarjas only, burn into position and then try to schmael at the tower. somewhere in between is still fairly easy Anonymous [6:38 AM] yea, I was doing something in between tonight on the TCRC niki [6:38 AM] in tpph i always try to kill schmaels first cuz its easiest to web the first few frigs before aggro switch, and schmaels are hardest to kill as far as frigs go also forget about acronyms if you cant reach some frig with webs, always target the one that you actually can. webs are ensuring you gonna kill that frig really really fast if its not webbed its gonna die significantly slower. so range is more important than some "shooting order". except ofc if FC wants to bounce from site then scrams are priority. if i can choose freely cuz a lot of frigs are in range and we are not bouncing i prio webbers whenever i can (1st schmael 2nd renyn) cuz it helps the fleet the most. but obviously niarja must die first, no matter what. Anonymous [6:40 AM] right niki [6:40 AM] but yeah antimatter is a great help. nowadays i do 8k null 10k anti the rest void in vindi shoot antimatter most times, null if you need to constantly kill frigs more than 20 kms away . void is okay in tpph last wave and nrf 3rd 4th wave cuz you shoot only very few frigs in those. you have tons of time and you will probably be on top of them and you can web them anyway. and in those waves you will shoot cruiser or bship too Anonymous [6:43 AM] ok niki [6:43 AM] in tcrc i usually switch to void after all the schmaels are dead and im just chilling shooting tower and looking for respawner niarja niarja is a really easy frig to kill. Anonymous [6:44 AM] yea, the niarja blap easy niki [6:45 AM] tough frigs order : schmael >>> eystur > renyn >>> tama >>> niarja hardest to easiest to kill. (not a shooting order ofc, lol) Anonymous [6:46 AM] ok thanks for all this. I'll keep at it. hopefully I have more opportunities to take DDD =P niki [6:49 AM] no problem its fun. i actually enjoy ddd in tpph. otherwise its a pretty boring site. but i still really enjoy doing even that one if i can snatch ddd Anonymous [6:50 AM] yea. it was fun to race the rest of the fleet niki [6:56 AM] oh and always ask for 2xtracking . if they offer a 3rd ask for 1 range. but 1 tr 1 opti is not as good as 2xtr no matter who says what. Anonymous [4:17 PM] ok. one other question is if there's ever anything other than frigates that the DDD shoots before frigates? Like does the DDD follow full fleet calls for the Arnon/Outuni in TPPH 3rd-3rd, the Mara/Vylade in NRF 3rd and Outuni in 4th, and the Outuni in TCRC? I'm pretty sure the HHH does follow those calls (right?) but what about DDD? niki [5:07 PM] for DDD tpph 3rd 3rd shoot 2nd outuni then frigs . nrf 3rd mara(s) then frigs , nrf 4th 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:
  16. 1 point
    Add: "Coming Soon to a thread post near you:" Narrator Voice* "..in a world, of walls of text. where headaches, claim more capsuleers, - than sansha. A group of Incursioners ... WILL RISE." DpS School: "Now You See: Now You Do" where all those words, come together in Form! NOW IN COLOR! In partnership with WTM Incursions, "the VvR Show: Sansha Slappin Adventures" on WTMI 96.6 TS and audio preformed by THX (I wish) Available this Summer! tickets, given away at select locations. reserve your tickets now, by UpVote/Likes. [but seriously: Ill be making a Video and/or Gifs hope to be out soon, or summer the latest. Title subject to Change] P.S The origional Post is Updated constantly. Dont forget to look at Sliding, and new section under webs<3 Good Luck and Good Fortune \m/ WTM \m/ -VvR
  17. 1 point
    o7 If you are serious about being a Line Commander for WTM, there are a few things to prepare for. This guide is going to step through some of them but it is not intended to be all inclusive. This is designed for the average case. As an Resident [R-badge], you will be required to display traits of a good Commander that are observed and recorded by Line Commanders [L-badge]. If they are convinced that you can do what is required of you in certain area, that Line Commander will give you a sign off. Once you complete the Line Commander Program you will be able to apply for the Training FC program. This guide will not promise you an edge on getting sign-offs but this will give you an edge on the application. Character Skills and items Skills to fly an optimal battleship and a Logi 4 Cruiser. You should be able to fly an optimal battleship. Any one of the 4 optimal battleships is acceptable. T2 guns is recommended (you will need T2 guns to complete the line commander program) You should be able to fly a Logi 4 Logistics Cruiser Either Basi or Scimi (You will require Logi 5 to complete the Line Commander Program) Listed in the Rules and Regulations [R&R] are some skills and implants you will need if you want to fly a booster. Commanders are allowed to fly Boosters (if approved) but it is not required. Experience You need to be active in the community Fly in fleet You need commanders who know you to endorse your ability to perform well as a fleet member. To improve your chances, fly at least twice a week for a month, ideally in different time zones with different Commanders. Volunteer for Roles Having a Vindicator comes in handy here. With a Vindi you can volunteer for three different roles DDD, VVV and HHH Volunteer a lot even if you don't know the role or are horrible at it. You'll get better and look good for trying. Be known for flying well and being active The more you fly; the more you learn. Being a Commander in WTM is all about good habits, learning how to fly better and knowing where to find information. There is a culture you need to pick up. It takes time. Learn to love the best parts You are gonna need the isk to buy ships, mods, rigs, implants and/or skill injectors. When you become a Resident, you are gonna need to dedicate a lot of time to the program, both in and out of fleet Set aside time. Like 4-8 hours a week Don't apply to be a Resident if you have serious time commitments that are really demanding. We get it, Real Life comes first, but to learn and do well you need to be able to spend the time and energy. Attitude WTM has a wide range of commanders. By and large we are respectful and decent folk. You are going to be expected to be as decent as a representative of the community. Chances are you are not going to be the best thing to hit incursions since Vindis and Leshaks right away, but that is ok. Come to WTM to fly, have fun, and learn. When you become a full badge, stay in the fleets to have fun Becoming a Resident does not mean you get to do whatever you want and act as you wish. WTM is a community. It is built around being new pilot friendly and being about the line pilot experience.
  18. 1 point
    Anchoring Guide Anchors are special positions a person is heading towards or following, to get the maximum DPS out of the fleet and having everyone at their optimal ranges of the Sansha or the respective tower. The AAA has the job to get the snipers and leshaks into their positions. The VVV has the job of getting the DPS ships into their positions. These anchoring spots have been tested several times, as I was not sure about the distances. They are correct, follow them and you will have no trouble anchoring on all three sites. TPPH Room 1 and 2 Short Range should be burning towards targets and then getting to the outgate before it spawns. Snipers will burn directly for outgate. For the final room, see below. Room 3 AAA: 1. Burn straight left of the tower. 2. Height should be somewhere around the middle of the tower. (80km off the beacon) 3. 20KM off the tower. VVV: 1. Burn halfway towards the initial spawn (as shown in the picture) so everyone can shoot the Ostingeles as they burn into range. 2. Burn towards the first anchoring spot. (2nd wave) Height should be just above the tower. 95km from the beacon About 30 km off the tower. 3. Keep at range the tower 20km for the last anchor spot. (85km from the beacon) NRF AAA: 1. Burn straight towards the initial spawn of the Sansha and then past them/up until you are at 90KM from the beacon, 50km right of the tower, elevated just above the top of the spikes on the tower. (Shown in the smaller picture) 2. Burn Directly "left" (if looking at the room from the beacon) 35KM. You should burn past the short range DPS. 3. Burn Towards Booster until Final Wave Spawns and then 30KM (from booster) toward Sniper Spawn. VVV: 1. Burn straight slightly right of the tower, between the mushroom (Sansha Deadspace Outpost) and the smaller sansha tower (Sansha Starbase Control Tower). (60km off the beacon, 20 off the tower) 2. After the 2nd wave is almost killed, go towards the 3rd wave. (85km off the beacon, 20km off the tower) 3. After the 3rd wave is almost killed, go towards the 4th wave. (80km off the beacon, 45km off the tower) TCRC This is the easiest positioning for both AAA and VVV. AAA: 1. Burn straight towards the tower (turning off your MWD as soon as you start taking aggro), keeping it at about 15km range. 2. Aggress the tower to consolidate aggro. (This means that you will get all of the Sansha ships to aggress you and keep fire away from other pilots) VVV: 1. When the FC tells you to, Burn straight towards the tower, keeping it in your optimal range. DDD: 1. Burn towards the Drone Bunny spot. DDD Guide