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  1. 19 points
    WTM Upgrade Policy What is the policy and what does this mean for me? 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. Our list of Optimal ships includes the Vindicator, Nightmare, Leshak and Logi. If you aren’t flying an optimal hull yet, then we ask that you upgrade to an optimal hull with a proper fit (which can be found on our fitting website) within 30 in-fleet hours. 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. After upgrading into an optimal hull, we ask that you begin training into Tech 2 guns for your preferred ship type. You will have 4 months of time frame or 90 in-fleet hours. Based on average fleet earnings this should give you enough time to train the skills naturally or earn enough to purchase skill injectors. If you are already flying an optimal fit, thank you! We recommend that you continue to upgrade your ship with better damage mods, tank mods, and implants. 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 ___ (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!
  2. 7 points
    Hello Everyone, Due to the current situation that’s going on in the world, people in the medical field are putting insane hours to fight the Covid-19 virus. To show our appreciation, we would like to gift all of the medical staff that fly with Warp To Me 1 month of omega (500 PLEX). The current list of people I know that work in the medical field as doctors,nurses,etc… are: Docz Izumi Noc Please reach out to Thrawn Lannister if you work in the medical field aswell and ISK Maintenance will send you one month of OMEGA aswell Thank you again for everything ISK Maintenance Managment
  3. 7 points
    Warp To Me Guide du débutant Introduction Bienvenue dans Warp To Me Incursions! Nous sommes très heureux que vous ayez choisi de faire des incursions avec nous, mais comme vous pouvez vous y attendre, il y quelques points à voir avant de rejoindre nos fleets. S'il vous plait, lisez ceci attentivement et vérifiez que tout est correctement configuré avant de tenter de rejoindre une de nos fleets. Warp To Me Incursions Canal Notre canal est la base principale des opérations et le hub central de notre communauté. Rejoindre un canal. Si vous n'êtes pas dans le canal in-game Warp To Me Incursions vous devez le rejoindre ! Pour rejoindre un nouveau canal vous devez ouvrir votre menu des canaux de discussion. Si il n'est pas déjà dans votre Neocom, vous le trouverez en ouvrant le Menu des Options Eve. ( Le E géant au dessus du portrait de votre personnage ) et naviguez dans les menus jusqu'à Social puis Channels. Une fois le menu ouvert, écrivez simplement "Warp To Me Incursions" dans la boite de saisie puis cliquez sur Join. WTM Prérequis Warp To Me Incursions est un environnement convivial pour les nouveaux joueurs. Dans ce sens, nous vous demandons de ne pas parler de politique, de religion ou de tout autre sujet sensible dans notre canal. Si vous suivez simplement notre Règle n°1 : NE SOYEZ PAS CON, vous n'aurez aucun problème. Message du jour. (MotD) Le MotD du chat Warp To Me Incursions est la source de toutes les informations utiles dont vous aurez besoin. En haut, vous trouverez les liens importants pour WTM. Nous vous recommandons vivement de rejoindre nos forums dès maintenant. Au dessous de ces liens, vous trouverez une liste des leaders, officiers et fondateurs WTM actuels. Puis nous avons nos canaux auxiliaires, chacun des vaisseau optimaux pour nos fleets, contenant des recommandations pour les fits et implants. Si vous êtes intéressé par l'un de ces vaisseaux, vous devriez rejoindre leurs canaux respectifs. Puis nous avons la position actuelle de la fleet. Incursion indique la constellation dans laquelle nous nous trouvons. HQ indique le système dans lequel se situe le HQ de l'incursion. Dock-up indique dans quelle station NPC vous devriez docker durant cette incursion. Notez que ce dock est, la plupart du temps, le plus proche du système HQ ( des fois dans le système HQ, des fois à un ou deux jumps si une station NPC n'est pas disponible ) Status indique l'état actuel de la fleet. Lorsqu'il est sur Forming ou Running, la flotte recherche activement de nouveaux pilotes ! Si vous veniez à perdre la trace du MotD, vous pouvez le rafraîchir à tout moment en cliquant sur la roue ( dans votre fenêtre de conversation ) -> cliquez sur Reload MOTD ( la première option ). Paramètres Avant de rejoindre une fleet Warp To Me, vous devez changer quelques paramètres qui ne sont pas réglés par défaut. CSPA Le CSPA est une taxe obligatoire lorsqu’un pilote essaye de vous contacter par conversation privée, mail ou fleet invites. C'est une tentative de la part de CCP pour prévenir le spam des nouveaux joueurs. Par défaut, cela est réglé sur 0 isk ( 2,950 isk auparavant ) mais vous devez vérifier que cela est réglé sur 0 isk. Les commandants de fleet ne vous inviterons pas à moins que le CSPA ne soit réglé sur 0 isk dans les options mail. Tags Une forme efficace de communication que nos fleets commanders utilisent sont les Tags, pour savoir quelles cibles engager. Par défaut, cette colonne n'est pas visible dans votre overview. Pour ajouter la colonne, ouvrez vos paramètres d'overview et naviguez jusqu'à l'onglet colonne. Cochez la colonne Tag puis glissez la en haut de la liste. De plus, si vous n'avez pas d'overview configurée pour voir les Sansha et les sites d'incursions, il est vivement conseillé d'en demander une sur le canal Warp To Me Incursions qui est spécialement conçu pour les incursions ou d'en créer une vous-même dans les paramètres d'overview. Les vaisseaux Sansha sont listés sous NPC > Pirate NPC. Les sites d'Incursion sont listés sous Celestial > Beacon Alertes Audio Nous vous recommandons de régler les Alertes Audio pour votre vaisseau. Ces alarmes ne sont pas relayées mais peuvent sauver votre vaisseau si vous êtes distrait en fleet. Pour régler vos alertes audio, ouvrez les paramètres en bas à droite de votre HUD et cliquez sur "Configure Ship Health Alert Settings". Dans ce menu, reglez votre Shield alarm à 95% ( le régler plus haut risque de bugguer et de ne pas lancer l'alerte ) et votre capacitor alarm à 30%. Paramètres de diffusion. Avant de rejoindre une de nos fleets, il y a certains paramètres dans votre fenêtre de diffusion qui doivent être réglés Pour changer vos paramètres de diffusion vous aurez besoin d'être dans une fleet. Le moyen le plus facile consiste à cliquer droit sur votre nom dans un canal de discussion puis de sélectionner "Form fleet with ... " Cela va créer une fleet où vous serez seul. Une fois dans une fleet, cliquez sur fleet settings puis naviguez vers le bas jusqu'à broadcast settings ( paramètres de diffusion ). Dans ce menu, assurez vous que les diffusions suivantes sont cochées. Need Capacitor, Target, Warp to, Align to, Need Shield, et In Position at. Vous pouvez cocher toute autre diffusion que vous voudriez voir apparaître mais les précédentes sont le minimum requis. Vous remarquerez que sur la droite de vos paramètres de diffusion se trouve de petits carrés que vous pouvez utilisez pour donner un code couleur à votre historique de diffusion. Changer les couleurs de votre diffusion pour des couleurs de votre choix la rendra plus facile à identifier dans votre historique de diffusion. Ceci est important si vous êtes dans un vaisseau logistique ou pour facilement distinguer les diffusions d'alignement ( align to ) et de saut ( warp to ). Finalement, retournez sur la fenêtre de flotte, tout en bas, vous devriez voir une série de boutons de diffusion.Si vous ne voyez pas ces boutons, assurez vous de cliquer sur les deux petites flèches en bas à droite de la fenêtre. Une fois la fenêtre déroulée, il devrait y avoir un symbole dans le coin en bas à droite. Cela devrait ressembler à des flèches pointant dans les quatre directions cardinales; le message au survol de la souris devrait indiquer " Scope : Everyone ". Si ce n'est pas le cas, continuez de cliquer gauche jusqu'à ce que ce soit le cas. Et enfin, assurez vous de quitter votre propre fleet lorsque vous ajustez vos paramètres ! Nos FCs ne seront pas capable de vous inviter si vous êtes déjà dans une fleet. Même si elle c'est la votre. Sécurité et paramètres de duel Les pilotes de Warp To Me ont un large éventail d'occupations lorsqu'ils ne volent pas avec nous. Il est donc très important que nos pilotes s'assurent que leur paramètres de sécurité soient toujours défini sur Green ( vert > activée ). lorsque vous rejoignez nos fleets. Il y a eu beaucoup de cas où des pilotes ont oubliés et ont accidentellement attaqués d'autres membre de la fleet, perdant ainsi leur onéreux vaisseau incursion au profit de CONCORD. Si votre sécurité n'est pas réglée sur Green, cliquez simplement sur le cercle en haut à gauche de votre HUD et sélectionnez "Enable Safety". Vous devez aussi régler votre compte pour qu'il refuse automatiquement les invitations de duel. Lorsque vous rentrez en duel, les logis sont incapable de vous rep à cause des timers de combats et des tags. Pour éviter de rentrer accidentellement en duel, vous pouvez bloquer les invitations qui apparaissent à l'écran. Depuis le menu de paramètre du jeu ( touche échap ), allez dans General Settings, et au milieu de la première colonne, cochez la case de la section dueling pour bloquer les invitations. Paramètres des Drones Lorsque vous êtes en fleet Warp To Me, vos drones doivent être réglé sur Passive et Focus Fire. En fleet, vous allez prêter vos drones à d'autres pilotes, et ces réglages aideront ces pilotes à contrôler vos drones. . Communications (TS3) Les fleets Warp To Me Incursions utilisent TeamSpeak 3 comme premier moyen de communication. Nous exigeons que chaque pilote ait teamspeak configuré avant de rejoindre une fleet, soit connecté et écoute le FC lorsqu'il est en fleet. Si vous êtes un pilote malentendant vous êtes toujours bienvenue pour voler avec nous ! Informations de communication L'adresse du serveur TS3 pour les fleets WTM peut se trouver sur la liste d'attente après que vous ayez posté votre fit ou dans le MotD du chat de fleet. Cela n'a pas d'importance si vous n'avez pas de micro mais vous devez être capable d'entendre le FC et les pilotes avec leur teamspeak en mute (reconnaissable à leur icone ) seront signalé. A but d'identification, assurez-vous que votre pseudo TeamSpeak corresponde à votre nom in-game, sans les tags d'alliance ou de corpo. SI vous utilisez un micro il doit être réglé en "Push-to-talk". Cela se trouve dans Settings > Options > Capture > Push-to-talk. A partir de là, vous devez maintenir une touche (comme choisie dans les options, touche contrôle par défaut) pour activer votre micro et parler. S'il vous plait, ne mutez vos hauts-parleurs lorsque vous êtes dans le canal "join this". Le mot-clef "Check" est utilisé pour indiquer la fermeture des communications libres sur TeamSpeak. En d'autres termes, arrêtez de parler lorsque vous entendez "Check". A but légal et de sécurité, nous ne permettons pas la diffusion ou l'enregistrement des communication sous aucune forme que ce soit. Pour les permissions et plus d'information sur la diffusion, veuillez contacter votre FC. Rejoindre une fleet. Bien sûr, en lisant ce guide, vous cherchez à rejoindre une de nos fleets! Sans doute la partie la plus importante de ce guide. Ici nous verrons comment vous trouver un vaisseau et comment rejoindre une de nos fleets avec celui-ci. Ships & Fittings Pour voler dans nos fleets vous avez besoin d'un vaisseau fitté ! Non seulement ça, mais un fit qui corresponde à nos critères minimum. Ces critères et suggestions se trouve sur notre page des fits dédiés (forum), mais également sur le MotD du canal WTM. Pour qu'un FC puisse vous envoyer une invitation, vous devez posséder un fit valide qui atteint nos exigences minimum. Si ce n'est pas le cas, alors un FC vous assistera pour atteindre ces exigences. Toutefois, occasionnellement, nos FCs font des erreurs et permettent des fits non valide que d'autre FCs pourraient refuser plus tard. Ce n'est pas parce que vous avez été pris la dernière fois que votre fit est correct. Sachez également que nos Commandants volontaires sont là pour vous aider! Posez vos questions dans le canal WTM et les commandants en charge (et peut être quelques pilotes expérimentés) font aideront toujours avec vos fits ou toute autre question. Pour plus d'information, lisez le forum dédié aux règles et à la régulation ou contactez un officier ou un membre du commandement. Le Gestionnaire de liste d'attente. WTM est une communauté HQ, cela signifie qu'il ne peut y avoir qu'un maximum de 40 pilotes sur le grid avant que le payement ne soit minoré. Nous devons donc parfois faire attendre nos pilotes qui seront toujours invités selon le principe "premier arrivé, premier servi" selon les besoin de la fleet. La gestion de l'attente des pilotes se fait par le site web de liste d'attente. Le lien vers ce site se trouve toujours dans le MotD de notre canal. Toutes les invitations en fleet ( à part quelques exceptions ) se font par le gestionnaire de liste d'attente, donc pour nos rejoindre vous devez savoir comment vous en servir ! Lorsque vous vous enregistrez sur le site, vous vous retrouverez sur la page X-UP form avec quatre colonnes en-dessous : X-Up, Logi, DPS et Sniper. X-Up liste ceux qui ont posté un fit et qui attende l'approbation du FC actuel. Une fois approuvés, ils sont réparti dans les colonnes appropriées (Logi, DPS ou Sniper). Lorsque des places se libèrent, les premiers de ces listes seront invités à rejoindre la fleet. Comment X-Up ? Assurez vous de ne pas être à plus de 3 jumps avant de X-Up. Les invitations peuvent arriver vite et nous ne souhaitons pas faire attendre la fleet pour les pilotes qui sont à plus de quelques jumps. "X-Up" est un terme ancien qui signifie poster votre fit pour approbation et invitation potentielle. Voici comment "X-Up" : Dans le client eve, aller dans la fenêtre Ship Fitting. En bas à droite, il y a un bouton Save, cliquez dessus. Une fenêtre de gestion de fit va s'ouvrir avec un bouton Copy to Clipboard en bas, cliquez dessus. Aller sur le site avec la liste d'attente. Si vous ne voyez pas la liste X-Up, cliquez sur le bouton vert X-Up en haut de l'écran. Dans la grosse case de texte, en dessous de fitting, faites Ctrl+V ou cliquez droit et sélectionnez Coller. Notez que vous pouvez entrer plusieurs fits ! Si vous êtes Logi, entrez votre niveau de skill Logistics Cruiser lorsque demandé. Si vous jouez Rokh/Rattlesnake, entrez votre niveau de skill Caldari Battleship lorsque demandé. Cliquez sur Enter On Waitlist. Votre fit est maintenant ajouté à la liste X-Up pour approbation. Une fois votre fit approuvé, vous serez déplacé en haut de la colonne d'attente de la file correspondante en fonction de votre rôle :Logi, DPS, ou Sniper. Lorsque des pilotes sont invités dans la fleet, ils seront retiré de la liste, vous déplaçant ainsi vers le haut. Lorsqu'une place se libère et que vous êtes en haut de la liste, vous obtiendrez une invitation ! Notez qu'une invitation en fleet est valide durant 60 secondes. Le gestionnaire de liste d'attente possède un certain nombre d'outil pour vous notifier cette invitation, incluant un poke sur TS3 et un lien de notification qui jouera un son lorsque l'on vous invite. Si vous ratez l'invitation, ne vous inquiétez pas! Le FC vous invitera à nouveau à la prochaine vague d'invitation. Malgré tout, si vous ratez trois invitations d'affilé, le FC peut vous retirer de la liste d'attente et vous devrez X-Up à nouveau! Trouver une fleet dans l'espace Pour votre propre sécurité, nous nous assurons que tous les pilotes ont acquis les bases avant de nous rejoindre sur le grid. Si c'est votre première fois en fleet avec WTM, informez en le FC lorsque vous êtes invité en fleet. Ils vous aideront à revoir quelques points et vous diront où aller. Diffuser Pour que vous puissiez communiquer efficacement avec la fleet, vous devez apprendre comment diffuser proprement. De plus, vous devez être capable de voir les diffusions, tout comme les commandant qui les utilisent pous les communications. Envoyer des diffusions. Il y a trois modes de diffusions principaux que vous devez connaître: Shield, Capacitor et In Position. Les boutons pour ces diffusions se trouvent toujours en bas de votre fenêtre de fleet. Si vous ne voyez pas cette série de boutons, cliquez sur les deux petites flèches en bas à droite de la fenêtre de fleet. Vous devez diffuser pour du Shield lorsque les Sansha commencent à vous cibler. Représenté par les boites jaunes autours des icônes Sansha. Une perte due à une erreur de timing pour le Shield est considéré comme non remboursable par le SRP. Vous devez diffuser pour du Capacitor si votre capa tombe en dessous de 30% ou lorsque vous êtes ciblé par un Outuni Messens. Nous avons réglé une alarme pour ceci précédemment. Ne diffusez pas pour du capacitor si il y a des Outunis sur le field et que vous n'avez pas l'aggro. La personne qui à l'aggro en a besoin bien plus que vous à cause du danger que représente les neutralizers des Outunis. Vous devez diffuser In Position si vous n'avez plus l'aggro ou que vous n'avez plus besoin de capacitor. Lorsque les icônes des vaisseau Sansha qui étaient en boites rouges repassent en boites jaunes, vous n'avez plus l'aggro. Lorsque votre capacitor remonte au dessus de 70%, vous n'en n'avez plus besoin. Si vous diffusez pour les deux et que vous n'avez plus besoin d'un des deux, diffusez In Position, attendez une seconde puis diffusez à nouveau pour celui dont vous avez besoin. Ex : vous avez l'aggro d'un Outuni, vous diffusez à la fois pour le Shield et le Capacitor, L'Outuni meurt, vous avez plus que 70% de capacitor, mais vous avez toujours l'aggro. Diffusez In Position, attendez une seconde puis diffusez pour du Shield. Voir les diffusions. Vous devez toujours avoir l'onglet d'historique ouvert dans votre fenêtre de fleet pour voir les diffusions. Pour les communications du FC, il y a deux diffusions principales : Align to et Warp to. Align sont des ordres d'alignement d'un point dans l'espace. Cliquez droit sur la diffusion puis Align to. Warp sont des ordres de saut vers un point dans l'espace. Cliquez droit sur la diffusion puis Warp to à 0 km. Ne warpez pas avant de recevoir l'ordre vocal du FC. Si vous volez dans un vaisseau logistique, vous devez vérouiller chaque diffusion de Shield. Cela se fait facilement en maintenant le raccourci de ciblage puis en cliquant sur la diffusion. Pour plus d'information sur les vaisseaux logistiques, lisez notre guide du débutant Logi. Raccoucis de diffusion. Nous vous déconseillons d'utiliser les raccourcis à cause de leur fiabilité, alors que les boutons de la fenêtre de fleet sont 100% fiables, et nous voulons absolument que nos pilotes utilisent les boutons de la fenêtre de fleet plutôt que les raccourcis. Toutefois, si vous utilisez les raccourcis à vos propres risques, augmentez la fiabilité en vous assurant de ne pas avoir de fenêtre active (cliquez dans l'espace) avant d'appuyer sur un raccourcis. De plus, vérifiez que votre diffusion s'est correctement affichée en regardant l'historique de diffusion. Si vous ne voyez pas votre diffusion, les logis ne la verrons pas non plus. Notez qu'utiliser cette méthode ne rend pas les raccoucis 100% fiables. Utiliser les raccourcis n'est pas une excuse pour justifier une erreur de duffusion dans les temps. Si cela devient un problème, nous vous recommandons d'utiliser uniquement les boutons de diffusion. Rôles Les membres de la fleet ont certains Rôles, depuis le DPS standard jusqu'à des rôles plus spécialisés comme les Anchor ou le FC. Dans cette partie, nous couvrirons les rôles basiques et ceux plus spécialisés, qui devront être ajoutés à votre watchlist. Rôles Basiques Il y a trois rôles basiques dans lesquels vous serez automatiquement groupés: DPS courte portée, Sniper longue portée et Croiseurs Logistiques. Pour les logis, vous volerez en Basilisk ou en Scimitar prodiguant des réparations à la fleet. Les DPS et les Snipers sont la partie offensive de la fleet et vous êtes répartis en fonction des armes embarquées sur votre vaisseau. Les cibles sont assignées en fonction de votre rôle en tant que DPS ou Sniper. Snipers longue-portée Projectile Artillery Cannons et Beam Lasers Les cibles sont notés par des lettres : A, B, C, ..., H, I Ne tirez jamais sur la lettre J gardez le AAA à 5,000 m. DPS courte-portée Hybrid Blasters, Pulse Lasers, Porte-Drone, et tous types de Missiles Les cibles sont notés par des chiffres et ces trois lettres : 1, 2, 3, ..., 9, X, Y, Z gardez le VVV à 5,000 m. Croiseurs logistiques Orbitez à 10 km du AAA Lisez notre Logi Rookie Guide Si il n'y a plus de tags correspondant à votre rôle, engagez alors les autres. Ex : Les DPS engagent les chiffres puis les lettres, les Snipers engagent les lettres puis les chiffres. N'engagez JAMAIS le tag J. Il sert à désigner une cible qui mettrai toute la fleet en danger s'il était détruit. Tirer sur le tag J est une raison valable pour être kické de la fleet ! AAA et VVV sont des rôles spécialisés assignés à des memblres de la flotte. Comment trouver votre AAA/VVV sera expliqué dans la prochaine partie. Roles Spécialisés de la fleet. Certains pilotes de la flotte ont des rôles spécialisés. Ces rôles incluent FC, LC, Anchors, Drone Bunny, MTAC et Boosters et sont assignés par le FC de la fleet, mais sont principalement assigné par volontariat. Si vous êtes intéressés par ces rôles et que vous êtes volontaires, des guides se trouvent en cliquant sur les liens ci dessous ou dans le canal fleet. Nous essayons toujours d'enseigner ces rôles et si vous voulez devenir FC ou maître Logi, le mieux pour attirer notre attention est d'apprendre ces rôles dès que possible! FC: Fleet Commander - Donne les ordres à la fleet, soyez sûr d'écouter! CCC: Cap Chain Coordinator - Responsable de la chaîne de capacitor des Basi. AAA: Sniper et Logi Anchor - Si vous êtes Sniper, gardez le à 5,000 m; si vous êtes logi, orbitez le à 10 km. VVV: DPS courte-portée Anchor - Si vous êtes DPS courte-portée, gardez le à 5,000 m. Si aucun HHH n'est présent, mettez vos Heavy Drones en assist sur cette personne. DDD: Drone Bunny - Mettez vos Light Drones en assist sur cette personne. HHH: Heavy Drone Bunny - Mettez vos Medium et Heavy Drones en assist sur cette personne. MTAC: - Accompli un travail spécifique dans les sites TCRC. Drones Que faire avec vos drones, nous allons voir ça. Light Drones sont en assist sur le DDD Acolytes, Hobgoblins, Warriors etc. Medium & Heavy Drones sont en assist sur le HHH Ogres, Berserkers, Geckos, Hammerheads etc. If you have multiple flights of different size, lighter is usually better, except for tower bashes. Si vous avez plusieurs groupes de différentes tailles, les lights sont généralement préférable sauf pour les tower bashes. Vous mettez vos drones en assist en cliquant droit sur vos drones dans Local Space > Assist > Watchlist > [Nom du pilote] Un pilote ne peut avoir que 50 drones en assist sur lui/elle. Si le DDD ou le HHH sont pleins, alors mettez les en assist sur le VVV. Watchlist (liste de surveillance) La watchlist est un outil très important pour chaque pilote. Pour faire apparaître cette watchlist, cliquez droit sur votre anchor dans le MotD de la fleet (sous Fleet Roles, AAA/VVV en fonction de votre rôle), allez dans Fleet > Add to Watchlist. Cela devrait ouvrir votre fenêtre de watchlist, placez-la à un endroit accessible. Vous pouvez également glisser-déposer d'autres noms dans cette liste et il est recommandé que vous ayez au moins votre Anchor, le Drone Bunny et le FC. Depuis cette fenêtre, vous pouvez facilement cliquer droit sur le nom puis garder à distance > 5,000 m ou tout ce dont vous avez besoin. De plus lorsque vous réglez vos drones en assist, cela ajoute un sous menu à la watchlist qui vous permet de les manipuler facilement. Programme de remplacement de vaisseau ( SRP ) Warp To Me offre un programme de remplacement de vaisseau (SRP) à ses pilotes. Le SRP est comme une police d'assurance qui couvre la perte de votre vaisseau si ce n'est pas votre faute. 15 Million - jusqu'à 6 Milliard Examples (mais non limités à) de perte SRP-able: Erreur du FC (parfois les FC se trompent) Erreur de Logi Examples (mais non limité à) de perte non SRP-able: Erreur de diffusion à temps. Prendre une gate sans la permission du FC (appelé "leeroying") Se faire CONCORDed (soyez sûr d'avoir réglé votre safety sur vert) Avoir des killrights ou des wardec en cours ( prenez soin de vérifier avant de rejoindre la fleet ) Les ganks sont couverts tant que vous suivez les ordres du FC. Pour faire court, si vous suivez à temps les ordres du FC et la diifusion, votre vaisseau sera couvert. Notez que vos vaisseaux doivent correspondre à nos critères minimum pour être couvert par le SRP. Votre payement SRP vous couvre du moment où vous payez jusqu'au prochain Down Time (DT-1100 heure du serveur). Vous pourrez quitter et revenir autant de fois que vous voulez durant cette période sans avoir à repayer le SRP à chaque fois que vous rejoignez la fleet. C'est pas beau ça ? Bien, comment s'inscrire ? Envoyez simplement le montant de couverture (15M) à la corpo in-game au nom de "WarpTo SRP". Cette corporation sera linkée dans le MotD de la fleet. C'est la seule corporation officielle de SRP de WTM et la seule que vous devez croire. En cas de doute, vérifiez le nom du CEO > Sparta Epic Cyno. " WTM ne peut être tenu responsable des scammers, toutefois si l'un d'entre eux apparaissait, reportez le à un officier WTM ou à un membre du commandement. [v4.1]
  4. 6 points
    What is this? Upgrade Raffles will be held about every weekend for one of the following ships: Vindicator, Leshak, Nightmare The Raffle will cycle through hulls in the above order. They are FREE to enter. Please read the entire form before submitting it. The winner will be contracted the prize before the next raffle. Unless stated all prizes will be located in Jita 4/4 Can I donate? Yes! If you would like to donate or sell at a discount, please mail Blobert Jenerik in game. Current Raffle (March 5th) https://forms.gle/zwVAiqvyhS9Q2B6M9 Past Raffles https://gyazo.com/d8e1ebf48d6009598cc9dba18826c07d https://gyazo.com/6a82c3dc5ebda59bd4edb4b87690c1b6
  5. 6 points
    I think it's much simpler this time, and less is being discussed? Exactly what Toh Kay said. I believe we have Beryl on board with implementing 'something' (likely something like TyCoe's tracker) into the waitlist. He was just waiting for a commitment to method (calendar time / x-ups / fleet hours) and target of tracking. I think (I could be missing something) that the current discussion topic is primarily "what the limit should be". It sounded like fleet hours was the most favored, so we just needed to pick a number. I saw 20 fleet hours first, countered with 40, but it sounds like 30 fleet hours might be a comfortable middle ground. So, for a stake in the ground: 30 fleet hours, tracked automatically by the waitlist via the mechanism used by TyCoe's tool? ... I was going to say just use reactions for 'votes' but it seems we can't actually negatively react on this forum (probably for the best overall)... so lets say... React to this post with "Like" ( <3 ) for "agree with those parameters", or "Upvote" (up arrow) for "bump to more discussion" ?
  6. 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!
  7. 5 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:
  8. 4 points
    So , some Germans always has Problems to understand the english newbro speech so maybe this will help them . I just translate the english guide as best i could/sometimes using translator and correct the missing parts . When it is not allowed to Translate or something else(bad formating) , just delete that post , it will be ok . Einführung Willkommen bei Warp To Me Incursions! Wir freuen uns sehr, dass Sie an der Teilnahme von Incursion mit uns interessiert sind, aber wie Sie vielleicht verstehen, müssen Sie einige Dinge wissen, bevor Sie sich unseren Flotten anschließen. Bitte lesen Sie diesen Leitfaden gründlich durch und überprüfen Sie, ob alles richtig eingerichtet ist, bevor Sie versuchen, sich einer unserer Flotten anzuschließen. Warp To Me Incursions Channel Unser ingame Channel ist der wichtigste Treffpunkt der Gemeinschaft Beitreten des Channels Wenn Sie sich derzeit nicht im Ingame-Channel Warp to Me Incursions befinden, müssen Sie diesem beitreten! Um einem neuen Channel beizutreten, müssen Sie Ihr Channel-Menü öffnen. Wenn es sich nicht bereits auf Ihrem Neocom befindet, finden Sie dieses, indem Sie das Eve Settings Menu (Giant E über Ihrem Charakterportrait) öffnen und dann in den Menüs auf Social und dann Channels navigieren. Wenn sich das Menü geöffnet hat, geben Sie einfach "Warp to Me Incursions" in das Textfeld ein und klicken Sie auf join. WTM Vorraussetzungen Warp To Me Incursions ist eine spielerfreundliche Community. Daher bitten wir Sie, in unserem Channel nicht über Politik, Religion oder andere sensible Themen zu sprechen. Wenn Sie einfach unsere Regel Nr. 1 befolgen: SEI KEIN ARSCHLOCH, dann haben Sie keine Probleme. Mitteilung des Tages (MotD) Der "Warp To Me Incursions Chat" MotD ist eine Quelle für den Großteil der Informationen, die Sie benötigen werden. Oben finden Sie wichtige Links für WTM. Wir empfehlen Ihnen dringend, noch heute unseren Foren beizutreten! Unterhalb dieser Links finden Sie eine Liste der derzeitigen Leitung, der leitenden Angestellten und der aktiven Gründer von WTM. Dann haben wir unsere Hilfe Channels, einen für jedes optimale Schiff unserer Flotten, der Empfehlungen für Ausrüstung und Implantate enthält. Wenn Sie gerne diese Schiffe fliegen, sollten Sie dem jeweiligen Channel beitreten! Dann haben wir den aktuellen Standort der Flotte. Incursion gibt die Konstellation an, in der wir uns befinden HQ gibt an wo sich das Hauptquartier befindet Dock-up gibt an, an welcher NPC-Station Sie während dieses Incursion andocken sollen. Beachten Sie, dass dieses Dock-up die nächstgelegene Station zum HQ-System ist, meistens im HQ-System selbst, aber manchmal ist sie ein oder zwei Sprünge entfernt, wenn das HQ-System keine NPC-Station hat. Status gibt den aktuellen Status der Flotte an. Wenn er auf Forming oder Running gesetzt ist, sucht die Flotte aktiv nach neuen Piloten! Sollten Sie einmal den Überblick über die Informationen in einem MOTD verlieren, können Sie diese jederzeit aktualisieren, indem Sie auf das Zahnrad/Getriebe-Symbol (in Ihrem Kanalfenster) klicken -> klicken Sie auf MOTD neu laden (die allererste Option). Einstellungen Bevor Sie einer Warp To Me Flotte beitreten, sollten Sie einige Einstellungen ändern, die nicht standardmäßig eingestellt sind. CSPA CSPA ist eine obligatorische isk-Gebühr für jeden Piloten, der versucht, Sie zu kontaktieren, sei es durch private Gespräche, Post oder Flotteneinladungen. Dies ist ein Versuch von CCP, Spam an neue Spieler zu verhindern. Standardmäßig ist dies auf 0 Isk eingestellt (früher waren es 2.950 Isk), aber Sie müssen trotzdem überprüfen, ob es 0 Isk ist. Flottenkommandeure werden Sie nur dann zur Flotte einladen, wenn CSPA in den E-Mail-Einstellungen 0 Isk ist. Tags Eine effiziente Form der Kommunikation, die unsere Flottenkommandeure verwenden, sind Tags, um zu zeigen, auf welche Ziele geschossen werden soll. Standardmäßig ist diese Spalte in Ihrer Übersicht nicht sichtbar. Um die Spalte hinzuzufügen, öffnen Sie Ihre Übersichtseinstellungen und navigieren Sie zur Registerkarte Spalten. Markieren Sie die Spalte Tags und ziehen Sie sie nach oben. Sansha-Schiffe sind unter NPC > Piraten-NPC aufgeführt Incursion Sites sind unter Celestial > Beacon aufgelistet. (Als Tip , lasst euch einfach ein Vorgefertigtes Overview ingame verlinken ) Audio Warnungen Wir empfehlen Ihnen dringend, Audio-Warnungen für Ihr Schiff einzurichten. Auf diese Alarme ist kein Verlass, aber sie können Ihr Schiff retten, wenn Sie während der Flotte abgelenkt werden. Um Ihre Audio-Warnungen einzurichten, öffnen Sie das Einstellungsmenü in der unteren rechten Ecke Ihres HUDs und klicken Sie auf "Schadensbenachrichtung konfigurieren". Stellen Sie in diesem Menü Ihren Schildalarm auf 95% ein (noch höher, und es kann sein, dass er stört und nicht ertönt) und Ihren Energiespeicherwarnstufe auf 30%. Übertragungs Einstellungen Bevor Sie einer unserer Flotten beitreten, gibt es bestimmte Einstellungen im Verlaufsfenster Ihrer Flotte, die eingerichtet werden müssen. Um die Übertragungs-Einstellungen zu ändern, müssen Sie sich in einer Flotte befinden. Am einfachsten ist es, in einem Chat-Kanal mit der rechten Maustaste auf Ihren eigenen Namen zu klicken und "Flotte bilden mit..." zu wählen. Dadurch entsteht eine Flotte, in der sich nur Sie befinden. In einer Flotte, klicken Sie auf Flotteneinstellungen und navigieren Sie dann nach unten zu den Broadcast-Einstellungen. Stellen Sie in diesem Menü sicher, dass die folgenden Broadcasts markiert sind: Brauche Energiespeicher, Ziel, Warp auf, Ausrichten auf, Brauche Schild und In Position am. Alle anderen Broadcasts, die Sie sehen möchten, können Sie ebenfalls markieren, aber diese sollten das Minimum sein. Sie werden feststellen, dass auf der rechten Seite Ihres Menüs für die Sendeeinstellungen kleine quadratische Menüs vorhanden sind, die Sie zur Farbcodierung Ihres Sendeverlaufs verwenden können. Wenn Sie die Farben Ihrer Übertragungen in Farben Ihrer Wahl ändern, können Sie sie im Register Verlauf leichter identifizieren. Dies ist besonders wichtig, wenn Sie sich in einem Logistikschiff befinden oder um leicht zwischen Ausrichten auf und Warp-to-Sendungen zu unterscheiden. Schließlich sollten Sie wieder im Flottenfenster ganz unten eine Reihe von Schaltflächen für Übertragungen sehen. Wenn Sie diese Schaltflächen nicht sehen, stellen Sie sicher, daß Sie auf die beiden kleinen Pfeile unten rechts im Fenster klicken. Sobald das Fenster expandiert ist, erscheint in der unteren rechten Ecke ein Symbol, das Sie durch Klicken auf die beiden kleinen Pfeile in der rechten unteren Ecke des Fensters erreichen. Dies sollten Pfeile sein, die in alle vier Richtungen zeigen und die, wenn der Mauszeiger über die Anzeige "Umfang" bewegt wird: Jeder" anzeigt. Wenn dies nicht der Fall ist, klicken Sie mit der linken Maustaste darauf, bis es der Fall ist. Achten Sie schließlich darauf, Ihre eigene Flotte zuverlassen, wenn Sie Ihre Einstellungen angepasst haben! Unsere Fcs können Sie nicht einladen, wenn Sie bereits in einer Flotte sind, auch wenn es Ihre eigene Flotte ist! Als Tip : Farbige voreinstellungen könnt ihr auch von anderen mitspielern erfragen und das Setting übernehmen , die anderen einstellungen müßt ihr aber unbedingt machen . Sicherheit und Duell-Einstellungen Warp To Me-Piloten machen eine Vielzahl von Dingen in EVE, wenn sie nicht mit uns fliegen. Daher ist es sehr wichtig, dass unsere Piloten sicherstellen, dass ihre Sicherheitseinstellungen immer auf Grün (aktiviert) eingestellt sind, wenn sie sich unseren Flotten anschließen. Es hat viele Fälle gegeben, in denen Piloten vergessen haben, versehentlich ein anderes Mitglied der Flotte angegriffen haben und ihr teures Angriffsschiff an CONCORD verloren haben. Wenn Ihre Sicherheit nicht auf Grün steht, klicken Sie einfach auf den Kreis oben links auf Ihrem Hud und wählen Sie "Sicherheit aktivieren". Sie sollten Ihr Konto auch so einstellen, dass Duell-Einladungen automatisch abgelehnt werden. Wenn Sie an einem Duell teilnehmen, können die Logi Sie aufgrund von Flaggen und Kampf-Timern nicht Reparieren. Um zu vermeiden, dass Sie versehentlich in ein Duell eintreten, können Sie die Duell-Einladungen blockieren, so dass sie niemals auf Ihrem Bildschirm erscheinen. Gehen Sie im Einstellungsmenü (das Sie mit der Esc-Taste aufrufen können) auf Allgemeine Einstellungen und in der Mitte des mittleren Abschnitts. Markieren Sie einfach das Kästchen, um Duell-Einladungen zu blockieren. Ebenfalls unter Allgemeine Einstellungen, Abschnitt im Weltraum, stellen Sie das automatische Zielauffassung wieder auf 0 Ziele ein. Dadurch wird sichergestellt, dass Sie nicht automatisch Logi und andere Piloten aufschalten, die Sie während des Kampfes aufschalten. Drone Einstellungen Wann immer Sie sich in einer Warp-To-Me-Flotte befinden, müssen Ihre Drohnen auf Passiv- und Fokusfeuer eingestellt sein. Sie werden Ihre Drohnen einem anderen Piloten assistieren, und diese Einstellungen helfen diesem Piloten, Ihre Drohnen zu steuern. Comms (TS3) Die Warp To Me Incursions-Flotte verwendet TeamSpeak 3 als unser primäres Kommunikationsmittel mit der Flotte. Wir verlangen von jedem Piloten, dass er TeamSpeak eingerichtet hat, bevor er sich der Flotte anschließt, und dass er mit dem FC verbunden ist und ihm zuhört, während er in der Flotte ist. Please download it here. Wenn Sie ein hörgeschädigter Pilot sind, sind Sie trotzdem willkommen, mit uns zu fliegen! Bitte lesen Sie unseren Leitfaden here. Communikations Informationen Die Server-Adresse für den Warp To Me TeamSpeak finden Sie auf der Warteliste, nachdem Sie eine Ausrüstung gepostet haben, oder im MotD des Flotten Kanals. Es spielt keine Rolle, ob Sie ein Mikrofon haben, aber Sie müssen die FCs hören können, und Piloten, deren TeamSpeak stumm geschaltet ist (gekennzeichnet durch ihr Symbol), werden benachrichtigt. Stellen Sie zu Identifizierungszwecken sicher, dass Ihr TeamSpeak-Name mit Ihrem Namen im Spiel übereinstimmt, ohne Firmen-/Allianz-Tags. Wenn Sie ein Mikrofon verwenden, muss es auf "Push-to-Talk" eingestellt sein. Dies finden Sie unter Einstellungen > Optionen > Aufnehmen > Push-to-Talk. Von dort aus müssen Sie, um zu sprechen, eine Taste gedrückt halten (wie in den Optionen gewählt, Standard ist Strg), um Ihr Mikrofon zu öffnen und zu sprechen. Bitte schalten Sie Ihre Lautsprecher nicht stumm, während Sie sich im Kanal "join this" befinden. Das Schlüsselwort "Prüfen" wird verwendet, um das Schließen der offenen Kommunikation auf TeamSpeak anzuzeigen. Mit anderen Worten, hören Sie auf zu sprechen, wenn Sie "Check" hören. Aus rechtlichen und Sicherheitsgründen erlauben wir kein Streaming oder Aufzeichnen von Kommunikationen in irgendeiner Form. Für die Erlaubnis und weitere Informationen zum Streaming wenden Sie sich bitte an Ihren FC. Beitreten der Flotte Wenn Sie diesen Guide lesen, möchten Sie natürlich einer unserer Flotten beitreten! Da dies wohl der wichtigste Teil des Guides ist, werden wir darüber berichten, wie Sie sich ein Schiff besorgen und wie Sie mit diesem Schiff in eine unserer Flotten einsteigen können! Schiffe & Ausstattung Um in unseren Flotten zu fliegen, brauchen Sie ein ausgerüstetes Schiff! Und nicht nur das, sondern ein ausgestattetes Schiff, das unseren Mindestanforderungen entspricht. Diese Anforderungen und Einbauvorschläge finden Sie auf unserer Ausrüstungsseite, die auch immer im WTM-Chat MotD zu finden ist. Wir erwarten auch, dass Sie alles, was auf Ihr Schiff passt, aktiv nutzen. Das bedeutet, dass Ihre Geschütze feuern, Raketen starten, Drohnen ausfahren und Prop-Mod an sein sollten, wann immer diese Aktionen angebracht sind. Vor allem ist es entscheidend, dass Ihre Schildhärter aktiv und gestaffelt eingesetzt werden, wann immer Sie sich im Weltraum aufhalten. Damit ein FC Ihnen eine Einladung schicken kann, müssen Sie ein gültiges Schiff haben, das die Mindestanforderungen erfüllt. Ist dies nicht der Fall, wird der FC Ihnen bei der Anpassung helfen, damit Sie diese Anforderungen erfüllen. Gelegentlich kommt es jedoch vor, dass unsere FCs Fehler machen und ungültige Ausrüstungen zulassen, die später von anderen FCs angesprochen werden. Nur weil Sie beim letzten mal eingeladen wurden, bedeutet das nicht, dass Ihre ausrüstung korrekt ist. Seien Sie sich auch bewusst, dass unsere freiwilligen Kommandeure für Sie da sind, um Ihnen zu helfen! Stellen Sie Ihre Fragen im Warp To Me Chat, und außerdienstliche Commander (und vielleicht sogar einige erfahrene Piloten) sind immer bereit, Ihnen bei allen Fragen zu Ihrer Ausrüstung oder anderweitig zu helfen. Für weitere Informationen lesen Sie bitte unsere Rules & Regulations oder kontaktieren Sie einen Offizier oder ein Mitglied der Führungsebene. Wartelisten Manager WTM ist eine HQ-Gemeinschaft, was bedeutet, dass wir eine maximale Anzahl von 40 Piloten in unseren Flotten haben können, bevor wir reduzierte Auszahlungen erhalten. Das bedeutet, dass wir den Leuten manchmal sagen müssen, sie sollen warten. WTM hat und wird immer nach dem Prinzip "Wer zuerst kommt, mahlt zuerst" im Rahmen der Flottenbedürfnisse einladen. Wie wir mit den wartenden Piloten umgehen, erfahren Sie auf unserer Wartelisten Manager. Den Link zu dieser Website finden Sie immer in unserem Kanal MotD. Alle Einladungen an die Flotte (mit wenigen Ausnahmen) werden von diesem Wartelistenmanager durchgeführt, also müssen Sie wissen, wie Sie unsere Flottemanager benutzen können, um sich unserer Flotte anzuschließen! Wenn Sie sich auf der Website anmelden, wird Ihnen das X-Up-Formular und vier Spalten weiter unten angezeigt: X-Up, Logi, DPS und Sniper und Leshaks. X-Up sind diejenigen, die ihre Ausrüstung gepostet haben und auf die Genehmigung des aktuellen FC warten. Nach der Genehmigung werden sie in die entsprechende Wartespalte (Logi, DPS oder Sniper/Leshak) verschoben. Wenn Plätze in der Flotte frei werden, werden sie durch die Plätze ganz oben in diesen drei Spalten ersetzt. Wie man sich anmeldet (X-Up) Bitte stellen Sie sicher, dass Sie nicht mehr als 3 Sprünge vom Dock-up entfernt sind, bevor Sie sich Anmelden (X-UP) Einladungen können schnell kommen, und wir wollen die Flotte nicht dadurch aufhalten, dass wir auf Piloten warten müssen, die mehr als ein paar Sprünge entfernt sind "X-Up" ist ein alter Begriff, der bedeutet, dass man seine Eignung zur Genehmigung und potenziellen Einladung bekannt gibt. Hier erfahren Sie, wie man das macht: Gehen Sie im EVE-Client zum Fenster Schiffsausrüstung Auf der rechten unteren Seite befindet sich eine Schaltfläche "Speichern", klicken Sie darauf. Es öffnet sich ein Anpassungsverwaltungsfenster mit der Schaltfläche In die Zwischenablage kopieren am unteren Rand, klicken Sie darauf. Gehen Sie zur Website der Warteliste Wenn Sie das X-Up-Formular nicht sehen, klicken Sie oben auf die grüne X-Up-Schaltfläche Drücken Sie im großen Textfeld unter Fittings Strg+V oder klicken Sie mit der rechten Maustaste und wählen Sie Einfügen. Beachten Sie, dass Sie mehrere ausrüstungen eingeben können! Wenn sie Logistik fliegen, geben Sie Ihr Logistics Kreuzer-Fähigkeitsniveau ein, wenn Sie dazu aufgefordert werden. Wenn Rokh/Rattlesnake, geben Sie Ihr Caldari Schlachtschiff-Fähigkeitsniveau ein, wenn Sie dazu aufgefordert werden. Click Enter On Waitlist Ihre Ausrüstungen werden nun in der Spalte X-Up zur Genehmigung in die Warteschlange gestellt. Sobald Ihre Ausrüstung genehmigt ist, werden Sie an das Ende einer Wartelistenspalte verschoben: Logi, DPS oder Sniper, je nachdem, welche Rolle Ihr Fit hat. Da die Piloten an der Spitze zur Flotte eingeladen werden, werden sie von der Liste entfernt, wodurch Sie an die Spitze befördert werden. Sobald ein Platz in der Flotte frei wird und Sie an der Spitze stehen, erhalten Sie eine Einladung! Beachten Sie, dass Ihre Flotteneinladung 60 Sekunden lang gültig ist. Der Wartelistenmanager verfügt über eine Reihe von Tools, um Sie über diese Einladung zu benachrichtigen, einschließlich eines Stups auf TS3 und eines Benachrichtigungslinks, der einen Ton abspielt, wenn er eingeladen wird. Wenn Sie die Einladung verpassen, machen Sie sich keine Sorgen! Der FC wird Sie bei der nächsten Einladungswelle erneut einladen. Wenn Sie jedoch drei Einladungen hintereinander verpassen, kann der FC Sie von der Warteliste entfernen und Sie müssen erneut X-Up durchführen! Finden der Flotte im All Zu Ihrer eigenen Sicherheit stellen wir sicher, dass jeder Pilot die Grundlagen beherrscht, bevor er zu uns an den Start geht. Wenn Sie zum ersten Mal in einem WTM fliegen, informieren Sie bitte den FC, wenn Sie zur Flotte eingeladen werden. Sie werden einige Themen besprechen und Ihnen sagen, wohin Sie fliegen sollen. Übertragungen Damit Sie effektiv mit der Flotte kommunizieren können, müssen Sie lernen, wie man richtig sendet. Darüber hinaus müssen Sie in der Lage sein, Verlauf zu sehen, da auch die Kommandanten sie zur Kommunikation nutzen. Übertragungen senden (Sehr sehr wichtig bitte genau lesen) Es gibt drei Hauptsendungen, die Sie kennen sollten: "Schild", "Energiespeicher" und "In Position". Die Schaltflächen für diese Übertragungen finden Sie immer am unteren Rand Ihres Flottenfensters. Wenn Sie keine Reihe von Sendeschaltflächen sehen, klicken Sie auf die beiden kleinen Pfeile in der unteren rechten Ecke des Flottenfensters. Sie sollten für Shield senden, wenn die Sansha das erste Mal auf Sie zielt.Dies wird durch gelbe Kästchen um die Sansha-Symbole angezeigt(auch genannt Yellow Boxing you).Ein Verlust aufgrund einer nicht fristgerechten Übertragung für Shield wird als nicht-SRPable-Verlust betrachtet. Sie sollten nach Energie senden, wenn Ihr Energiespeicher unter 30% fällt oder von Outuni Mesens ins Visier genommen werden. Wir haben dafür bereits früher einen Alarm ausgelöst.Fragen Sie nicht nach Energie, wenn es Outunis auf dem Feld gibt und Sie keine Aggro haben. Die Person, die Aggro hat, braucht es wegen der gefährlichen Outuni-Neutralisatoren viel dringender als Sie. Sie sollten In Position senden, wenn Sie keine Aggression mehr haben oder keine Energie mehr benötigen. Wenn die Sansha-Symbole von gelber Box zu roter Box zurück zu gelber Box wechseln, haben Sie keine Aggression mehr. Sende in Position Wenn Ihr Energiespeicher größer als 70% ist, benötigen Sie keine Energie mehr. Sende in Position Wenn Sie beides angefordert haben (Schield und Energie), und brauchen eines davon nicht mehr, senden Sie In Position, warten Sie eine Sekunde und senden Sie, für was immer Sie brauchen. Als Beispiel : Sie benötigen Schield und Energie weil Outuni Mesen auf Sie schießt . Nun stirbt der Outunie Mesen und sie brauchen keine Energie mehr >70% , so Senden sie In Position und eine Sekunde später Schield . So wissen die Logis das sie keine Energie benötigen aber weiterhin Schield. Übertragungen sehen Sie sollten in Ihrem Flottenfenster immer die Registerkarte Verlauf aktiv haben, um die Übertragungen der Flotte zusehen (Sehr wichtig). Für die FC-Kommunikation gibt es zwei Hauptübertragungen: Ausrichten nach und Warp nach. Ausrichten von Sendungen sind Befehle zur Ausrichtung auf einen Punkt im Raum. Klicken Sie mit der rechten Maustaste auf die Sendung und Ausrichten auf. Warp-Sendungen sind Befehle, sich zu einem Punkt im Raum zuwarpen, meistens zum nächsten Standort. Rechtsklick auf den Broacast und Warp to at at 0 Warpen Sie sich nicht vor der FC-Befehle über Sprachbefehle(Teamspeak) gibt Wenn Sie ein Logistikschiff fliegen, sind Sie verpflichtet, jede Schildübertragung aufzuschalten. Dies geschieht am einfachsten, indem Sie den Hotkey zum Aufschlaten gedrückt halten und auf die Sendung klicken. Weitere Informationen über fliegende Logistikschiffe finden Sie in unserem Logi Rookie Guide. Übertragungs Hotkeys Wir raten von der Verwendung von Hotkeys aufgrund der Unzuverlässigkeit ab, während die Flottenfenstertasten 100% zuverlässig sind, und wir wollen unbedingt, dass jeder neue Pilot die Flottenfenstertasten anstelle von Hotkeys verwendet. Wenn Sie jedoch Hotkeys auf eigenes Risiko verwenden, erhöhen Sie die Zuverlässigkeit, indem Sie sicherstellen, dass kein Fenster aktiv ist (klicken Sie in den Zwischenraum), bevor Sie den Hotkey drücken. Vergewissern Sie sich außerdem, dass Ihre Sendung durchgegangen ist, indem Sie im Fenster Flottenverlauf nachschauen. Wenn Sie Ihre Sendung nicht sehen, sehen die Logi sie auch nicht. Beachten Sie, dass die Verwendung dieser Methode die Hotkeys nicht 100% zuverlässig macht. Die Verwendung von Hotkeys ist keine Entschuldigung für eine nicht rechtzeitige Sendung. Wenn dies zu einem Problem wird, empfehlen wir, einfach die Schaltflächen des Flottenfensters für die Sendung zu verwenden. Flotten Rollen Es gibt drei grundlegende Rollen in unserer Flotte, in die Sie automatisch eingeteilt werden: Kurzstrecken-DPS, Langstrecken-Scharfschütze und Logistik-Kreuzer. Logi ist selbsterklärend, Sie fliegen entweder einen Basilisken oder einen Scimitar und stellen der Flotte Reps zur Verfügung. DPS und Scharfschützen sind der offensive Teil der Flotte, und Sie werden je nachdem, welche Geschütze Sie an Ihrem Schiff angebracht haben, klassifiziert. Welche Tags Sie anvisieren, hängt davon ab, ob Sie als DPS- oder als Scharfschützenschiff klassifiziert sind. Lange Reichweite genannt Snipers Projektilartillerie und Laser Ziele sind beschriftete Tags:: A, B, C, ..., H, I Schieße aufkeinenfall auf Tag : J AAA auf 5.000 m Reichweite halten das ist dein "Anker" wichtig Kurze Reichweite genannt DPS Hybrid Blasters, Drone Boats, and all types of Missiles Ziele sind beschriftete Tags: 1, 2, 3, ..., 9, X, Y, Z Reichweite halten 5,000m auf VVV das ist dein "Anker" wichtig Logistics Kreuzer Umkreise auf 10 km den AAA sehr Wichtig Lies gegenfalls unseren Logi Rookie Guide Wenn keiner Ihrer Tag-Typen auf dem Raster bleibt, dann schießen Sie den anderen. D.h. DPS schießt Zahlen, dann Buchstaben, Scharfschützen schießen Buchstaben, dann Zahlen. Schießen Sie niemals auf die Markierung J. Damit wird ein Ziel bezeichnet, das, wenn es getötet wird, die Sicherheit der Flotte gefährden würde. Das Schießen auf die Markierung J ist ein triftiger Grund sie aus der Flotte zu werfen AAA und VVV sind spezialisierte Rollen, die den Mitgliedern der Flotte zugewiesen werden. Wo Sie Ihren AAA/VVV finden, erfahren Sie im nächsten Abschnitt. Spezielle Flotten Rollen Bestimmte Piloten innerhalb der Flotte haben spezialisierte Rollen. Zu diesen Rollen gehören FC, CCC, Anchors, Drone Bunny, MTAC und Booster, die vom FC der Flotte zugewiesen werden, aber meistens auf freiwilliger Basis. Wenn Sie Interesse an diesen Rollen haben, lesen Sie die Leitfäden und melden Sie sich freiwillig! Die Leitfäden finden Sie durch Anklicken der Links unten oder im Flotten-Chat. Wir sind immer bereit, diese Rollen zu unterrichten, und wenn Sie jemals Flottenkommandant oder Logi-Meister werden wollen, ist es das Beste, unsere Aufmerksamkeit auf diese Rollen zu lenken, wann immer es möglich ist! FC: Flottenkommandeur - Erteilt der Flotte Befehle, hören Sie unbedingt zu! CCC: Cap Chain Coordinator - Verantwortlich für die Organisation und Aktualisierung des Basi Cap reinfolge AAA: Sniper & Logi Anker - Wenn Sie ein Scharfschütze sind, halten Sie eine Entfernung von 5.000 m ein; wenn Sie logi sind, halten Sie eine Umlaufbahn von 10 km ein.. VVV: Short-range DPS Anker - Wenn Sie ein Kurzstrecken-DPS-Schiff sind, halten Sie eine Entfernung von 5.000 m ein. Wenn die anderen Drohnenhäschen voll sind, schicken Sie Ihre zusätzlichen Drohnen zu dieser Person. DDD: Drone Bunny - Weisen Sie Ihren leichten Drohnen zu dieser Person. HHH: Heavy Drone Bunny - Weisen Sie Ihre mittleren und schweren Drohnen zu dieser Person. MTAC: Führt eine bestimmte Aufgabe in der TCRC-Seite aus. Dronen Was machen Sie mit Ihren Drohnen? Dieser Abschnitt wird genau das behandeln. Leichte Drohnen weisen sie der Rolle "DDD" zu Akolythen, Hobgoblins, Krieger usw. Mittlere und schwere Drohnen weisen sie der Rolle "HHH" zu Oger, Berserker, Geckos, Hammerhaie usw. Sie assistieren Ihre Drohnen, indem Sie mit der rechten Maustaste auf Ihre Drohnen im lokalen Raum klicken > Assist > Watchlist > [Pilotenname]. Ein Pilot kann nur 50 Drohnen assistieren lassen. Wenn der DDD oder HHH voll ist, dann assistieren Sie dem VVV. Beobachtungsliste Die Flottenbeobachtungsliste ist ein sehr wichtiges Instrument für jeden Piloten. Um diese Beobachtungsliste zu starten, klicken Sie mit der rechten Maustaste auf Ihren Anker im Fleet MOTD (unter Fleet Roles, AAA/VVV je nach Sniper/DPS), gehen Sie auf Fleet > auf Beobachtungsliste setzen. Dies sollte Ihr Beobachtungslisten-Fenster öffnen und es irgendwo zugänglich machen. Sie können auch andere Namen anklicken und in diese Beobachtungsliste ziehen, und es wird empfohlen, dass Sie zumindest Ihren Anker, Drohnenhasen und FC in Ihrer Beobachtungsliste haben sollten. Von dort aus können Sie ganz einfach mit der rechten Maustaste auf den Namen klicken, auf einer Reichweite > 5.000 m bleiben oder was immer Sie tun müssen, um zu verankern. Wenn Sie Drohnen assistieren, wird außerdem ein Untermenü "Beobachtungsliste" hinzugefügt, so dass Sie auch Ihren Drohnen leicht helfen können. Schiffsersatzprogramm(SRP) Warp To Me bietet seinen Piloten ein Schiffsersatzprogramm (SRP) an. SRP ist wie eine Versicherungspolice, die den Verlust Ihres Schiffes abdeckt, wenn der Verlust nicht Ihre Schuld ist: 15 Million - Up to 6 Billion Beispiele (aber nicht beschränkt auf) für SRPable-Verluste: Fc Fehler Logistik Fehler Beispiele (aber nicht beschränkt auf) für nicht SRP-fähige Verluste: nicht rechtzeitiges zu senden für schilde Benutzen eines Tores ohne FC-Erlaubnis (genannt "leeroying") Being CONCORDed (Bitte stellen Sie sicher, dass Ihre Sicherheit auf grün eingestellt ist) Ein Killright oder wardec haben (bitte kümmern Sie sich um diese, bevor Sie der Flotte beitreten) Ganks sind gedeckt, solange Sie den Befehlen der FCs folgen. Kurz gesagt, wenn Sie den FC-Befehlen folgen und rechtzeitig senden, wird Ihr Schiff gedeckt sein. Beachten Sie, dass Ihr Schiff unsere Mindestanforderungen erfüllen muss, um von SRP gedeckt zu werden. Ihre SRP-Zahlung deckt Sie vom Zeitpunkt der Zahlung bis zur nächsten Down Time (DT-1100 Serverzeit) ab. Sie können die Flotte verlassen und während dieser Zeit so oft wieder beitreten, wie Sie möchten, ohne dass Sie bei jedem Beitritt zur Flotte eine Rückzahlung leisten müssen. Klingt ziemlich gut, nicht wahr? Nun, wie melden Sie sich an? Schicken Sie einfach die gewünschte Deckungssumme (15 Millionen) mit dem Namen "WarpTo SRP" an das In-Game-Unternehmen. Dieses Unternehmen wird mit der MOTD-Flotte verbunden sein. Dies ist die einzige offizielle WTM SRP Corporation und die einzige, der Sie vertrauen sollten. Im Zweifelsfall überprüfen Sie den Namen des CEO auf "Sparta Epic Cyno". WTM wird nicht für Betrüger verantwortlich gemacht, aber wenn einer auftaucht, melden Sie ihn bitte einem WTM-Offizier oder einem Mitglied der Geschäftsleitung. Nachtrag wie man zur Flotte kommt ohne zu "sterben" Wenn ihr das erste mal mit WTM fliegt und ihr eure Newbro Rede erhaltet sollt ihr früher oder später zur flotte aufschließen und wie das Funktioniert verstehen viele am anfang nicht. Deswegen hier noch 1-2 Sätze dazu / der ablauf ENG/Deu wie die meisten FC es dir vermitteln Warp to your FC but dont take any Gate - Warpe zu deinem FC aktiviere aber KEIN GATE Warp to your FC again until you have Natural Phenomena Error - Warpe noch einmal zu deinem FC wie zuvor(manchmal auch 3-4mal), du solltest nun ein Fehler bekommen Natural Phenomena error Ask for Gate status , only when you have Natural Phenomena Error - Also nur wenn du diese Fehlermeldung hast , bist du am richtigen Gate . Und dann fragst du im chat oder Voice : Fc Gate status (nur diese 2 wörter) . Er wird dir dann sagen Green = du kannst Gate nehmen oder Red = nicht benutzen frag in 30 sec noch einmal. Wichtig Wichtig Wichtig : Wenn du dir nicht sicher bist ob du am richtigen gate bist , warpe immer wieder zu deinem FC egal wie oft(hier kannst du nie was falsch machen), bist du diese Fehler meldung erhälst .
  9. 4 points
    I am sorry, but waiting for a me to be a commander (hoping I become one), making a proposal and waiting weeks for these guides to be updated, hurts me physically and mentally. I am unsure at this point as the guides are being worked on, but I am in awe that some are not updated yet. Clearly there are a lot of mistakes that need to ironed out, pictures are missing, typos and incursions in general having progressed, that these guides need serious updating. Below I have linked all of my own guides, as I do believe newer guides that have been made are fairly up to date. The reason I am posting this here is so that anyone can have some imput, this post eventually be moved or deleted and remade somewhere else. In general Typos removed, edited or rebuild proper sentences Shorten the guides, remove useless crap All pictures have a permanent home now and hopefully won't be removed anymore NEW GUIDE: Drugs guide This isn't an exact write up for every guide, just a general edit Updates: 15-5-2020 Added Malcolms suggestions Typos New Drop Those Drones guide headline picture Machs are the preferred MTACs. Added Flametounges changes too 14-5-2020 Added 2 implants to the implant guide Added pictures to the Drop those drones guide Wrote more about drones you should use Anchoring Guide Room 1 and 2 Everyone should be burning towards the outgate to go into the next room. For the final room, check the picture below. Room 1 VVV (and DPS): Burn towards the targets and web everything down. Priority: Auga, Outuni, Ostingles. AAA (and Snipers): Burn towards the outgate, shooting the Vylade. Room 2 VVV (and DPS): Burn towards the targets and web everything down. Priority: Auga, Deltole, Ostingale, Romi. AAA (and Snipers): Sit still, kill the Mara and then burn. In the progress of updating the NRF picture. It's too zoomed out and all 3 DPS anchor spots can have a better overview of their respective anchor positions. TPPH and TCRC pictures are fine as they are. The new NRF picture, hopefully it's ok. Leshaks should ofcourse be included into the anchoring guide. Room 3 TPPH: (This should include Leshaks) Burn towards the tower, spool nearby Ostingles. Then, follow the VVV anohor. (There is a position below the VVV, but you will most likely get Arnon aggro, get jammed and lose DPS) NRF Burn behind the AAA anchor, about 90 to 95km off the beacon. Burn left 50/55km, above the VVV anchor. After that you can burn around the 4th wave into the sniper targets. Incursion Guide Picture missing The blue color is horrible and hard to read, this should be changed to something more readable. I think adding the "A site spawns 7 minutes after the beacon despawns" in there somewhere would be nice. Outuni gets taken out first, but sometimes it's the Auga and Arnor first, this should be edited. Niarja isn't as bad as I wrote it to be, can be toned down. Vylade doesn't boost? Change it. Deltole doesn't web. Advanced Incursion Tips Pictures Missing First Picture, Staggering Second Picture, Overheating Are you THE VVV? EWAR Call out your webs in fleet chat or on voice Not really EWAR, but call out spools as well Link the skill Frequency Modulation and Sensor Compensation skills somewhere for more information. Overheating Explain how to overheat, shift click a module or SHIFT + HOTKEY (Example, SHIFT + F1) Capacitor Guide Picture missing Yeah I know, it's a big picture, but it perfectly shows how your capacitor is recharging and why we use the 30% to broadcast for cap. Rest looks good I guess, I would make some minor changes to the color and overall look of the guide. Influence guide Pictures Missing Unsure how the current influence fits are now. With maybe changes to WTM and the recent patch there might have been changes to add more tank. Remove the "Except Apocalypse Navy Issue - does not have an available midslot." Rest looks ok I guess. Drop those drones (Drone Guide) Pictures Missing HEADLINE Light Drones Acolyte II If you can't field Acolytes II, go for Imperial Navy Acolytes Hammerhead II If you can't field Hammerhead II, go for Federation Navy Hammerheads Ogre II If you can't field Ogre IIs, go for Federation Navy Ogres Unable to find the images I used to use and only able to find really big drone pictures. Remove them? DO NOT USE INTEGRATED DRONES If you have money and want to risk it, you can buy "Augmented" drones Drone Settings picture Obviously there is something wrong with the code on the recommendations for the drones. Most drone suggestions are in the fitting list anyway. I suggest removing all text and just giving the suggestions for the drones Battleships: 5 x Heavies Ogres recommended Augmented are best, but expensive. Logistics: 5 x Lights Acolytes recommended Scimitars can bring hull bots Again, don't buy Integrated, they are not allowed. Implant Guide Guide looks good, remove all prices, Bling already shows high cost. One small edit, add a capacitor slot 6 for the logistics Inherent Implants 'Squire' Capacitor Systems Operation EO-606 Cap Recharge Time Reduction -6 % 2nd option: Eifyr and Co. 'Rogue' Navigation NN-606 Velocity Modifier 6 % Drone Bunny (DDD) Remove all recommended ships for the DDD Vindicator is the optimal ship 4/4 stack your guns, put 4 guns and a web on seperate targets. Full fleet shoot XXX is debatable and should be revised. Only when contested, you should just follow the tags below. What should I shoot? NSTER For example, the first room of the TPPH, you don't shoot the Outuni. Removed the Outuni and make it NSTER./ TPPH 1st room Schmaeels, Tamas then Renyns TPPH 2nd room Is fine TPPH 3rd room3 Wave 1 1 Eystur Then Tamas Then the rest of the Eysturs REMOVE ROMIS Wave 2 is fine Wave 3 Include Vylade Leftover frigates Vylade Romis NRF Wave 1 is correct Wave 2 is correct Wave 3 First Maras (Use your resebo) Then Frigates Then Romis Wave 4 1 Outuni > go for Frigates, Vylade then Romis 2/3 Outinies > Go for last tagged, then Eysturs, Vylade, then Romis. Skill Guide WORK IN PROGRESS Remove the Rokh and the Maelstrom Skills for the Hyperion Minimum Vindicator Optimal Vindicator MTAC Guides Machariels preferred, Nightmares are secondary MTACs if no Mach is around. Add a clear picture of the MTAC factory and Shield Transfer Control Tower. Tone down the wall of text, make the guide simpler and add general tips Requirement: Have a Tractor Beam fitted Whenever you take a TCRC gate, FC will say full fleet take gate, you wait about 5 seconds, so you won't get webbed. MTAC should burn immediatly to the MTAC factory. Within 20km of the MTAC factory, turn off the MWD, drop a can with 1 ammo and tractor it. (DO NOT SHOOT YOUR OWN CAN) Put the MTAC from the MTAC factory into your can. (The MTAC is too big for your ship, therefor you have a can) Move the MTAC from the MTAC Factory to the Shield Transfer Control Tower. Then go back to the MTAC factory, wait for another MTAC and keep doing it until the tower is dead. After the tower dies, you are allowed to warp off. (This is because you can get stuck on the collidable structures) General tips Focus on the first MTAC first, then the rest, like shooting the tower (if at all) and putting your drones on the tower. Do not shoot the tower while burning towards the MTAC factory, you might get aggro. Pulse your MWD towards the Shield Transfer Control Tower for the first MTAC, this means activating it and immediatly de-activating it. Right after you pulse it, set your speed to 200 to 300, so you get a little bit of speed, no super boost. Pull your drones a bit earlier, so you are able to warp off earlier as well. 50% hull should be good enough. Contest tips If you are taking the gate later, look out for contests. Tell the FC and immediatly take the gate. Pre heat your MWD and burn towards the MTAC factory immediatly. It's imperative you get the first MTAC and ask the FC when to drop it. It comes to FC strategies on contests when to drop the MTAC. The first MTAC is the most important one, but if you don't get it, it's fine. Don't stress. If you didn't get the first one, try to get the second one and ask the FC when to drop. These should be all the updates to the guides. Thank you for reading. Thanks for @Mu Linfei for helping me with some of the edits.
  10. 4 points
    As outlined in this CCP devblog, with the upcoming structure changes on May 26 unfueled structures will lose their defensive times and will not have asset safety if destroyed. As a result, we will be removing most of our dormant structures in anticipation of the patch. Please take this time to remove all assets from Warp To Structures structures before May 24th. Any ships, modules, etc left in structures at that time will be placed in asset safety and require a fee and wait time to recover. Any pods left in structures at that time will unfortunately be automatically destroyed. When the system warrants it, we will endeavor to online a Warp To Structures structure in the current focus. When online and listed in the WTM Incursions' MOTD, this can be treated as a normal player station with all the same associated risks. After the focus is finished, you will have 72 hours from the time the new focus spawns to remove your assets from the structure before it is taken down. As mentioned above, once deanchored after the 72h grace period, the structure will place ships, modules, etc in asset safety and destroy any remaining pods. We are happy to provide our citadel service free of charge, however we cannot take responsibility for any assets that are forgotten or lost. Warp to Structures is owned and operated with the full endorsement of WTM Incursions. Please feel free to contact Officers or Leadership with any concerns.
  11. 4 points
    Foshkey's Tips with Incursion Travelling From years of experience and not losing a single ship to gankers Tip #1: Don't AFK. Don't Autopilot. Don't do anything that will leave your ship in space. Whenever I hear about somebody losing their ship to ganks, 9/10 times it's due to AFK or not paying attention. If a ganker sees your shiny vindicator sitting in space on a gate, or warping in at 15km and slowboating towards the gate, you will become a target. Gankers are capable of planning in advance and are extremely experienced in judging general routes, even from incursion to incursion. It doesn't take a genius ganker to figure out where that vindi is going by looking at their journal. Tip #2: Avoid known ganking systems (Niarja, Uedama, etc.), especially at prime time. Every time we have a new move up, I check my possibilities of routes. This is only really concerning going from amarr to minmatar space, but there is generally a route that goes through Devoid that is probably the most quiet route known in eve, and it only adds 3-8 jumps most of the time. Anyway, point being, check your routes, check your time. If you have to go through Niarja at 19:00, three options: wait until a more quiet time, reroute, or bite the bullet. ---------------------------------------------------------------- If you follow those 2 tips, you will not lose your ship to a ganker 99% of the time. So, most people don't even change their fits. If, however, you want to cover as much of that 1% as possible, I'll keep on going with these tips. ---------------------------------------------------------------- Tip #3: If you're going to refit for tank, refit for hull tank. Easily the most cost effective way to brick tank your ship is to fill your lows with DCU II and Reinforced Bulkheads. That alone will probably demotivate a ganker if they see that on your ship. Tip #4: Inertia Stabilizers / Nanofibers / Warp core stabilizers are worthless I've heard all the brags from the pilots claiming their battleships can go into warp in 4 seconds. Cool. How about that 2 second lock time of the disrupter pilot? Furthermore, it takes all of a single day to get a trial account to get a 2 second lock timer and fit a warp disrupter. If your vindi is a target, and they discover that you have warp core stabilizers, they're just going to log in more alts if they really want you. And nothing motivates a ganker more than a potential kill. Inertia Stabilizers and Nanofibers should only be used for cutting down on travel time, not avoiding ganks. Tip #5: The absolute safest way to travel between incursions is with a bowhead. There are many others like it, but this one is mine. If you're going to ask for a bowhead fit, you'll see some sort of variant of this. Now, putting your vindi in a bowhead with that fit is much, much safer than just flying the vindi. Why? Check out that EHP. 530k. Do you know how many catalysts are needed to take that down? 40-50. The Talos number is something like 25, maybe 20 if they have really good skills and T2 fitted. Another thing that may be confusing is that MWD. Believe it or not, that helps your warp faster than loading the bottom row up with inertia stabilizers. There's a slight trick with huge, industrial ships, that if you initiate warp, cycle your MWD once, you'll actually warp at the end of the cycle. Neat. So, standard pattern I go here is: Initiate warp, F1, F2, F3, F1 (MWD, Invul, Invul, MWD). This will turn on your tank and get yourself warping as soon as possible. Tip #6: Scout ahead I wouldn't recommend this if you don't have an alt. I have a convenient setup where I move my bowhead, orca, and vindi with my 3 characters. The orca and vindi always go on ahead, and since they're the cheaper stuff, they're convenient scouts to check out local before my bowhead gets there. Tip #7: If you're really concerned about losing your stuff, get a webber alt. I personally have never done this for moving between incursions (only really done it with my jump freighters), but I know people who do. Something to get your bowhead warping even faster than the MWD method is to web the shit out of it from a corp member. And there you have it. Follow these tips and you too will never have to worry about those dreaded gankers
  12. 4 points
    ...but you realized that u never put the out this whole time
  13. 4 points
    Site doesnt matter (NRF or TPPH is the perfect time to read the guide and understand it anyway), it also doesnt matter if you think we already have enough ppl for the role or not. What matters is this: FC tells you to read a simple guide and perform a simple role, and you dont even want to bother trying then there is no room for you in fleet. There are plenty who wants to actually try instead of you, just not enough room for them. Truth is, i asked for a 2nd MTAC for quite a while (even before the contest) and specifically asked machs to do it. No one did. After about 15-20 minutes of continuously asking without names. I decided to start to sort out the situation 1 by 1 , looking at machs. Told you to read the guide and do the MTAC if we get to a TCRC. Not even trying to do this is just not an option in my fleets. Its actually really infuriating, when people are not even bothering to actually play the game and the role they are supposed to in a group activity which requires group effort Once again this was nothing personally against you, I did this multiple times in the past and will do it in the future, calling out pilots and asking them to X-up in fleetchat to make sure they are actually listening. It happened before you, it happened after you. You not remembering/hearing/not being there for it doesnt mean it did not happen. If you are not able to participate on the level that is expected because of real life or something else going on it is absolutely fine. Just dont expect to get paid like everyone else who are actually trying.
  14. 4 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/
  15. 4 points
  16. 4 points
    Warp To Me Logi Rookie Guide Introduction Welcome to being a Logistics pilot for Warp To Me Incursions! This is a guide for flying Logistics Cruisers (Basilisks and Scimitars) in our fleets. If you haven't already, please read our Rookie Guide. Joining Fleet First, you need a ship! Please view our fittings webpage for our current fits for Logistics. Once you have a ship, please read our Rookie Guide or go to our Waitlist Manager to learn how to join our fleet. Fleet MOTD Once you're invited to fleet, take a look at our Fleet MOTD, containing very important information. Most importantly, note the Basi & Scimi Chat Links. Please join your respective channel, as those are used for communication purposes among your fellow Logi pilots. The MOTD will contain other bits of information, including Current System, TS3 Information, SRP Information, and the current specialized Fleet Roles. Of these fleet roles, note your AAA. CCC, DDD, Booster(s), and your FC. Add these people to your watchlist. Orbit the AAA at 10km The CCC manages the cap chain for the Basilisks DDD is the light drone bunny and receives priority remote links in TCRCs. Boosters provide buffs to the fleet, and act as the backup anchor for logi. Logistic Channels These sections will cover what to expect in your respective Logi channels (Basi chat or Scimi chat). Feel free to read only the section that pertains to you. Basilisks This is the chat channel that allows the Basilisk pilots to manage their cap chain to ensure cap stability and fleet safety. Upon entering this channel please state your logi cruiser level and the amount of remote sensor boosters you have fitted (if any). Once added to the cap chain you will check to see who you will be capping and who is capping you. Cap chains are needed to keep Basi pilots stable. You will use one or two of your cap transfers in the chain, depending on who is around you: Logi 5 Pilots need only one incoming cap transfer From the pilot below Logi 4 Pilots need two incoming cap transfers From pilots above & below Cap chains are always put in the order of names in the chat channel, and we always cap up to the person above us. If the LC has not had a chance to update the cap chain, use the chat window to determine your up cap. Pilots with a blue number before their name sets one cap transfer on the pilot above. The other cap transfer fulfills cap requests by the fleet, aka "combat cap". Pilots with a red number before their name uses both cap transfers One on the pilot above. One on the pilot below. A pilot who is above a Logi 4 pilot in the chain needs to cap up and down, not just up. This list also wraps around. For the pilot at the top of the cap chain, the person at the bottom is 'up'. For the pilot at the bottom of the chain, the person at the top is 'down'. Using the example image, here are the details. Pilot A is blue as he has a Logi 5 below him. He will be capping up to Pilot E (Top to bottom). Pilot B is red and will be capping up and down as he has a Logi 4 pilot below him. Pilot C is blue as he has a Logi 5 below him. It doesn't matter that Pilot C is Logi 4. Pilot D is blue as he has a Logi 5 below him. Pilot E is red as he has Pilot A below him, who is Logi 4 (Bottom to top), so Pilot E caps up and down. After Basi Pilot names in the cap chain, there may be Remote Sensor Booster (ReSeBo) Targets. Most of the time, this will either state DDD or Up. DDD: Set the ReSeBo on the DDD. Up: Set the ReSeBo on the Basi Pilot above. Scimitars This is the chat channel that the scimitars use to manage their Tracking links to ensure they are given out with efficiency. Upon enter this channel please state the amount of links you have and who you are linking. If you are not linking anyone ask for someone to be assigned to you. Otherwise link with the default priority: Drone Bunny 3x links (2x Tracking and 1x Optimal, unless otherwise requested) HHH (Range) VVV (Range) Blasters (Range) starting with Vindicators. Leshaks (Range) Any remaining links, double up on Vindicators. Using the example image, here are the details. Scimi Pilot A has 0 links. Scimi Pilot B has 3 links and is giving them to Pilot 1/2/3. Scimi Pilot C has 2 links and is giving them to Pilot 4/5. Scimi Pilot D has 2 links and is giving both to the DDD. 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 Up Cap Down Cap (if necessary) AAA DDD FC Boosters (if different than the FC) All Logi Squad Members Newbros / Aggro Magnets Scimi Pilots Pilots you are linking (if necessary) AAA DDD (if not already a link target) FC Boosters (if different than the FC) All Logi Squad Members Newbros / Aggro Magnets Entering Site Logi ships should try to avoid taking the initial aggro to reduce their risk of death. This means that in general you should be aligned but wait until you see a few battleships in warp 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 are a number of things that you should do. As a general overview: Orbit the AAA with your Afterburner on (this stays on at all times) Lock up your Cap buddy (Basi) or Pilot you be linking (Scimi) Lock up all Shield Broadcasts Apply staggered reps to pilot taking aggro Orbit the AAA Once you land in site, get moving! Right click the AAA in your watch list and select Orbit > 10km. Always ensure you are orbiting the AAA with your Afterburner on. This will ensure that you are in the right spot as the AAA 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 cap buddy or link buddy Once you have landed and are have set your orbit around the AAA, lock up your cap buddy and apply cap to set the cap chain (Basi) or lock your Link buddy and give tracking links (Scimi). These tasks need to be done each time you land in a room, and in the case of the Basi, it is imperative to fleet safety that this is done immediately upon landing in 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. Once you have them locked you will perform a threat assessment. 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. Giving 2 reppers will ensure that the person taking aggro is getting enough shield without endangering your own ship due to aggro. Be ready to switch the reppers off of one target onto the next once the aggro switches. 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). NRF - Multiple waves. Relatively low DPS throughout until the final wave. Final wave has 1-3 Outunis and 1-3 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, and afterwards, Deltole victim will need cap. The Delotes 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. [v2.3]
  17. 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
  18. 3 points
    DPS and Sniper waitlists have been super long as of late and Logi waitlist is very often empty or very short. We need Logi to run fleet and have had problems running some sites because we don't have enough. Logi is a relatively easy but important role and you don't have to wait on those long DPS and Sniper waitlists. Please train into Basis and Scimis and aim for good logi skills including Logistics cruiser 5 optimally. It's a long train but definitely worth it. Check our fitting site for fits. Thank you
  19. 3 points
    Usual rule is 3 cycles then move on in heavy cap situations , capping the player who has the outuni when applicable . Problem is WTM seems to be getting a few new basi pilots as well as new pilots in general , No one tells the new logi that they should combat cap all the time , which they should be . No reason not too . Cap the vindi's that are burning out to the osti's , cap the hyperions or that rohk/maelstrom on a burn . Should be capping something is the point here . If all 3 or 4 of the basi wait for broadcasts , that is when they get overwhelm'd and that is where the issues start . Basi just have to try and do the best they can when giving out cap , something they have to deal with and can get better with time in fleet , sometime the fleet doesnt relise , basi are people too , you know . Should really encourage the newer pilots to consider cap implants and a better MWD as a first upgrade to make everyone's experience a little better but I guess that is another post .
  20. 3 points
    When a fleet is full of cap hungry pilots...I try to assign 2 to each combat cap basi. The idea is each basi constantly stops back and forth between the 2. On outuni or any other cap request... all basi immediately swap. For outuni.... the cc is rdecycled on fc outuni wave speech. When the basi listen and comply.. the number of cap bc dwindles to near zero......... I want to say amongst all the other issues the last 7 weeks is pilots not inposition from cap bc.... and most frustrating..pilot bc for cap after basi have been serving cap the entire site.. even worse.. they ASK for cap while im actively capping.
  21. 3 points
    Please dont feel bad about this. take it on your other fleet members that did not step up having the ship or the skill. and everyone in fleet should thank you because of you the fleet keep going. I know might be its overwhelming but you did nothing wrong. Next time keep doing your best. and your worst will be the best because no one else step up, they cannot complain because no one else step up.
  22. 3 points
    Greetings fleet mates, o/ You asked, I listened. Faction rolled Entropic sink. 26.6% https://mutaplasmid.space/module/1032530782532/ 6.5B PM me for details. Pimp unstable Syndicate DCU https://mutaplasmid.space/module/1032489053302/ 2.B even. Chow.
  23. 3 points
    So, couple of things here. 1) 20 hrs ~= 2bil implies a fleet speed of >90mil / hr. My understanding is that this is no longer a certainty in EU Primetime. 2) Vindi hulls are still at about 800 mil (ish, and after rigs), and 500 plex is currently around 1.7 - 1.8 bil. This totals at least 2.5 bil So, with those prices, even assuming 90 mil/hr, that's about 28 fleet hours. So, I'd say at least 30 fleet hours as the limit. However, to accommodate EU Primetime and Darkstriker's point (which is a valid one, and probably shared by others), I'd recommend around 40 fleet hours, which generates 2.5 bil at about 60 mil / hr. Someone from EU TZ will have to chime in with what a typical reliable income is in that TZ, but I hope this figure should cover it, and will certainly exceed the need of the other time zones. TLDR; 20 hours will more than cover an optimal hull. 40 hours should easily cover a PLEX first (to get the faster training time into the opti hull) and then the hull itself.
  24. 3 points
    I would also like to say that this was not announced in the best way and apologize for that. Getting people to upgrade had been discussed via proposal and what not for awhile now and nothing was going anywhere. Blobert and I felt something needed to happen so we decided to announce this change with out much discussion into detail and how it would work. This will still be voted on at the next meeting however we wanted to clarify things with you guys, hear your questions and comments, and nail down some more details. We really do just want whats best for the community. With that being said, discussion within council has been productive and have agreed that tracking the time that somebody has been in fleet would be the best way to implement this. 20 hours in fleet is more than enough time to upgrade into an optimal hull even in a slower fleet. I have spoken to beryl asking if it was viable to add this feature in the waitlist. He says it's possible but will take some work to do but he likes the idea and once we nail down exactly what we want to do he can start working on it. The other option is we can more easily track how many times a pilot is removed from the waitlist after being found in fleet. We agreed that if the pilot flies for an hour each time they enter fleet or even just 2 sites per fleet, 20 times getting into fleet would be a good number. Sorry for the wall of text but we feel that the system of tracking hours or number of times entering fleet is more fair and accurate than a set length of time. Hopefully you guys feel the same way and this clears up some issues. TL:DR track hours or number of times in fleet instead of 4 week cap for everybody.
  25. 3 points
    Desperate times require desperate measures
  26. 2 points
    Every optimal battleship and preferred starter can fly with meta guns for 90 in fleet hours before the FC can skip over you. So if you want you can fly one of those ships till you can plex your account and hop back into a logi boat.
  27. 2 points
    With CCP constantly nerfing my current sources of income, I think now is a good time to try incursions. I have flown logi for a major nullsec coalition for a long time and have been the Logi Anchor for a couple fleets. I have logi V and can fly all four empire logi cruisers with level 5 mastery. Based on the Rookie Guide and Logi Rookie Guide it looks like there are several differences between flying logi for large PvP fleets and incursions so I look forward to learning and practicing the incursion tactics. Hopefully I will be flying with and repping you all soon.
  28. 2 points
    Flown 3 times with you guys and love it. Happy to be here. Played off and on since 2009ish lost all old characters to skill injection habits and Dan Capstone is born look forward to printing isk with all of you!
  29. 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.
  30. 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.
  31. 2 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 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 AAA at 10km). For the TCRC, enter as normal and set up orbit on AAA. 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
  32. 2 points
    The raven with a t2 setup might be a little tight on cpu, which is why our fits advertise a cpu lowslot. Meta launchers are a bit easier to do 4 ballistic control units though. My advice for flying the raven is to try and burn a little ahead of time as the raven is not known for speed. Managing your cap is pretty much tied to just your prop mod, as missles don't use any cap, so practice cycling it off a little before you reach your destination and drift into your anchor spot. This will save you cap in the long run. Missle damage has a delayed effect on targets, so keep in mind to switch to the next target before the previous one goes down, this will insure you aren't losing any dps before the sansha die. Right as they go into armor is a good time to switch over. Sometimes things will go down too quickly and it will be hard to keep up. One of the reasons missles aren't considered optimal in WTM fleets, are turrets are just that much faster at applying damage. Your target painter will help greatly with how well your missles apply (it will also help your fleet mates a little too ) have your target painter as your first module to activate, then split your torpedoes into 2 groups, so you can do target painter, 1 second, first torpedo group, 1 second, second torpedo group. This insures your missles are going to apply well, you are wasting as few salvos as possible from targets dieing to quickly, and so you can cycle them off then back on to the next target in the correct order again. This covers some of the niche aspects of missile ships in HQ incursions, it should prepare you a little for the Vindicator though, our optimal dps boat. They both anchor the same and shoot the same targets, as you get more comfortable in the sites you can try and learn the anchor spots yourself, which will give you a leg up once you upgrade. I myself flew the Barghest a long time myself before the Vindicator. Sorry for the wall of text, just love to minmax.
  33. 2 points
    Abyssals are great. But not everyone has 4-12 billion for a full rack of super high grade abyssals. So, here are some of the fundamental tricks to getting a significant bonus to your performance at a reasonable price. 1: Use https://mutaplasmid.space/. It allows you to sort by statistics, which is a massive help with the next steps in this guide. 2: Pick a budget. It's most worth looking at abyssals if you have at least 100m/module budgeted if you have faction modules already (leshaks excepted) or 50m/module if you have t2. Below this, you're hoping for lowballs but you can get lucky. Your budget generally is going to want to split 30/30/20/20 for the 1/2/3/4 damage module slot, meaning you want to spend more per module on your first two than the rest. Suggested ranges are 100m/mod (faction equivilent + a little) 200m/module 500m/module and 1b if going full rockstar (usually top of 3: Find a good first module to build around. This means picking a module with the best alpha or ROF you can find inside your budget, without tanking the overall DPS %. Refer to the table below for percentages and top end stats. 4: Match this with a good second module. This one you look for ROF if your first module is alpha, and alpha if your first module was focused on ROF. See the theory section in below for why. 5: Find the 2 best overall DPS % multipliers in your remaining budget. 6: enjoy your increase in performance. Magnetic field stabilizers / Heat sink / Gyrostabilizer: T2 Unrolled: Damage modifier 1.1 Rate of fire: 10.5% Overall: 22.9% Max rolls Damage modifier 1.122% Rate of fire: 12.738% Overall: 28.6% Faction Unrolled: Damage modifier 1.12 Rate of fire: 11% Overall: 25.8% Max rolls Damage modifier 1.142% Rate of fire: 13.225% Overall: 31.7% Top officer Unrolled: Damage modifier 1.15 Rate of fire: 11% Overall: 28.7% Entropic Radiation Sink T2 Unrolled: Damage modifier 1.13 Rate of fire: 6% Overall: 20.2% Max rolls Damage modifier 1.153% Rate of fire: 8.35% Overall: 25.8% Faction Unrolled: Damage modifier 1.15 Rate of fire: 7% Overall: 22.6% Max rolls Damage modifier 1.163 Rate of fire: 9.325% Overall: 28.2% Top officer Unrolled: Damage modifier 1.15 Rate of fire: 8% Overall: 25%
  34. 2 points
    @Cpt Snickerdoodle I am confident my friend, That my associates are havin' a sit'down, to dicuss bus'ness. In which regard, I am positive: your Muscle' will be most welcome, to slap the sansha's, in the next focus. Make sure you fly smaht, and make it to the next focus in one piece. Good luck, and good Fortune. I look forward, to teachin' the sanshas a lesson, about respect. And i hope to see you there too. -VVR \m/
  35. 2 points
    Scouting Scouting, another essential part of incursions. You usually hear Fleet Commanders talk about them or asking for one. The use of alts for scouting can raise the ISK per hour tremendously, information is a powerful tool. This is a short guide though, as there is not much to say about scouting. Doing it good is important though, so here are some tips on how to scout. Bring a fast ship Something that can warp fast is the best. Something like a frigate works best, get those insta warps to the dockup! Astero is great, cloaky and fast. Interceptors Don't use a corvette! (It's still better than nothing, but slow nonetheless) How to scout The task is simple, tell the fleet commander who is in which site, how far along they are by scanning the site and idealy, you want to tell him/her when the new site spawns too. The tags you should be using are as follows: Tag X = The site occupied by WTM Tag G = The site is occupied by NGA (New Galaxy Age i.e. the Russians, a shield community) Tag D = The site is occupied by TDF (The Ditanian Fleet, i.e. the armor community) Tag C = Clear Tag A = Abandoned, a fleet that warped out of the site to go to another site, therefor abandoning it. (Only tag A if unknown fleet abandoned it) Now to know who is in the site, you should Dscan it and see who is in there and at what point of the site they are at. First you tag it, then you Dscan it. Some examples are for a TPPH, Auga and Outuni died in the first room, second room adds up and so does the third room. For a NRF, if or how many Outunis have died. This means they are on the 4th wave and are about to warp out. An extra could be if drones are out or not. Same goes for the TCRC. If all Deltoles and Outuni have died and drones are in, they are about to complete it. Only do this if you are an experienced Scouter, but you can also do a quick warp in (make sure they are on the tower) and see the state the tower is in. Without a shield, they are in armor. Quickly warp out again. Last but not least, site timing. A new site can spawn 7 minutes after a beacon despaws. Mark the time in fleet chat when any of the communities have finished a site, you can do the same if our fleet has finished a site. This is very important. Whenever we do a TPPH, the fleet commander can perfectly time a bounce. That's basically it really. Do your best and keep an eye on your own ship, dual boxing can be difficult some times. Have fun!
  36. 2 points
    BUMP! Entire thread has been updated and upgraded. Supplies will be sold at dockup every time again and free items can be given out, everything that is bought is being put back into the free supplies. Thank you!
  37. 2 points
    I joined WTM as a Basi more than a month ago now, after a 3 year break from EVE, and I was a little surprised at first by the way capacitor broadcasts are handled, which is pretty different from what I was used to. After a month of doing it "the WTM way", I would like to propose here an other method I think is more efficient, reliable, and less time consuming. I think it could help lowering Basis workload and simply make the fleet a little bit more efficient. The current method (as far as I understand it and saw it applied) consist of calling the person we cap in BasiChat, by simply typing the first 3 letters of his name. That done, the other Basis know this cap broadcast is handled and they will take the next one. Once the ship we are capping broadcasts in position (or is full, when we pay attention to the amount of cap transferred) , we move to the next broadcast not already handled. A couple of inconvénients of this method are: Some broadcasts get missed (typically when there are more than 15 different broadcasts in a minute, the cap broadcast in the middle get missed as basis catch up with the more recent ones). It clutters BasiChat. Some Basis will cap someone who has already been capped by an other Basi a minute earlier. Not enough people properly broadcast in position. Not all pilots call their cap on time or at all. When there are many cap broadcasts, Basis will have a tendency of not feeding enough cap to each ships, (just 4 or 5 cycles sometimes), meaning that ship will inevitably broadcast for cap again a couple minutes later. Figuring out who broadcasted for cap, but not yet broadcasted in position; and has not yet been call out in BasiChat, can be pretty time consuming. Typing in BasiChat during a TCRC is often the last thing Basis have time for. The method I was taught and want to propose here is pretty simple : giving (at least) 3 cycles of cap to all cap broadcasts. In the details, every Basi will lock all cap broadcasts and serve them 3 cycles, and then move to the next cap broadcast. This insures that most ships will go from 30% capacitor to at least 70%, in just 15 seconds. In the case of 3 combat caps, it's a minimum of 3150 GJ, 4200 with 4 combat caps. (Hyperions have ~6700 GJ capacitor, Vindies ~7900). A bunch of advantages of this method: Less time consuming and easier to execute for Basis. (no more checking who already capped who, no more looking for in position broadcasts or tracking cap amount transferred) Faster processing of the cap broadcasts queue, just 15 seconds per ship. Gets most ships back to 70% cap in just 15 seconds, reduced risk of them broadcasting for cap again later on. Reduced risk of missed cap broadcasts. (Basis just lock them all and put them in queue) Declutters broadcast history. (no more "In position" broadcasts for cap) Declutters basi chat. (no more calling who caps who) I do not see any real drawback for this method compared to "the WTM way", but I will attempt to list a few here: (but I am probably biased anyway ^^) Amount of cap served it not tailored to the ship anymore (a 8k cap Vindy could want more cap than a 6.5k Hyperion). If only 2 combat caps are available , pilots will have to give 4 or 5 cycles instead of 3. It can use up more locks. The "3" cycles things is not set in stone, it could be 4 if you think it would match better with fleet needs. Feel free to ask questions or raise concerns, I probably missed a few things but that post seem long enough already. What are your thoughts?
  38. 2 points
    Keep in mind that exactly in the times where you get multiple broadcasts, you want the service to be spread. If there's 10 broadcasts in a minute (likely on the way to the anchor spot in TPPH 3rd room), it's much more important that everyone has SOME cap to get them moving RIGHT NOW, than getting anyone up to 70%. That mach with low cap skills can burn to his anchor spot just fine on 2-3 cycles from 1 basi and just regen once he gets there. Approaching your proposal from the other side: a cycle from a T2 transmitter takes around 3.5s after boosts (sorry, don't have the exact numbers here at work). 3 cycles would take 10.5 seconds. If there's 10 broadcasts, it would take 105 seconds (i.e. over 1,5 minutes) to get to the last their cap. (probably more, because server ticks probably add 1-2 seconds to every switch-over for every basi, so closer to 2 minutes). That's way too long for someone to have to sit on a beacon... I could see this work great in a fleet op optimal ships with high-skilled pilots that know how to manage their cap and can keep fighting down to 10% cap and then have enough to coastto their spot. But in a fleet where that's true for only half your pilots and some of the others are Rokh and Maels who, at 30% cap are 2 MWD cycles away from capping out, it's probably won't work that great. And like Malcolm just pointed out, it's a way to clear kinda-sorta clear the worst of a backlog when stuff gets out of hand.
  39. 2 points
    Due to large changes in the strength of resistance modules being implemented by CCP we are making changes into our doctrine to match this. Many of these changes are very cheap and simple and some will put into place a change that was pretty much already required just not noted. The largest of these changes is we won't be running single invuln battleships for the foreseeable future. These changes will go into effect and be required starting downtime of April 15th, 2020. The patch will hit either on that day or shortly after so unfortunately we can't allow for a longer adjustment period. Have fun fly safe o7 Changes by listed fit in the order it appears on the fitting website: Leshak Entry Requires Pithum B-type Invulns or higher. Leshak Preferred Requires Pithum B-type Invulns or higher. Vindicator Entry/Alpha Replace T1 CDFE with a T1 EM rig Vindicator Standard Replace T1 CDFE with a T1 EM rig Vindicator Intermediate Removed Vindicator Optimal Requires Pithum B-type Invulns or higher. Vindicator Bling Requires Pithum B-type Invulns or higher. Nightmare Entry/Alpha Replace T2 CCC with a T1 EM rig Nightmare Standard Replace T2 CCC with a T1 EM rig Nightmare Intermediate Removed Nightmare Optimal Requires Pithum B-type Invulns or higher. Nightmare Bling Requires Pithum B-type Invulns or higher. Machariel Entry/Alpha Replace T1 CDFE with a T1 EM rig Machariel Standard Replace T1 CDFE with a T1 EM rig Machariel Intermediate Removed Machariel Optimal Requires Pithum B-type Invulns or higher. Machariel Bling Requires Pithum B-type Invulns or higher. Hyperion Entry/Alpha Replace T1 CCC with a T1 EM rig Hyperion Standard Replace T1 CCC with a T1 EM rig Maelstrom Entry/Alpha Replace T1 CDFE with a T1 EM rig and upgrade T1 Thermal rig to T2 Thermal rig Maelstrom Standard Replace T1 CDFE with a T1 EM rig and upgrade T1 Thermal rig to T2 Thermal rig Bhaalgorn Entry/Alpha Replace T1 CDFE with a T1 EM rig and upgrade T1 Thermal rig to T2 Thermal rig Bhaalgorn Standard Replace T1 CDFE with a T1 EM rig Bhaalgorn Improved Requires Pithum B-type Invulns or higher. Bhaalgorn Bling Requires Pithum B-type Invulns or higher. Paladin Entry Requires Pithum B-type Invulns or higher + a Faction LSE Paladin Preferred Requires Pithum B-type Invulns or higher + a Faction LSE Apocalypse Navy Issue Entry/Alpha Replace T2 Energy Discharge Elutriation with T1 EM rig Apocalypse Navy Issue Standard Replace T2 Energy Discharge Elutriation with T1 EM rig Golem Entry Requires Pithum B-type Invulns or higher + a Faction LSE Golem Preferred Requires Pithum B-type Invulns or higher + a Faction LSE Raven Navy Issue Entry/Alpha Replace T1 CDFE with a T1 EM rig Raven Navy Issue Standard Replace T1 CDFE with a T1 EM rig. Change prop to faction. (This is for cap stability and to match other fits.) Rokh >Caldari BS L4 or higher< Entry/Alpha Change to L5 only. No fitting changes. Rokh >Caldari BS L4 or higher< Standard Change to L5 only. No fitting changes. Rokh >Caldari BS L3 or below< Entry/Alpha Change to L4 or below. No fitting changes. Rokh >Caldari BS L3 or below< Standard Change to L4 or below. No fitting changes. Kronos Entry Requires Pithum B-type Invulns or higher + a Faction LSE Kronos Preferred Requires Pithum B-type Invulns or higher + a Faction LSE Dominix Navy Issue Standard Replace T1 Drone Speed Augmentor with T1 EM rig. Dominix Navy Issue Improved Requires Pithum B-type Invulns or higher. Dominix Entry/Alpha Replace T1 CDFE with a T1 EM rig Dominix Standard Replace T1 CDFE with a T1 EM rig Vargur Entry Requires Pithum B-type Invulns or higher. Vargur Preferred Requires Pithum B-type Invulns or higher. Tempest Fleet Issue Entry/Alpha Replace T1 CDFE with a T1 EM rig Tempest Fleet Issue Standard Replace T1 CDFE with a T1 EM rig Barghest Standard Replace T2 CDFE with a T2 EM rig Barghest Improved Requires Pithum B-type Invulns or higher. Rattlesnake Standard No fitting changes required. Rattlesnake Improved Replace T2 Invuln with a second Pithum C-type Invuln and replace T1 EM rig with T2 EM rig Rattlesnake Advanced Cal BS L5 Removed Basilisk Minimum No fitting changes required. Basilisk Intermediate Removed Basilisk Optimal Replace Passive EM mid slot with Pith X-type EM Ward Field (Pith X-type Anti-EM Shield Hardener is the new name after the patch) Scimitar IV Minimum No fitting changes required. Scimitar V Minimum No fitting changes required. Scimitar V Optimal No fitting changes required.
  40. 2 points
    My wife works in health care (supporting the nurses and doctors). She and her colleagues are doing amazing work. Be nice to any medico (or health worker) you meet - your life may well depend on it. Great initiative from WTM to give them a free month. I'll happily donate ISK to the cause if I can.
  41. 2 points
    o/ The T2 cap transfer change made the sig amp way easier to fit, here is the best version I came up with (no implants needed): Prop mod can be downgraded for a cheaper fit, and Chivalry cap transfer can be swapped out for a T2 if using any kind of PG implants. Stable at -65.3 GJ/s with normal set up, and -68 with a additional T2 Adaptive Invuln for high influence. 45.5k EHP (uniform) vs. 47.8k for the official optimal fit. Genolution set makes wonders with this fit, I hope you like it.
  42. 2 points
    Nightmares and Basilisks are both being changed to require Tech 2 or better cap transfers. How this is defined is slightly different based on the ship. Nightmares can use Tech 2 Cap transfer and Faction Cap transfers. Basilisks can use Tech 2 Cap transfers, Faction Cap transfers, and Storyline Cap transfers. New Basilisk required cap delta is -70.2 for level 5 and -140.4 for level 4. There is a two week grace period before this becomes the requirement. This change will go into effect downtime April 5th, 2020 UTC.
  43. 2 points
    if You are fc’ing scout your own fleet, with an alt? In a cloaky astero? Fc? I just wanted to post something. First time in a few months. Fresh T badge, pretty excited.
  44. 2 points
    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
  45. 2 points
    I just realized 2 things which i have problems with. 1: couse of my english speaking skills i really feel uncomfy on the rare times i use voice couse i feel weird speaking english , so i evade it if possible atm (ET 21 means 10 p.m. at me, until than i could speak, after that to prevent wife aggro i am silent anyway :D) 2: my site names are in german... so tcac etc are way different named so i always get confused .... also i am really sorry, i spend now a good couple of hours, and i still get confused with the sites in preparation for beein some day a vvv, i already tryed a few times to get to the right positions without looking at our vvv... well... i am just too uncoordinated... works better with my car... T_T always was way more off than i thought but as long the fc isnt notice it or i burn back in time i will try from time to time And once again, sure i am really happy to make some nice isk which i invested nearly complete in my vindi <3 But its always fun with you all, even if i have trouble to keep it up always or just guessing what you are talking... Thanks for flying with me
  46. 2 points
    All pilots must upgrade to an optimal hull (Vindi, Nightmare, Leshak, Mach or logi with a proper fit from our fitting website) within 20 X-UPs OR 30 in fleet hours. Pilots who fail to meet this requirement will be skipped in favor of pilots who have met the requirement. Pilots who fail to meet this requirement are still allowed in WTM Fleets.
  47. 2 points
    Nobody will be banned. If somebody fails to meet the requirement then they may be skipped
  48. 2 points
    Warp To Me Guía Para Novatos Special thanks to Prime Zero and Eguzki Ursi for helping us make this guide possible ! Introducción Bienvenidos al grupo de Incursiones Warp To Me! Estamos contentos de que estén interesados en participar en Incursiones con nosotros, pero como bien se imaginan, hay ciertas cosas de las cuales tienen que tener conocimiento antes de participar en nuestras flotas. Por favor lean detenidamente esta guía y verifiquen todo esté configurado correctamente antes de intentar entrar a una de nuestras flotas. Warp To Me es una comunidad que primordialmente habla Inglés. Es nuestra intención facilitarles su introducción a Incursiones con esta traducción. Es importante estén conscientes de que toda instrucción de los FCs será dada en Ingles, por lo tanto por su seguridad y la de la flota, deben como mínimo poder identificar ciertas palabras claves, tales como: Gate status Estado de la entrada Green Luz verde (es seguro entrar) Red Luz roja (no es seguro entrar) Broadcast Transmitir Shields Escudo Shoot Disparar Etc etc Canal Warp To Me Incursions Nuestro canal es la base principal de operaciones y el punto central de nuestra comunidad. Unirse al Canal Si actualmente no estás dentro del canal Warp to Me Incursions dentro del juego deben unirse! Para entrar a un canal nuevo, deben abrir el canales de chat (chat channels). Si actualmente no está en tu barra neocom, lo encontrarás entrando al Menú Neocon (la E gigante arriba de tu retrato), después navegando a Social, finalmente Canales de Chat (chat channels). Una vez abierto, simplemente escribe “Warp to Me Incursions” en el recuadro y selecciona Unirse (Join). Requisitos WTM Warp to Me Incursions mantiene un entorno amigable para gente nueva. Por lo tanto, les pedimos no hablar de política, religión u otros temas sensibles en nuestro canal. Si simplemente siguen nuestra Regla #1: NO SEAS UN PENDEJO, no tendrás problema alguno. Mensaje del Dia (MotD) El mensaje del Dia en canal de chat de Warp To Me Incursions es la fuente de mayoría de información que necesitaran. En la parte superior, encontrarán enlaces importantes para WTM. Les sugerimos unirse a nuestros foros hoy! Debajo de esas enlaces encontrarán el listado de los actuales líderes de WTM, incluyendo oficiales y fundadores activos. A continuación tenemos canales de chat auxiliares, uno para cada una de las naves óptimas para nuestras flotas, los cuales contienen fits e implantes recomendados. Si actualmente utilizas una de estas naves, te recomendamos unirte a su canal respectivo! Luego tenemos la ubicación actual de la flota. Incursion indica la constelación actual HQ indica el sistema HQ actual Dock-up indica la estación NPC a utilizar durante esta incursión. Cabe mencionar que esta estación es la más cercana al sistema HQ, la mayor parte del tiempo estando dentro del sistema HQ, pero en ocasiones a uno o dos saltos del sistema HQ cuando no hay más estaciones NPC cercanas. Status indica el estado actual de la flota. Cuando menciona Forming (formando) o Running (activa/corriendo), la flota está activamente en busca de pilotos! En el caso de perder de vista la información de cualquier MOTD, puedes refrescar seleccionando el icono del engrane (en la ventana del canal de chat) > oprime Reload MOTD (la primer opción). Configuraciones Antes de unirte a una flota de Warp To Me, debes cambiar algunas configuraciones. CSPA CSPA es un cargo obligatorio de ISK a cualquier piloto que intenta contactarte, ya sea por conversación privada, correo o invitación a flotas. El objetivo de CCP siendo prevenir spam a nuevos jugadores. Por default esta opción está puesta en 0 ISK (antes era 2,950 ISK), pero necesitamos que confirmes que este en 0 ISK. Comandantes de Flota (FC) no les invitaran al menos de que el cargo por CSPA este puesto en 0 isk en sus configuraciones. Etiquetas (Tags) Una forma eficiente que utilizan nuestros Comandantes de Flota (FC) son las etiquetas (tags) para mostrar a qué objetivo disparar. Por default la columna de etiquetas no está visible en el overview. Para agregar la columna, abre la configuración del overview (overview settings) y navega a la pestaña de columnas (columns). Selecciona la columna de Tag (Etiqueta) y arrastrala hasta la parte superior. Alternativamente, si no tienen un overview configurado para ver Sansha y los sitios de Incursiones, es altamente recomendable soliciten uno especialmente diseñado para Incursiones en el chat de Warp To Me Incursions o cree uno propio utilizando las configuraciones del overview: Naves Sansha están listadas bajo NPC > Pirate NPC Sitios de Incursion están listados bajo Celestial > Beacon Alertas de Audio (Audio Alerts) Altamente recomendamos configurar las alertas de audio (audio alerts) para su nave. No se debe confiar en estas alarmas completamente, pero pueden salvar tu nave en caso de que se distraigan durante mientras estando en la flota. Para configurar las alertas de audio (audio alerts) abre el menú de configuraciones en la esquina inferior, mano derecha de tu interfaz/capacitor (HUD) y selecciona “Configure Ship Health Alert Settings”. En este menú, ajusta la alerta de escudo a 95% (mayor a esto puede causar conflictos y no sonar) y la alerta de capacitor a 30%. Configuraciones de Transmisiones (Broadcast Settings) Antes de unirte a una de nuestras flotas existen ciertas configuraciones en la ventana de transmisiones de la flota (fleet broadcast window) cuales necesitan ser ajustadas. Para ajustar estas configuraciones debes estar en una flota. La forma más fácil es dar click derecho en su propio nombre en una ventana de chat y seleccionar “form fleet with...”. Esto creará una flota con solo tu como miembro. Una vez en una flota, selecciona configuraciones de flota (fleet settings) después configuraciones de transmisiones (broadcast settings). En este menú, confirma que las siguientes transmisiones estén seleccionadas: Need Capacitor, Target, Warp to, Align to, Need Shield, and In Position at. Estas mencionadas son lo mínimo, cualquier otra transmisión que deseen ver son opcionales. Observan en la parte derecha de las configuraciones de transmisiones existen menús cuadrados pequeños cuales se pueden utilizar para catalogar por color el historial de transmisiones. Cambiando el color de las transmisiones les permitirá fácilmente identificarlas en la pestaña de historial. Esto es especialmente importante en naves de logística o para fácilmente diferenciar entre transmisiones de align to y warp to. Continuando, en la ventana de la Flota, en la parte inferior verán una fila de botones de transmisión. Si no ven estos botones, opriman las dos flechas pequeñas en la parte inferior derecha. Estas deben mostrar flechas apuntando en las cuatro direcciones, y cuando pones tu cursor sobre ellas debe mostrar “Scope: Everyone”. Si no es el caso, oprimir con el botón izquierdo hasta que sea el caso. Finalmente, asegúrate de salir de tu propia flota cuando termine de ajustar las configuraciones. Nuestros FCs no podrán invitarte a flota mientras estás dentro de tu propia flota! Seguridad y Configuraciones de Duelos (Safety and Duel Settings) Pilotos en Warp To Me participan en una variedad de actividades mientras no vuelan con nosotros. Por tal razón es muy importante que nuestros pilotos se aseguren que en su configuración de seguridad (safety settings) siempre esté puesto en Verde (Green) en todo momento mientras en nuestras flotas. Ha habido muchas instancias donde a pilotos se les olvida verificar, accidentalmente agreden a un compañero de flota y pierden sus naves caras debido a CONCORD. Si tu seguro no está en Verde (Green), simplemente oprime el círculo en la parte superior izquierda de tu HUD y selecciona Enable Safety (Habilitar Seguro). También deben configurar para auto rechazar (auto-reject) invitaciones a duelos. Cuando entras en un duelo, a Logi no le es posible repararte debido a banderas y relojes de combate. Para evitar accidentalmente entrar en un duelo, pueden bloquear las invitaciones completamente. Del menú de configuraciones (accesado por la tecla Esc), en General Settings, a mediación en la parte izquierda encontrarán la sección de Duelos. Simplemente seleccionen la casilla para bloquear las invitaciones a duelos. Configuraciones de Drones (Drone Settings) Mientras participas en las flotas de Warp To Me, tus drones deben estar configurados como Pasivos y Focus Fire. Estarán asistiendo sus drones a otro piloto, y estas configuraciones ayudarán a este piloto en controlar tus drones. Comms (TS3) Flotas Warp to Me Incursions utilizan TeamSpeak 3 como el método principal de comunicación con la flota. Requerimos todo piloto tenga Teamspeak configurado antes de unirse a la flota, y estar conectado y poniendo atención al FC mientras participan en la flota. Por favor bajarlo aqui. (En inglés) Si tienes una discapacidad auditiva eres bienvenido a volar con nosotros! Por favor leer nuestra guía here. (En inglés) Información de Comms La dirección ip para el servidor teamspeak de Warp To Me se encuentra en la lista de espera (waitlist) después de que pequen su fit o en el MOTD del chat de la Flota. No importa si tiene micrófono, deben al menos poder escuchar al FC. Pilotos con sus bocinas/teamspeak apagado se les notificará. Para propósitos de identificación, confirmen su nombre en TeamSpeak coincida con su nombre en Eve, sin etiquetas de corporación o alianza. Si utilizan micrófono, debe estar configurado como "Push-to-Talk". Para hacer esto, entren en Settings > Options > Capture > Push-to-Talk. De aquí, para poder hablar deben mantener oprimida la tecla elegida en las opciones. La predeterminada es Ctrl. Por favor no apaguen sus bocinas mientras en el canal “join this”. La palabra clave “Check” es utilizada para cerrar la comunicación abierta en TeamSpeak. En otras palabras, dejen de hablar si escuchan “Check”. Debido a razones legales y propósitos de seguridad, no permitimos transmisiones o grabado de comms en cualquier forma. Para permiso y más información de transmisiones, por favor contacta a tu FC. Unirse a la Flota (Joining Fleet) Claro está, por leer esta guía, están buscando unirse a una de nuestras flotas! Siendo una de las partes más importantes de esta guía, hablaremos de conseguir una nave y como exactamente pueden entrar en una de nuestras flotas con esa nave! Naves y Equipo (Ships & Fittings) Para volar en nuestras flotas necesitan una nave equipada! No solo eso, pero una nave equipada que cumpla con nuestros requisitos mínimos. Estos requisitos y sugerencias de equipo (fit) pueden ser encontrados en nuestra página dedicada a equipo (fitting), la cual también siempre se encuentra en el MOTD de WTM chat. Para que un FC pueda enviarte una invitación, deben tener un fit válido que cumpla con los requisitos mínimos. En caso de no cumplir, el FC asistirá en hacer los cambios necesarios para poder cumplir con dichos requisitos. Sin embargo, de vez en cuando nuestros FCs cometen errores y permiten entrada a fits inválidos, cuales otros FCs identificaran en el futuro. Solo porque fuiste aceptado en el pasado, no significa que tu fit es correcto. Tengan en cuenta que nuestros Comandantes voluntarios están para ayudarte! Haz preguntas en el chat Warp To Me, Comandantes (y tal vez pilotos con experiencia) siempre están dispuestos a apoyar con preguntas referentes a tu fit u otros temas. Para más información por favor leer nuestras Reglas y Regulaciones o contacta a un Oficial o miembro de Liderazgo. Lista de Espera (Wait List Manager) WTM es una comunidad de sitios HQ, lo cual significa podemos tener un máximo de 40 pilotos en el campo (on-grid) antes de recibir una reducción en la paga. Esto ocasiona que a veces tenemos que pedirles esperen. WTM siempre ha, y continuará invitando en base al primero en llegar primero en entrar, dentro de las necesidades de la flota. La manera de cómo administramos los pilotos en espera es por medio de nuestro sitio Wait List Manager website. La liga a este sitio siempre se encuentra en el MOTD en el canal principal. Todas las invitaciones a la flota (con pocas excepciones) son realizadas por medio de la lista de espera, por lo tanto es importante saber cómo utilizarla! Al entrar al sitio, encontraras la forma de x-up (x-up form), y cuatro columnas bajo dicha forma: X-Up, Logi, DPS, y Sniper. X-Up son quienes han puesto su fit y están en espera de ser aprobados por el FC actual. Una vez aprobados, serán movidos a la columna respectiva (Logi, DPS, o Sniper). Cuando exista una vacante, será llenada por aquellos en la cima de estas tres columnas. Como X-Up (How to X-Up) Por favor asegúrense de no estar a más de 3 saltos de dock-up antes de entrar a la lista de espera Invitaciones pueden llegar rápido y no deseamos retrasar la flota teniendo que esperar a pilotos quienes están a muchos saltos de distancia "X-Up" es un término antiguo cual significa pegar tu fit para su aprobación e invitación potencial. Aquí está cómo hacerlo: En el cliente Eve, ve a la Ship Fitting Window. En la parte inferior izquierda hay un menú de Import & Export, luego selecciona Copy to Clipboard Ve al sitio de la Lista de Espera Si no ves la forma X-Up, oprime el botón verde de X-Up en la parte superior. En el campo de texto grande oprime Ctrl+V o dan un click derecho y selecciona Paste. Aquí puedes pegar varios fits! En caso de Logi, Selecciona tu nivel de Logistics Cruisers cuando te lo solicite. En caso de Rokh/Rattlesnake, selecciona tu nivel de Caldari Battleship cuando te lo solicite. Oprime Enter On Waitlist. Tu fit será agregado al final de la columna X-Up para ser aprobado. Una vez aprobado, serás movido al final de las columnas de espera: Logi, DPS, o Sniper, dependiente del papel que llene tu fit. Al ser invitados los pilotos en la cima de las columnas, serán quitados de la lisita, y esto te moverá hacia arriba. Una vez habiendo espacio en la flota, y estés en la cima, recibirás una invitación! Toma nota que tu invitación a la flota tiene validez por 60 segundos. La lista de espera tiene varias herramientas para notificarte de esta invitación, incluyendo notificaciones en TS3 y un tono de notificación que suena cuando eres invitado. Si se te pasa la invitación, no te preocupes! El FC te invitara de nuevo en la próxima ola de invitaciones. Sin embargo, si te pierdes de 3 invitaciones seguidas el FC puede retirarte de la lista de espera y tendrás que empezar de nuevo! Encontrando a la Flota en el Espacio (Finding the Fleet in Space) Para tu propia seguridad, nos aseguramos que todo piloto tenga conocimiento de lo elemental antes de unirse con la flota. Si es tu primera vez volando con WTM, por favor informarle al FC cuando seas invitado a la flota. Revisarán unos temas contigo y te indicarán a donde ir. Transmisiones (Broadcasting) Para poder comunicarte con la flota de una manera efectiva, debes aprender cómo transmitir (broadcast) correctamente. Además, debes poder ver las transmisiones de otros debido a que Comandantes las utilizan para comunicarse también. Enviar Transmisiones (Sending Broadcasts) Las tres transmisiones principales que debes conocer son: Escudo (Shield), Capacitor, y En Posición (In Position). Estos botones siempre estarán ubicados en la parte inferior de la ventana de la flota. Si no ves esta fila de botones, dale click a las dos flechas pequeñas en la parte inferior derecha de la ventana. Debes transmitir para Escudo (Shield), cuando Sansha te agreda Esto es indicado por casillas amarillas (yellow boxes) alrededor de los Iconos de Sansha Una perdida debido a no transmitir para escudo a tiempo, no califica para SRP. Debes transmitir para Capacitor si tu capacitor cae abajo de 30% o eres enfocado por los Outuni Mesens. Programamos una alarma para esto previamente en esta guía No transmitas para Capacitor si hay Outunis en el campo y tu no estas siendo enfocado por ellos. La persona quien, sí está siendo enfocada por ellos necesita Capacitor más que tú, debido a que los Outuni utilizan neutralizadores. Debes transmitir En posición (In Position) cuando ya no tengas la agresión de Sansha o cuando ya no requieras Capacitor Cuando Sansha cambie de casillas amarillas (yellow boxes) a casillas rojas (red box) y nuevamente a casillas amarillas (yellow boxes) Cuando tu capacitor esté a más de 70% Si transmitiste por ambos y ya no requieres uno, debes transmitir En posición (In Position), esperar un segundo y luego transmitir nuevamente por lo que sigas necesitando. Por ejemplo, si tienes la agresión de Outuni, transmites por ambos escudo y capacitor. Cuando los Outunis mueran, y tengas más de 70% capacitor, pero sigues teniendo agresión de otros Sansha, debes transmitir En posición (In Position), esperar un segundo, y luego transmitir para Escudo. Visualizando Transmisiones (Viewing Broadcasts) Debes siempre tener la pestaña de Historial (History) activa en tu ventana de la Flota para poder ver las transmisiones de la flota. Para comunicaciones del FC, hay dos transmisiones principales: Alinear a (Align to) y Warp to Transmisiones para Alinear son órdenes para alinear tu nave a un punto en el espacio. Da un click derecho en la transmisión y selecciona Align to. Transmisiones para Warp son órdenes para warpear tu nave a un punto en el espacio, la mayor parte del tiempo el próximo sitio. Da un click derecho en la transmisión y selecciona Warp to at 0. Debes esperar a que el FC de la orden verbal. Si piloteas una nave Logi, es obligatorio de que enfoques (lock) toda transmisión para escudo. Esto es fácilmente hecho al mantener oprimida la tecla para enfocar (lock) y dando un click en la transmisión. Para mayor información de Logi, lee nuestro Logi Rookie Guide. Broadcast Hotkeys Intentamos disuadir el uso de hotkeys debido a su falta de confiabilidad, mientras tanto los botones en la ventana de flota son 100% confiables, y absolutamente deseamos que todo nuevo piloto utilice los botones en la ventana de flota en vez de hotkeys. No obstante, si utilizas hotkeys bajo tu propio riesgo, incrementa su confiabilidad asegurándote que no tengas una ventana activa (dale un click en el espacio) antes de utilizar tu hotkey. Además, verifica que tu transmisión hay sido exitosa verificando el historial en la ventana de la flota. Si no ves tu transmisión, Logi tampoco la ve. Tengan en cuenta, utilizar este método no hace los hotkeys 100% confiable. Utilizar hotkeys no es pretexto por fracasar en transmitir a tiempo. Si se vuelve un problema, recomendamos utilicen los botones en la ventana de la flota para transmitir. Papeles (Roles) Todo integrante de la flota tiene su Papel, desde naves DPS a papeles más especializados como Anclas y FC. En esta sección cubriremos papeles básicos y especializados, su significado y papeles importantes para agregar a tu watchlist. Papeles Básicos (Basic Roles) Existen tres papeles básicos en nuestra flota en los cuales automáticamente serás agrupado en: Corto alcance (Short-range DPS), Largo alcance (Long-range Sniper), y Logística (Logistics Cruisers). Logi está bien definido, piloteas un Basilisk o Scimitar y mantienes la flota reparada. DPS y Snipers son la parte ofensiva de la flota, y son catalogados como tal basados en el tipo de armamento que utiliza cada nave. El orden de las etiquetas que enfocamos son basadas dependiendo si eres DPS o Sniper. Largo alcance (Long-range Sniper) Projectile Artillery Cannons y Beam Lasers Objetivos son las etiquetas de Letras: A, B, C, ..., H, I No le dispares a la etiqueta: J Mantén el rango AAA a 5,000m de distancia (Keep at Range) Short-range DPS Hybrid Blasters, Pulse Lasers, Drone Boats, y todo tipo de misiles Objetivos son las etiquetas de números: 1, 2, 3, ..., 9, X, Y, Z Mantén el rango VVV a 5,000m de distancia (Keep at Range) Logistics Cruisers Mantén al AAA en una órbita de 10km Lee nuestro Logi Rookie Guide Si ya no hay de tus etiquetas en el campo, entonces dispara a las otras. Por ejemplo, DPS dispara a números luego letras. Snipers dispara a letras luego números. Nunca dispares a la etiqueta J. Esta es utilizada para designar un objetivo, el cual, si muere, pondría a la flota en peligro. El disparar a la etiqueta J es una razón válida para ser retirado de la flota! AAA y VVV son papeles especializados asignados a miembros de la flota. Cómo ubicarlos será mencionado en la próxima sección. Papeles Especializados en la Flota (Specialized Fleet Roles) Ciertos pilotos dentro de la flota tienen papeles especializados. Estos papeles incluyen FC, LC, Anclas, Cuida Drones, MTAC y Boosters, y son asignados por el FC de la flota, pero comúnmente son voluntarios. Si te interesa participar en estos papeles, lee las guías y voluntaria té! Encontrarás las guías siguiente las siguientes ligas o en el chat de la flota. Siempre estamos dispuestos a enseñarles como realizar estos papeles, y si en un futuro desean ser Comandantes de Flotas O Logi Master, lo mejor que pueden hacer para llamar nuestra atención es participar en estos papeles cuando sea posible! FC: Comandante de la Flota / Fleet Commander – Da ordenes a la flota, pon atención! CCC: Cap Chain Coordinator – Responsable por la cadena de Cap de los Basi y en mantenerte vivo! AAA: Ancla para los Sniper y Logi – Si eres un Sniper, mantén a 5km. Si eres Logi, manten en orbita a 10km. VVV: Ancla DPS Corto-alcance – Si eres una nave DPS corto-alcance, mantén a 5km. Si no está presente HHH, asistir tus drones Pesados a esta persona. DDD: Drone Bunny - Asiste tus drones ligeros a esta persona. HHH: Heavy Drone Bunny - Asiste tus drones Medianos y Pesados a esta persona. MTAC: desarrolla una función especial en el sitio TCRC Drones Qué debes hacer con tus drones? Cubriremos eso en esta sección. Drones Ligeros serán asistidos al DDD Acolytes, Hobgoblins, Warriors etc. Drones Medianos y Pesados serán asistidos al HHH Ogres, Berserkers, Geckos, Hammerheads etc. Si tienes varios juegos de drones de tamaños distintos, usualmente mientras más ligeros es mejor, con la excepción de las torres. Puedes asistir tus drones dándole click derecho a tus drones en espacio local (local space) > Assist > Watchlist > [Nombre del piloto] Un piloto puede tener un máximo de 50 drones asistidos a él en cualquier momento dado. Si DDD o HHH están llenos, entonces asiste tus drones a VVV. Watchlist El watchlist en la flota es una herramienta importante para todo piloto. Para empezarla, dale un click derecho al nombre de tu ancla en el MOTD de la flota (bajo Papeles en la flota, AAA/VVV dependiendo si eres sniper o dps) después Fleet > Add to Watchlisit. Esto debe abrir la ventana Watchlist. De aquí, puedes arrastra los nombres de los demás pilotos que quieras agregar a la lista, y es recomendable mínimo tener a tu Ancla, drone bunny y FC en tu lista. Directo de esta lisita, fácilmente podrás dar un click derecho en el nombre > keep at range 5,000m o lo que sea que necesitas hacer con tu ancla. Además, cuando asistas tus drones, esto agregara un submenú llamado “Watchlist” para fácilmente asistir tus drones. Programa de Reemplazo de Naves (Ship Replacement Program) Warp To Me ofrece un Programa de Reemplazo de Naves (Ship Replacement Program (SRP)) a sus pilotos. SRP es como una póliza de seguro que cubre la perdida de tu nave si la pérdida no fue por tu culpa: 15 Millones - Hasta 6 Billones Ejemplos (pero no limitados a) de pérdidas cubiertas por SRP: Errores del FC (en ocasiones, cometen errores) Errores de Logi Ejemplos (pero no limitados a) de pérdidas no cubiertas por SRP: Fracasar en transmitir a tiempo Tomar una entrada sin permiso del FC (llamado "leeroying") Ser CONCORDed (Por favor asegúrense de tener su seguro en verde) Tener un killright o wardec (por favor atenderlo antes de unirse a la flota) Ganks son cubiertos mientras sigan las órdenes del FC. En resumen, si siguen las instrucciones del FC, y transmiten a tiempo, tu nave será cubierta por SRP. Tomen nota de que sus naves deben cumplir con los requisitos mínimos para ser cubiertas por SRP. Tu pago por SRP te cubre desde el momento que pagas hasta el próximo Down Time (DT-1100 hora del servidor). Puedes salirte de la flota y volver a integrarte las veces que gustes en este tiempo sin problema o necesidad de volver a pagar. Suena bien, verdad? Entonces como te inscribes? Simplemente envía la cantidad para la cobertura deseada (15 millones) a la corporación "WarpTo SRP". Encontrarán una liga a esta corporación en el MOTD de la flota. Esta es la única corporación oficial de WTM para propósitos de SRP y está la única en la cual puedes confiar. Si tienes duda, revisa el nombre del CEO, quien debe ser “Sparta Epic Cyno." WTM no se hace responsable por estafadores, sin embargo, si alguno aparece, por favor reportarlo a un Oficial de WTM o miembro de Liderazgo. [v4.1]
  49. 2 points
    where are Tobacco Synthetic Coffee Exotic Dancers, Female Janitor
  50. 2 points
    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 into their positions and it’s also the person that Logistics orbit on. 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 Everyone should be burning towards the outgate to go into the next room. For the final room, check the picture below. Room 3 AAA: 1. Burn straight left of the tower. 2. Height should be somewhere around the middle of the tower. (60km off the beacon) 3. 20 to 25 km off the tower. VVV: 1. Make a wide turn (as show in the picture) so everyone can shoot the Ostingeles. 2. Burn towards the first anchoring spot. (2nd wave) 3. Height should be above the tower. (90km off the beacon) 4. About 20 km off the tower. NRF The most difficult VVV anchor. AAA isn’t that difficult. Check picture for exact references. AAA: 1. Burn straight towards the initial spawn of the Sansha, keeping the same altitude. Stop around 65km off the beacon and 45km off the tower. VVV: 1. Burn straight slightly right of the tower, between the mushroom (Sansha Deadpsace 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 30km range. 2. Agress the tower to consolidate aggro. (This means that you will get all of the Sansha ships to agress 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