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Showing content with the highest reputation since 08/30/2020 in all areas

  1. 1 point
    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!
  2. 1 point
    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!
  3. 1 point
    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%
  4. 1 point
    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, Machariel, 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!