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  1. 10 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, 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 20 X-UPs OR 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. If you are already flying an optimal hull, 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, we have now made upgrading 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. There is a grace period before this change goes in effect. The policy goes live starting February 23, 2020. Please note that all past X-ups and fleet hours will be counted when the policy goes live, not starting from scratch. If you've been flying with us for a while, it's time to upgrade! Thanks for improving yourself, improving fleet, and for flying with us! See you in fleet!
  2. 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 (February 14) https://forms.gle/JA5RLXftF5ss8pb37 Past Raffles https://gyazo.com/d8e1ebf48d6009598cc9dba18826c07d https://gyazo.com/6a82c3dc5ebda59bd4edb4b87690c1b6
  3. 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" ?
  4. 3 points
    ...but you realized that u never put the out this whole time
  5. 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.
  6. 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.
  7. 2 points
    Greetings fleet mates, o/ https://mutaplasmid.space/module/1032440016457/ for you lovely ladies/gents. 1.B even. sold in Jita at 1.5 B https://mutaplasmid.space/module/1032440013859/ Again lovely gents, there are many contracts at 1.8 and above.. but for you lovely ladies and Gents that would be 1 B even! Given away in fleet Next up. if you are scared your logi are not awake, you need this..... Pimp unstable Syndicate DCU https://mutaplasmid.space/module/1032489053302/ 2.B even. Cuz you need to go fast. Sonic the headhog speed and low low low activation cost. Unstable core x https://mutaplasmid.space/module/1032489060478/ 1.5 B even. sold to WTM pilot for 1B. Remember to pm me for the hook up. catch these deals before they go up in Jita local you know where to find me ;D Chow.
  8. 2 points
    Hi, just found my way into Incursions with you guys and did want to say hi and Introduce myself a bit. (hope thats the right area for that :3 ) My IG Name is Nemrod Dreamwalker, named Michael in rl. Im 35 Years old and from germany. I Play Eve since 2012 but with a lot of breaks. Last break took 1 1/2 years and i reentered around christmas. My english is... mh.. how to describe it....MEH.... I mean.. i can write and read it, but i have issues speaking it or understand it when someone speak it (especially those fcs who speak like 200 words/minute) but i try to learn it :D. Didnt speak or listened to english for the last 18 years, so sorry if i missunderstand or miss something, but i always give my best. Thanks so far for my first 3 Incursion fleets in eve, fly safe all, have a nice day and see you in fleet
  9. 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
  10. 2 points
    Really, the *next* thing to do is to get really good at the ship you're trained for. Vindicators do a lot of stuff: 1) Memorize the target priorities for the rooms & sites, so that you can start burning and web down the correct thing as soon as you land, even if FC hasn't tagged yet. Also, *calling* those webs, so that you can coordinate with others.Getting the Ostingeles webbed next to each other so that you can burn 'em all down at once is a fun little mini-game 2) VVV! Learn where the anchor spots are. Learn how to powerslide to a stop 5km *beyond* the anchor spots, so that all those people following you at 5km end up sitting RIGHT in the middle of the next spawn. A good VVV is the difference between a DPS squad that fires at max damage and one that fires at half damage. 3) HHH. Same general idea. Be the guy who sends drones 5km to their next target, not the one who makes them run 50km across the field. 4) DDD. You know the trick where you can make drones chew on a Renyn over there, while webbing & pounding on Schmaeels over here? Can you end a TCRC with a pile of dead Niarjas sitting right at your feet? This stuff matters. Once you've got all that down... usually if somebody is looking for a second ship type, they'll go for logi. It's a longish train, about ten weeks if you're starting from just the battleship skills, but that just means you've got time to practice that DDD trick
  11. 2 points
    Sounds that way. But they also claimed to have done this before and the changes never actually happened.
  12. 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.
  13. 2 points
    Nobody will be banned. If somebody fails to meet the requirement then they may be skipped
  14. 1 point
    Bump for the big ball roller
  15. 1 point
    Sitting in a Basilisk (logi ship) is way different than sitting in a DPS ship. Not to mention flying a Basilisk (logi ship) requires more skills. I hope that translated alright. I recommend that you read our Logi new bro guide found here: Additionally, you should check out the skills guide. This shows you the minimum skills needed for Scimitars and Basilisks:
  16. 1 point
    Welcome, buddy! If you are ever in my fleet and I am talking too fast, just ask questions in fleet chat. Either I or another person will answer you relatively quickly.
  17. 1 point
    Wilkommen zu WTM @Nemrod Dreamwalker No better place in EVE to make isk and have fun while doing it! I hope you truly enjoy your time spent flying with us, and I look forward to seeing you in fleet. o7
  18. 1 point
    Lol Yessir. Congratulations on your Vindi!!! \m/ Annnd no worries friend! Take your time learning (i am a slow learner too) I know first starting off can be a little overwhelming, (I actually lost my 1st Vindi my 2nd night of incursions, 3months of missioning to get it) - but dont tell anyone that ;] So have no fear friend! You're in a welcoming community committed to Fun, and Improving our skills playing Eve - alll while making isk for nice new toys. Speaking of which: since you've shown Initiative: and actually took the time to find "DPS wisdom+Tactics" and Foshkey's: "Short Range DPS pilot" annnnnd got yourself a brand new vindi --> on Behalf of VVR, and the WTM community: I shall contract you a True Sansha Stasis Webifier, (15k Range). Send a Message to "Victor Victor Rothwulf" in game mail - So i can make sure i get the name right in Contracts. Welcome again to WTM! \m/
  19. 1 point
    Thanks for the warm welcome Ahh, VVV, think you where the guy who poked me when i got a bit confused couse my drone bunny did dissapear and i took a bit to sort things out and forgot my blasters a sec xD. I started 2 days ago and was completly broken and started in a Hyperion. did get me today a Vindi, so i am sure it will get better i am a native Gallente, so my skills there are at least ok (T2 weapons and at least avarage skills so far. most on 4 some on 5). But tbh, i never skilled anything at minmatar... not even frigs... so i did race it up but that part of vindi skills are... poor. For now it will work i think was in a fleet for a little bit today with my new vindi and i cant complain (i got now the vindi intermed. fit). ATM i just follow my vvv all the time couse i am always afraid to mess it up atm xD. so i panic a little bit if vvv isnt on grid. i did start reading The Short Range DPS Pilot and the Anchoring Giude and try to learn it, but i am a slow learner... so could take a bit to get comfy and not only rely on the guy i follow xD. But i give my best to contribute the best i can for the fleet o7
  20. 1 point
    Welcome @Nemrod Dreamwalker! I see you are a blaster Pilot/brawler. (My favorite) i hope you're having fun with it :] Also: if you have any questions about being a DPS ship, do not hesitate to ask! I met you last night during a tower bash, and i see you have the makings of a great DPS pilot. Keep having fun with WTM, and *lemme know when you have skills for the Vindicator. - You're on my Radar (good side) looking forward to flying with you in fleets! Good luck and goos fortune \m/ -VVR
  21. 1 point
    Welcome Nemrod, hope you enjoying your time
  22. 1 point
    That's basically exactly what we're talking about implementing. I don't know how they do it either, but we have a way we can do it.
  23. 1 point
    The skill guide is nice, but needs at least a little tweaking. Vindi optimal has large blaster spec to IV twice, for instance. Would be nice if we could make one that uses the SSO or whatever and tells them what they have left to train, like the one Farah Black posted.
  24. 1 point
    Looks suspiciously like the Test plan. >_>
  25. 1 point
    Thanks for the apology Toh Kay, I'm sure considering how awesome you are, and how long you have been here. Everyone will forgive you :-)
  26. 1 point
    also the reason I would not want to remove hulls if we go this route is because when somebody first starts with wtm they can just bring whatever ship they have laying around that we accept. once they reach that time limit they pretty much have to upgrade or be willing to be skipped over. The main goal for this is to get people upgrading. Some FCs might not enforce the rule or might enforce it sometimes like in contesting situations. More and more people will be upgrading into optimal ships. And of course there are the people who say "the problem isn't the ships, it's the people sandbagging in the ships." It's really both. We can get rid of the first problem with this change. The problem of sandbagging is solved by FCs trying to positively teach people how to fly correctly and actively and then removing those pilots if they fail to perform.
  27. 1 point
    @Farah Black something like this?
  28. 1 point
    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! LC: Comandante de Logística / Logistics Commander – 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]
  29. 1 point
    Hello all; Good Luck and Fortune to'ya. I am hoping Vindi Vets and DPS Vets add some of their wisdom on top of this, and please take the liberty to correct anything as they see prudent. I fell in love with WTM culture of newbro friendly, ISK faucets of fun: I started this thread to remark on some of the things i picked up and allow info to be spread to newbro's (including me'self) As DPS, whether your in an Optimal Ship, or a Starter: remember the fleet counts on us: being efficient in removing dangerous DPS tags from the field, as We are the Sword of the fleet. Our DPS targets are chosen with Wisdom behind it. The faster we Pop the Sansha, the faster our fleet will be in a safer state. I hope to stay on topic by sticking to Maneuvering, Web calls, and general info ------------------------------------------------------------------------------------------------------- Maneuvering ------------------------------------------------------------------------------------------------- The VVV Anchor should always be on your watchlist, easy right? But what happens when FC calls tag 1+2 outini/auga/deltole and you have no anchor in the pocket? BURN BABY BURN! 'Keep At Range' on the primary/Tag1 (Turn on your MWD) You do not need to be attached by the hip especially at the beggining of a room (*exeption TCRC) remember almost all FC's want Focus fire 1-X so you will generally be in the same place as the anchor anyhow. As a Blaster ship, you must get close to the enemy Sansha to hit them effectively. So in every beggining of each room, You should be anchoring(K.A.R) on your DPS Tags. This insures optimal range, and maximum potential damage application. **Pay attention to how many DPS tags are left, as you Should be Keeping at Range on your VVV-Anchor when DPS tags are low, or when FC calls for DPS burn to anchor spots* This applies in 1st rooms where the sancha are already on field, tags are up, and DPS is warping in: What I do 1st (example TPPH turn left go fast) i am spam 'E+Click' on tag 1 and as soon as i see warp meter ~40% i hit my MWD to start the burn. Then start locking your tags, i find im already hitting max speed just as the rest of the tags come in -Just remember the closing rate is fast! don't Bump nor overshoot your target (~20k out kill your MWD) and keep spamming that keep at range so you do not 'bump the targets' If your not still burnin' you can actually start to "keep at range"(E+click) to Tag 2, IF T2 is within 10k and IF Tag one(T1) is webbed.. this will help you apply more dps to T1 as you slowboat to T2(tag two) Get familliar with the Keep at range mechanic, as you get more experienced you'll notice how to apply more efficient DPS, and help the fleet and you make more ISK/hr as well as BE safer. - Eve University has a great thread on Transversals, angular velocity, and general gun dynamics, as a blaster you could benefit greatly from checking it out <https://wiki.eveuniversity.org/Turret_mechanics> --------- Sliding: aka "Using Momentum"------- So: In reference to landing in a pocket (aka Taking a Gate with FC's authorization) avoiding painful Mathimatical Calculations, what if i told you, that there is a way to use the warp speed you had to burn towards Sansha after you take an accelleration gate? Im not kiting you, it is possible. As you play, start to pay attention to your velocity Bar, especially while beginning to warping/ landing from warping. After awhile, you'll notice that the "Warp Bar" (The velocity bar that has WARPING shown across) enters warp at a certain point, (75%-90%) and exits warp, at about (40%) (Thats why we have you aligning full speed to quicken the warp) and although thats usuful, Im focusing on Landing from warp. * Id suggest to you to pay attention to when your ship Exits 'WARPING' (Aproximately 40% ) you'll notice it switches from saying "Warping" to the regular display (100m/s for example) ** This is the exact server tick/time that your ship is free to Move/aproach/keep at range, activate modules, lock targets, recieve links etc. if you desire it. And i would say you do! Why?? Because it allows you to carry that momentum! It is a lot easier for your ship to Burn to Max velocity from 100m/s vrs from a dead standstill. You "slide" from out of warp. ------------------------------------------------------------------------------------------------------- Webs------------------------------------------------------------------------------------------------------- Precall webs 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) apparently they have no acceleration module. Put that web to good use on some'thin else 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. You can be firing Null(long Range) while they are outside 15k, And to Void (short range) when close (Usually within 12k) Remember it takes 5 seconds to reload 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/
  30. 1 point
    Hey guys. I had a random convo on Slack the other day asking me to give out my POV about the DDD role. As per usual it triggered me (in a good way this time) and i got drawn into the convo more and more, turning it into one of those hour-long teaching moments of mine. It is a really raw copy-pasted format and kind of "niki-blunt" . But maybe it turned out to be something sharing worthy. If its useful for you then im glad. But im not really looking for anything else with this topic. I just wanted to share. Without further comment here is the convo itself: Anonymous [6:12 AM] You're probably offline atm, but any advice / suggestions on DDD after tonight? niki [6:13 AM] could you copy your fit here Anonymous [6:20 AM] [Vindicator, Vindication] Damage Control II Domination Tracking Enhancer Domination Tracking Enhancer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer 500MN Abyssal Microwarpdrive Pithum B-Type Adaptive Invulnerability Field Abyssal Stasis Webifier Abyssal Stasis Webifier Pithum B-Type Adaptive Invulnerability Field Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Large Anti-EM Screen Reinforcer I Large Hybrid Burst Aerator II Ogre II x5 Null L x5180 Nanite Repair Paste x500 Void L x10036 Agency 'Pyrolancea' DB3 Dose I x17 niki [6:21 AM] so whats the abyssals strength and % ? i mean range and strength % Anonymous [6:21 AM] what do you mean range? niki [6:22 AM] web range and web strength Anonymous [6:22 AM] the webs are 15.5km each and 82.7,81.4% web niki [6:22 AM] the web Anonymous [6:22 AM] (on the vindi, of course) niki [6:22 AM] gal bship 5 or 4 ? Anonymous [6:23 AM] (base strength is ~63% each) gallente 5 niki [6:23 AM] 15+ kms and 60+ % webs are pretty awesome to ddd with. and minmatar bship level? Anonymous [6:23 AM] only 3 =/ niki [6:23 AM] yeah so 2 things first and foremost get faction (cal navy is the most common to use) antimatter its better than nul whenever the frigs are closer than 20 km and its always better than void if its frig shooting 2nd thing get minmatar bship to 4 at least 5 would be better ofc also needless to say gunnery support skills and blaster spec is important too Anonymous [6:26 AM] all support at 5, blaster spec 4 niki [6:26 AM] thats pretty good... obviously all relevant skills on 5 would be best with the suggested implants included as well for vindis. that is the high-end. Anonymous [6:26 AM] (just bumped min BS to 4) niki [6:28 AM] gameplay wise i split my guns 4-4. if you kill one maybe you can spare 4 guns for the next which is a huge deal. webbing 2 different frigs shoot 1 until it dies shoot the other one but meanwhile start webbing a 3rd cuz you need the webs to actually apply. essentially you always need 1 more frig to be already webbed so you can instablap it or close to doing so. dont forget to always fill your locks thats actually one of the biggest mistakes a battleship can do. specially true for DDD. you can tell that you are doing a good job if you always feel like you are racing with yourself. guns vs webs. a close race. Anonymous [6:29 AM] ok. I've tried doing that in the past, but I've worried about wasting the drone effort, with them continually chasing new targets. but then, the drones are just bonus anyway... niki [6:29 AM] forget the drones. they dont exist. Anonymous [6:29 AM] ok niki [6:29 AM] just trust in yourself. you can do it without drones. and if you train yourself then after a while it doesnt matter if you dont have any drones. in some fleets you actually will lack light drones anyway. relying on them is a mistake imo. they are just a little extra/bonus. Anonymous [6:30 AM] tonight, I did have my guns split, but I wasn't leapfrogging targets. I was staggering webs and guns though, so I'd have a new half more often niki [6:30 AM] try to not burn too much around . just some cuz it ruins your tracking. Anonymous [6:30 AM] right I did notice that niki [6:31 AM] if the frigs are not on the way where you are needed to go and more than 20 kms away then just stop, load null and hope for best. if you are not moving your tracking is much better. sometimes ppl will pull the frigs away. if its temporary then dont even switch to null cuz in 20 seconds they are going to burn back anyway. if you feel like its gonna be more than 20-30 sec then switch to null. if the frigs are actually on your way then try to burn just 1 cycle and then slowboat and stop when they are in webrange the drones are actually helpful when you cant reach out with webs and you are shooting with null cuz then it takes ~10+ sec to kill 1 frig you can try to overheat web if you feel like you are behind on the schedule and you need just a few extra kms to reach out. webs dont burn out easily and just a few paste is enough to rep them while in warp Anonymous [6:34 AM] ok niki [6:34 AM] and they stop overheating after the frig dies anyway TPPH all first waves i'd burn 1 cycle to exitgates or anchorspot . then slow down and if you are in webrange stop NRF is easiest site as DDD just gotta make sure you have a good tempo in first 2 waves TCRC is an interesting site you can try go greedy kill schmaels before you reach the tower but its actually hard to complete . and also sometimes you need to switch to niarjas anyway or just try to kill niarjas only, burn into position and then try to schmael at the tower. somewhere in between is still fairly easy Anonymous [6:38 AM] yea, I was doing something in between tonight on the TCRC niki [6:38 AM] in tpph i always try to kill schmaels first cuz its easiest to web the first few frigs before aggro switch, and schmaels are hardest to kill as far as frigs go also forget about acronyms if you cant reach some frig with webs, always target the one that you actually can. webs are ensuring you gonna kill that frig really really fast if its not webbed its gonna die significantly slower. so range is more important than some "shooting order". except ofc if FC wants to bounce from site then scrams are priority. if i can choose freely cuz a lot of frigs are in range and we are not bouncing i prio webbers whenever i can (1st schmael 2nd renyn) cuz it helps the fleet the most. but obviously niarja must die first, no matter what. Anonymous [6:40 AM] right niki [6:40 AM] but yeah antimatter is a great help. nowadays i do 8k null 10k anti the rest void in vindi shoot antimatter most times, null if you need to constantly kill frigs more than 20 kms away . void is okay in tpph last wave and nrf 3rd 4th wave cuz you shoot only very few frigs in those. you have tons of time and you will probably be on top of them and you can web them anyway. and in those waves you will shoot cruiser or bship too Anonymous [6:43 AM] ok niki [6:43 AM] in tcrc i usually switch to void after all the schmaels are dead and im just chilling shooting tower and looking for respawner niarja niarja is a really easy frig to kill. Anonymous [6:44 AM] yea, the niarja blap easy niki [6:45 AM] tough frigs order : schmael >>> eystur > renyn >>> tama >>> niarja hardest to easiest to kill. (not a shooting order ofc, lol) Anonymous [6:46 AM] ok thanks for all this. I'll keep at it. hopefully I have more opportunities to take DDD =P niki [6:49 AM] no problem its fun. i actually enjoy ddd in tpph. otherwise its a pretty boring site. but i still really enjoy doing even that one if i can snatch ddd Anonymous [6:50 AM] yea. it was fun to race the rest of the fleet niki [6:56 AM] oh and always ask for 2xtracking . if they offer a 3rd ask for 1 range. but 1 tr 1 opti is not as good as 2xtr no matter who says what. Anonymous [4:17 PM] ok. one other question is if there's ever anything other than frigates that the DDD shoots before frigates? Like does the DDD follow full fleet calls for the Arnon/Outuni in TPPH 3rd-3rd, the Mara/Vylade in NRF 3rd and Outuni in 4th, and the Outuni in TCRC? I'm pretty sure the HHH does follow those calls (right?) but what about DDD? niki [5:07 PM] for DDD tpph 3rd 3rd shoot 2nd outuni then frigs . nrf 3rd mara(s) then frigs , nrf 4th if there are 3 outunis. then the 3rd outuni . TCRC niarjas are more important to shoot than the 2 outuni. if niarjas are down you can shoot 2nd outuni if you want but fleet should be pretty close to kill them. HHH : TPPH 3rd 3rd you should shoot second outuni then vylade then leftovers. NRF 3rd you should shoot mara(s) then vylade. NRF 4th vylade , except if there are 3 outunis. then the 3rd outuni first. TCRC you should not have any drones assigned, so you are just a vindi, not HHH. shoot in order. Anonymous [5:10 PM] ok, cool
  31. 1 point
    Yeah, yeah I know. In the future will need some help in translation, probably. I mean to not launch Heavy drones, if FC not ask you to do it, as: "All drones out" or "Launch light, medium and heavy drones" etc. The point is: (for those who wondering why, niki knows it better than me ) Heavy Drones = fat and slow, need more time to get them back. TPPH 1st room is the place, where fleets most often bounce, to get a bether site (race with time). The reasons for this are, that when there is no better site, you entering TPPH, with the presumption if you get a better one, to warp there fast. And as we have already spoken, these little things make your fleet faster and more efficient in contests. As a fleet commander, I'm sure not once you have been holding your logistics longer behind, because of Battleship who waiting his heavy drones to arrive back. And sometimes, this small one pilot mistake, cost contest wining and payouts to the whole fleet.
  32. 1 point
    ^^ This. Should put this on our fitting site
  33. 1 point
    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 (Anchor) and LC (Logi Commander). Add both of these people to your watchlist. Orbit the AAA at 10km The LC will manage Logi, including the cap chain for the Basilisks. 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 level and post your fit. 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 2x links (2x Tracking 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 FC All Logi Squad Members Scimi Pilots Pilots you are linking (if necessary) AAA FC All Logi Squad Members Entering Site 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]
  34. 1 point
    The Skill Guide Hello fellow pilot. This guide will be guiding you through wonders of all the skills that you could train to optimize the use of your ship, either DPS/Sniper or a Logistics ship. This guide is more of a suggestion, however, as you might find other skills more necessary to train first, some that might have been left out, or skills that you feel are not needed for you. You can click the "spoiler" and copy and paste those skills directly into the EVE training queue window. Here's how: 1. Copy any of the spoilered skill list to your Clipboard (Select and then CTRL+C) 2. Then click on one of the options in your Skill Queue 3. When clicking on either of the options is should look like this, press ok and you should be done. Good luck training the skills! If you have any questions, please contact any of our Commanders (FCs or LMs) or Council (Leadership and Officers) 1. Stepping Stones Hybrids (DPS) Rokh Guns: Hybrids - Meta 4 Battleship Bonus: Caldari WTM Minimum - Rokh Hyperion Guns: Hybrids - Meta 4 Battleship Bonus: Gallente WTM Minimum - Hyperion Snipers Maelstrom Guns: Projectiles - Meta 4 Battleship Bonus: Minmatar WTM Minimum - Maelstrom 2. Optimal Ships Hybrids (DPS) Vindicator Guns: Hybrids - Meta 4 Battleship Bonusses: Gallente/Minmatar Stepping Stone: Rokh/Hyperion WTM Minimum - Vindicator WTM Optimal - Vindicator Snipers Nightmare Guns: Lasers - Meta 4 Battleship Bonus: Caldari/Amarr Stepping Stone: Navy Apocalypse/Armageddon WTM Minimum - Nightmare WTM Optimal - Nightmare Machariel Guns: Projectiles - Meta 4 Battleship Bonus: Gallente/Minmatar Stepping Stone: Maelstrom WTM Minimum - Machariel WTM Optimal - Machariel 3. Logistic Ships Please look at our other guides for more information about logistics, capacitor management and implants. Rookie Logi Guide Implant Guide Cap Management Guide Advanced Incursion Tips Guide Basilisk Role: Support - Remote Repair + Remote Cap and Sensor Boost (Signature Radius, faster lock speed for the drone bunny or your up cap) Caldari Cruiser skill bonus WTM Minimum - Basilisk WTM Optimal - Basilisk Scimitar Role: Support - Remote Repair and Tracking Links (Tracking Speed and Optimal Range) Minmatar Cruiser skill bonus WTM Minimum - Scimitar Logistics IV WTM Minimum - Scimitar Logistics V WTM Optimal - Scimitar Logistics V
  35. 1 point
    Anchoring Guide Anchors are special positions a person is heading towards or following, to get the maximum DPS out of the fleet and having everyone at their optimal ranges of the Sansha or the respective tower. The AAA has the job to get the snipers 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 Ostingales. 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 most easiest anchoring 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