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  1. 5 points
    Hey guys! Just wanted to share my POV about the Leshak, and provide a basic guideline about how you should fly this beautiful snowflake in a WTM fleet. So here goes nothing! GENERAL TIPS: With every guide the first general and golden rule should always be: "USE COMMON SENSE, PLEASE!" So there you have it. Its not hard. You just have to think a little bit Second golden rule is: "ALWAYS LISTEN TO YOUR FC!" Maybe there is something unusual thing going on and fleet needs to react and adjust. Please do so! The Leshak is not a "DPS", neither a "SNIPER" ship. Its a snowflake. If you want to fly it, then please fly it properly. Basically you will need to anchor yourself all the time, not following AAA or VVV around. Most of the times you need to shoot out of tagging order, something different. I really do expect all my Leshaks to actually put effort into flying their ships as long as they are in my fleet. Getting The Precursor Battleship Level up to 5 is super important. Its an amazing bump to your efficiency. For real. I mean sure, weapon spec to 5 is nice too, but you can leave it temporarily at 4 in order to train Battleship Level 5. Its way more important! Always try to use the Occult ammo. You should use Mystic only when you enter a pocket and you are burning into position, or if you are finishing a wave and you are prepping for the next one but still removing the remnant of the wave. This ship is all about its weapons spool-up. You should aim to shoot a single ship continuously as long as possible, preferably with Occult. Its basically a guessing game: you need to guess the ship that normally would die last on the grid. And try to shoot that ship with Occult. When it dies you just simply reset the game. Exceptions: - Spawn Trigger Ships: you need to exclude those from this game for obvious reasons. - Outuni Mesen: if there are 2 or 3 on the grid at the same time then they are just too dangerous to completely ignore them in a shield fleet. Even if you are a Leshak. So they come before the game. Don't be scared to break the spool-up of the Mystic if you know you can shoot with Occult around 20 times or more after the switch on the same boat. Don't be afraid of burning as much as you want. This ship has mad cap stability. Use it! Keep at range 15 km on your main target is a really easy way to keep the spool going until they go poof. Especially if they are burning somewhere. If they are 20 or more km away, that's where you can start worrying about breaking the spool with Occult. I'd suggest to adjust your position if they are more than 20 km away. You should always shoot something. There is no excuse to ever stop shooting with this ship. You have everything in order to do so: You can switch ammo instantly, you can always burn whenever you are not in range cuz you have the cap for it, you have somewhat decent tracking to even try your luck on frigs and you have a ridiculously short cycle time. Jack of all trades. Utility High Slots are mostly there to soak up your heat damage. Not saying you will never use them, but chances are you will probably never use them. So they are not really relevant. They just need to be there sitting, looking pretty. Speaking of overloading: in case of contest you can easily continuously overheat your single gun during almost (if not) the whole site! You can train relevant skills for better results of course, but just try it out! Experience your personal limit with it! Just don't burn out your gun pretty please. Depending on fleet comp and fleet numbers you always want to adjust your targets. I know. This is actually "hard". But after a site or two you will get a good feeling about your fleet. If snipers need help, you shoot sniper targets. If DPS needs help, you shoot DPS targets. Its not a big deal if you make a mistake with this, don't worry. As long as you are shooting, you are good! But properly adjusting yourself for fleet needs with a Leshak means shorter site time. I will write a few examples later on. With multiple Leshaks in fleet you guys should usually communicate with each other and try to not shoot the same target. Remember: the longer the spool the shorter the site time! Of course its getting harder and harder with more and more Leshaks in fleet. I do understand that. Expect damage agro! If you are doing everything correctly with proper skill set and fit then don't be surprised that damage agro will often times land on you! Anticipate some agro switch on your ship, be on the lookout and please broadcast on time! Taking fleet roles with the Leshak is not the best idea. - You should never try to MTAC (gun range problem + possible niarja jam). - You should never try to AAA (you dont have enough range to shoot properly). - You should probably not try to DDD or HHH (lack of webs). - You might be able to VVV in it, but its not really optimal to do so (lack of agility and occasional gun range problem). - You already have a unique role in fleet. Its called "Leshak"! SITE BY SITE GUIDE: I'll try to give you examples here. Mostly just presuming you are the only Leshak in fleet. Sometimes you have to adjust your targets depending your fleet as i wrote above. I'm sorry this is not a sandbag ship, you actually have to use your brain, not just your eyes Hey now! Don't blame me! You chose to fly it. True Power Provisional Headquarters (TPPH) First pocket: Usually you start Mystic on Outuni and burn to Occult range of the second tagged Osti (in most fleets it should be tag 5). When you are there immediately switch to Occult and shoot it until its dead. After that use best judgement what to shoot meanwhile burning to The Second Gate. - If super-light on snipers then instead of Osti you do the same thing just with the Vylade. - If fleet is really light on numbers, then you do the same, just Occult the Outuni and then Occult the healthiest Osti! Second pocket: Again start with Mystic on first Antem and immediately burn to the second Osti (should be tag 4) switch and shoot with Occult when you can. After its dead burn to the Third Gate and spool on whatever you can best! - If fleet is sniper light you should burn to 2nd Antem and Occult it. If you are super-sniper light then i guess you need to shoot the Mara as well before Antems. Remember: do not burn much while shooting the Mara, cuz it ruins your tracking. - If fleet is low on numbers then kill Mara and then Occult the second Osti. Third pocket: - First wave: Mystic the last romi and start to burn! You can actually choose in between 2 things. If you feel like helping the HHH (cuz maybe they need some help) just keep shooting Romies backwards (skip the one that is actually being shot by HHH). When there are only 2 Osties left burn to your one and only anchor spot which should be 80 km from beacon and 20 km to the left from the tower (exactly where the last VVV spot is). The second thing you can do is try to Occult the last Osti that is not (important!!!) a wave trigger (so actually second to last, usually tag 3). You can start burning to your anchor when its about to hit armor. One good news: if you are at this anchor spot, you can stay there until payout If super-sniper light you might need to help out with killing the Mara at the beginning of this wave. - Second wave: Start with the second to last Osti (usually tag 6). Again, its important to not shoot the last, wave trigger Osti! After it goes poof you can help out with killing Romies similar to 1st wave or just spool on something that you think is best (except the wave trigger). If fleet is light on numbers you should primary the Intaki and then go business as usual. Third wave: Occult the last tagged Outuni. When it goes poof you should shoot one of the two Osties. This wave can go a lot of ways. So after these 2 ships just get ready to spool on whatever needed and left. You should try to even kill the very last frig on grid if that's the only thing preventing you from tower bash. After tower spawns Occult it, drone it and enjoy your bio! Nation Rebirth Facility (NRF) First Wave: Mystic the last tagged Vylade and burn to the last tagged Osti. When you can, switch to Occult and shoot it! When it dies find the next best thing to spool on. When there is only 2 Battleships left, burn to your first anchor spot: 75 km from beacon, 45 km to the right from tower. Its roughly around the very last VVV spot, just about 5-10 kms from AAA. The goal is to be in Occult range of the spawning Yulais. - If light on snipers then you need to primary Vylades. If super-light on snipers, need to kill Maras as well. - If light on DPS then change your anchoring to roughly around DPS anchor spot cuz you gonna shoot Osties next wave! Second wave: Occult Yulais! Preferably backwards, but you should start shooting them even if there are no tags yet. Remember, spooling time is everything for this ship! After all the Yulais are dead shoot whatever is left and burn to next DPS anchor spot (you can look for VVV guide or for the actual on-site VVV for help). - If fleet is really light on DPS then you should shoot Osties backwards in this wave. Third wave: Occult Yulais first, then whatever is left! If there are only 3 ships left on grid you should start burning to exactly where you were anchoring the first time! (75 km from beacon, 45 km to the right from tower). Fourth wave: This is when it becomes a little bit tricky. you can easily find yourself out of position in this wave. Don't worry about it too much. Mystic the last tagged Outuni, even if there is only one. - Stay about 30km to AAA to ensure you are still in logi range and Mystic the Yulais backwards. Then Occult Osties backwards. - If fleet is DPS light or you have faith in Snipers to finish the job without you then you should simply shoot Osties backwards after your Outuni with Occult of course. - If fleet is low on numbers you should shoot the last Intaki after your Outuni. After that Last Osti and so on. Remember: never stop shooting until payout, please! True Creations Research Center (TCRC) After entrance Mystic the last tagged Outuni and start burning , keep at range 20 km on the tower. Lean a bit to left to evade the incoming Vindi Train! Be careful to not be completely out of logi range due to early burning! In all fairness that's actually pretty hard to achieve in this site. Nevertheless you should better check! After your Outuni dies Occult the tower ASAP and never stop until it blows up. In case of jam you re-spool on the tower and cry silently (F). When tower hits 50% hull lock up the warp disrupting ships (usually just Schmaels and Auga). At 20% hull you should recall drones and start to align to your FC's broadcast. After tower start shooting the "scrams". When "scrams are clear" and your FC tells you to warp you leave the site with the rest of the battleships. Be super careful in this site! Chances are if you are doing everything correctly, then at some point there will be a huge agro switch onto you! On-time broadcast is essential to stay alive in a TCRC! The Kundalini Manifest (MOM) After entrance you start burning to the Kundi and start shooting The first tagged Outuni if present. If not then the first tagged Arnon. If there are no Outunis and no Arnons then i guess you can try to shoot the Bombers while you are burning to the Kundalini. Do Not Bump It Pretty Please! Should keep at range 15 km! When you are in Occult range you start spooling on it ASAP. Its really important, because your ship is literally designed for something big, like this. In case of jam you start to shoot the Kundalini again. You never stop shooting it until its dead. And then enjoy the payout. PRO TIPS: I would like to point out that you already spent a huge amount of ISK to get this ship into WTM. So while you are at it you should probably go all the way and do the bling properly. Pimp it out as much as possible! Even with some Abyssal Sinks (Cough-cough i am currently selling 3 of these, what a coincidence, contact me for more info!), and Augmented Ogres! The only modules not really important in this ship are the utility high slots. In case of a contest you can go really crazy with overheating your gun cuz this ship can actually take it. A lot will depend on you when it comes to a TCRC contest! Try to shoot the tower as soon as possible and try to overload all the way! Be careful tho', you really don't want to burn your gun out. You can equip a Mobile Depot and a local Sensor Booster with ECCM Script into your cargo hold. When it comes to TCRC tower bash after burning into position you can drop the Depot, switch your MWD to the SeBo and try to resist those Niarja jams. BE AWARE! You need to refit again switching back the MWD when the tower is at 50% hull. Also don't forget to scoop your Depot before you start aligning out! A lot of possible mistakes come with this, so you need your A-Game, or don't even try it. You can go full-on nuts and get several guns into your cargo hold and just switch them when they are close to burning out. Only possible with a friendly Orca/Nestor around or at the very beginning of a TPPH tower bash with a Depot. This way you don't have to go to a Citadel every time you overheated your gun. You can paste the utility high modules, but the gun would be too expensive. Never stop thinking about what else you could do to improve! I'm pretty sure there are plenty other tips and tricks with this ship, but i should probably stop for now. Okay... This has gotten much bigger than i thought it would. Sorry about that. If anything else comes to my mind i will adjust / remove / add things if and when i feel like it. Feel free to share your own thoughts below!
  2. 5 points
    If you're new, and you get in my logi wing, I'll say these things to you. Even if you've read this post, I'm gonna say them. Also, yes, that's how long it takes to say this stuff in voice; those speed runs through "Fox In Socks" finally paid off. -- Logi have four jobs: join your logi chat and do what they tell you, move, rep people who broadcast for shield, and basi's have to keep the cap chain going. Setting up As soon as you join fleet, hit the link in fleet MOTD to join basi-chat or scimi-chat. Say "Hi," give your Logistics Cruiser level and how many links/resebo's you have. Join and say hi even if you don't have any links, don't make me hunt you down and ask. Add AAA to your watchlist. If you're a basilisk, add your cap buddies. If your logi-chat gives you link or resebo targets, add them too. Make sure your fleet window's open. You'll need the "My Fleet" tab to find us for the first time, then switch to the "History" tab so you can see shield broadcasts. Move! The instant you land in a site, find your AAA in your watchlist and orbit him at 10km. Turn on your prop mod. Stay like this forever. First exception to this rule: In the first two rooms of a TPPH site, find the EXIT gate, and orbit that at 500m. When any battleship gets up next to the gate, switch your orbit to the battleship. Second exception: at times, the FC will send an "align" broadcast. Align and turn your prop mod OFF. This always happens at the end of a TCRC, and occasionally at other times. Rep people. Lock up every person who broadcasts for shield asap. Every last one, all of them, no exceptions. Use your judgement as to how much rep to drop on which people. Some folks just have a troll frigate nibbling them, some get the whole room. Try not to run all four reppers at once. It attracts aggro and makes you slow to help a new person when Sansha change targets. Stagger your reps. Don't drop several reppers on a person at once, do it like "REP one thousand REP two thousand REP". Cap chain Basilisks always cap up. Cap the person who's immediately above you in the user list of basi-chat; if you're the top of the list, cap the guy on the bottom. Basilisks ABOVE a basi with Logistics 4 also cap down. If the number next to your name in basi-chat MOTD is RED, you're above a L4 basi, use your second transmitter to cap them. Send cap to your cap buddies on gates! We hang eighty billion isk worth of battleships off that cap chain, testing it is important. Basilisks with a free cap transmitter send cap to fleet. Watch for cap broadcasts. If you have a free transmitter, type the first few letters of the guy's name in basi-chat, lock him, and start capping. If somebody types "FRED" just as you were planning to cap Fred, you can either find another cap target or just type "+" to say "I'm capping him too." If we get more cap broadcasts than we can handle at once, send each person three or four cycles of cap and move on to the next one. If you get neuted out or jammed, you can't send cap, and your friends have to deal with that. Tell basi-chat by typing "NNN" (for neuts) or "JJJ" (for jams.) Type "-NNN" or "-JJJ" when the effect ends. Some people also type "WWW" when they're webbed. If the basi you are capping gets neuted out, jammed, or blown up, deal with it by using your second cap transmitter to send cap to THEIR cap buddy. Sometimes this gets complicated and the LC has to tell people where to send their combat caps; when this happens, listen and do what they're telling you. Sites - Each site we do has a particular moment that gives the logi fits. Know them. TPPH - In the third room, on the third wave, there are three Arnons (which jam) and two Outunis (which neut). All combat caps go to the Outuni's target. NRF - The fourth and final wave contains 1-3 Outunis. All combat caps to the Outuni target! After 20-30 seconds, back off to two reps on the person getting hit, because in 45 seconds the entire room switches to a new target, all at once. TCRC - The instant you land, lock up AAA and start repping him. Two seconds later, we get attacked by Outunis, Deltoles (which do EVERYTHING) and Niarjas (jams). Aggro goes everywhere, half the fleet broadcasts for shields, and at least one basi gets neuted out or jammed. If a Scimitar takes aggro during this part, throw armor bots at them immediately, the room can alpha right through their shields and well into armor. Finish your coffee before we go in, please.
  3. 5 points
    Since Oni started a wonderful thread over in Logi Tactics, figured to start up the same here, except in the form of a giant wall of text. Introduction I. Love. DPS. My very first ship I've ever flown in incursions (long long ago) was the Navy Domi, back when sentry drone boats were a thing. The garde/blaster combo was something I had to get used to, as my only PvE experience was AFK lvl4s with a sentry boat. I very quickly gathered the isk to buy my first Vindicator, which I instantly fell in love with. Nothing beats the space shotgun in satisfactory annihilation of my enemies. Now, nearly 3.5 years later, my main ship is still the Vindicator. I've tried nearly every other ship that we allow in fleets, even a few that aren't allowed just to test a few things. But nothing will come close to my love for the king of DPS. After these years of passion and experience, here are my tips in being an effective DPS pilot. The Vindicator Behold, the King of DPS in all its glory. Loaded with Void Ammo, this thing skyrockets to 2155 of sheer, raw DPS. Nothing even comes close, even my beloved Kronos. Even that rattlesnake claiming to dish out just as much applied DPS. For tower bashes, it is the equivalent of two blaster rokhs, nearly two hyperions, two nightmares, or nearly three machariels. This is what a true king looks like, and that is your goal. However, it's really expensive. That's ok. You'll get there. In the meantime... The Starter Vindicator, starting out at ~1600 DPS. You want to get into this ship as soon as possible. Keep in mind the guns can be swapped out for Meta 4, but you should be getting T2 guns ASAP, as that is the most significant increase in DPS. All in all, this fit isn't that expensive, relatively speaking, sitting at ~400m. That is insanely cheap compared to how much DPS it pulls when compared to any of the starter ships. That's roughly 14 sites, easily doable in an evening of incursion running. Get this ship as soon as possible. You won't regret it. Now, the upgrade path is as follows: Meta 4 Guns to T2 Guns T2 Magnetic Field Stabilizers to Faction Add another web, by doing either: Upgrade invuls to dual Pith C or better, change thermal rig to EM, drop EM amp Upgrade invuls to single Pith B or better Get a damage rig (Burst Aerator or Collision Accelerator) Upgrade invuls to dual Pith B or better Drop the two Large CDFEs Upgrade Drones Optimal setup is 2x Geckos, 2x 'Augmented' Hammerheads, 1x 'Augmented' Hobgoblin T2 Tracking Enhancers to Faction Drone Damage Amplifiers The Webifiers The most unique thing about the Vindicator, other than its raw, powerful dps, is the ability to fit webs and use them effectively. Baseline, these slow sansha ships down. Doesn't seem all that special until you realize everything this does for us. First, you have to realize that the range of the Vindicator's blasters is god awful, especially with short range ammo. For you to apply effective DPS, you want every target to be within 10km, and stay within 10km. Vindicators can reduce the speeds of ships up to 90% with the strongest faction web, effectively rendering them motionless. This also means that you have a better chance to hit them, as your and everybody else's turrets don't have to track that much. Now, this is where the term "Spreading Webs" comes in. Time for some simple math. Two targets moving at 100 m/s. Is it more effective to web each target, or put 2 webs on the current target? Let's say your web effectiveness is 80%. When applying a single web, the target's speed is reduced to 20 m/s. Apply another web, and the speed is reduced to 4 m/s (actually more than that due to diminishing returns). The difference between 20 m/s and 4 m/s is not that significant, meanwhile the other target is running away at 100 m/s, and will be out of the 10km range in less than 90 seconds. Sure, you might have killed the current target faster, but now the next target is out of range and you apply less DPS. Here's a simple rule for spreading webs: If a battleship is moving over 100 m/s (denoted by the Velocity column in your overview), web it down. If a battleship you have webbed is moving less than 20 m/s (unless you have 90% web effectiveness), remove the web and put it on a different target. When looking at the variations of webs, there are two faction webs that are used by the vast majority of Vindicators: Fed Navy and True Sansha. The differences are this: Federation Navy: less range (14km), more webbing power (90%) True Sansha: more range (15km), less webbing power (82.5%) Keep in mind we have boosts to increase the range of webs, so the True Sansha one can go out to nearly 21km! In deciding between these two, it's mostly player's preference, though we encourage True Sansha due to the range advantage. The Implants To unlock your true potential of a short range DPS pilot, you have to invest in some 6% implants. Remember that 2155 number that optimal vindi spits out? With max skills and implants, you can push that to 2357. This is the true cap for our vindicators, without going purple (fitting officer mods). Here's what I run for my implants (literal copy&paste from the Implant Guide): SLOT 1: Genolution Core Augmentation CA-1 Primary Effect: Boosts perception by 3. Secondary Effect: Gives a +1.5% powergrid and capacitor bonus SLOT 2: Genolution Core Augmentation CA-4 Primary Effect: Boosts memory by 3. Secondary Effect: Gives a +1.5% ship agility and armor hit points bonus SLOT 3: Genolution Core Augmentation CA-3 Primary Effect: Boosts willpower by 3. Secondary Effect: Gives a +1.5% ship velocity and shield capacity bonus SLOT 4: Genolution Core Augmentation CA-2 Primary Effect: Boosts intelligence by 3. Secondary Effect: Gives a +1.5% CPU and capacitor recharge bonus SLOT 6: Inherent Implants 'Squire' Capacitor Systems Operation EO-606 Gives a reduction in capacitor recharge time by 6% SLOT 7: Ogdin's Eye Coordination Enhancer Gives a boost to Tracking Speed by 6% SLOT 8: Inherent Implants 'Squire' Capacitor Management EM-806 Gives a capacitor capacity boost of 6% SLOT 9: Eifyr and Co. 'Gunslinger' Surgical Strike SS-906 Gives a boost to all turret damage by 6% SLOT 10: Zainou 'Deadeye' Large Hybrid Turret LH-1006 Gives a boost to all large hybrid turret damage by 6% Now, you do you want to run the complete Geno set, because each implant boosts the effectiveness of all other Geno implants. However, if you're a low SP pilot, I would recommend running with +5 implants for now (the improved set). Once you're at the point where you're training gunnery/drone skills to V, then you can start popping those out and replacing them with the Geno set. The other slots are rather self-explanatory, except maybe all of the cap implants. Keep in mind the Optimal Vindi is not cap stable, nor should it be. Cap stable means it deals less DPS. However, this implant set gets it really, really close, to the point that I never broadcast for cap except under Outuni aggro. It's a nice thing to have. These implants are expensive, yes, but keep in mind you can buy these from the Concord LP market, at 250m isk & 250k LP. Furthermore, you get to keep these implants all the way until you are podded. I've had these implants for over 3 years at this point, so they last a very long time. The Tactics Your rivals are the Snipers. You must beat them in every wave. Compete with them, challenge them, as they challenge you to kill all targets before they kill theirs. They may not admit to this rivalry, but it is very real as a DPS pilot. But here's the truth: they don't have to work as hard. You do. But that's where the fun comes in. Here's what you have to do: MOVE. You have a microwarp drive, use it. Any time you're out of range of the anchor or the next spawn, light it up. Get to position. The key difference between a good vindi and a fantastic vindi is positioning. The VVV anchor mostly helps with this, but I actually encourage you to move yourself. Yes, that's right, I'm telling you to unhook yourself from the anchor, and be free my little bird. Or rather, my death-dealing shotgun with wings. Be free. You are free to burn after out-of-range ostingeles, as long as you're in position for the next wave (and within Logi range). When I'm just in fleet, not doing any FC roles, I almost never keep at range on the anchor, and burn to all of the positions myself, burn after the ships myself. Not only will this help with your range, it'll help you learn the positions for the VVV anchor. If the role opens up, then you certainly have the confidence to take up the role. I'm not saying the VVV is a bad thing, I'm just saying the truly good vindi pilots are those who unshackle themselves from the VVV. Edit: As Spudzy pointed out, best if you stick with your anchor if you draw aggro. Now, there are some cases in which you won't apply much DPS by burning to one target, smacking it with void, burning to the next target, smacking it with void, etc. This is where Null comes in. Beginning of TCRC, first wave of NRF, first two rooms of TPPH, I'm running Null. You'll apply way more damage to targets consistently 20km+ out of range. It's only a 5 second reload time, utilize both ranges of ammo where it is applicable. In terms of drones, you should almost always assist them to the VVV (or HHH if there is one). Exception to this is beginning of a TCRC, where the DDD needs those drones to kill schmaeels (only if you have lights/mediums). If you are the VVV, assist your own drones to another random vindicator. Two options as the VVV in what to shoot: Main targets or cruisers. The FC won't mind which and either one is effective. And then let me talk about targets. Here's the deal. If there is an Ostingele tagged 5 that is 60km away, and then an Ostingele tagged 6 that is 20km away, which one should you shoot? Most FCs won't mind if you shoot 6 in this case, because it's obvious that you can apply more DPS. If you're in my fleet, I actually want you to do this. However, keep this within reason. If an Outuni is 30km away and an Osti is right next to you, you should still shoot the Outuni, due to its threat. Conclusion Remember what I said: The snipers are your (friendly) rivals. Don't let them win. Use these tips to give yourself an advantage over the snipers. They're a bunch of lazy brats that complain about cycle times anyway. Seriously though, there is nothing more satisfying than running up to a target, blasting them with void, and watching their shields melt under your power. You'll impress FCs and Logi by drawing aggro all the time, maybe even earn yourself an Aggro Magnet badge in the process. So be free, my death-dealing shotgun with wings, and show the sansha the true meaning of Ridiculous DPS.
  4. 4 points
    Yesterday Maximus Atreide and his gf's world got rocked and they litterally got out of the day with the clothes on their backs when their home caught fire and burned down. We have already shared it with the commanders and if you are so inclined there is a gofundme opened for them. If you chose to donate make sure and leave a comment from wtm, toon name, or the like. For those that want to do something but cant do that, i talked to sparta about the srp throwin a few plex his way to keep his account training while they rebuild their lives from scratch and i told him i would match him 3 months worth. If anyone would like to chip in on top of this you may contract me plex (any quantity not just 500) and i will add that on top my my 3m in a week or so. its times like this when this community comes together and does its best work. Sandman WTM Leadership
  5. 4 points
    This is blobert deciding to help WTM out with a convenient place fore people to dock in HQ systems with repair functions and a clone bay. it is under wtm name and corp. no reason to be rude about somebody helping out commanders and line pilots. You don't have to dock there if you choose not to. We will still have the typical station docks as well.
  6. 4 points
    yeah, Stellaris with the eve mod so you can pretend you are playing eve while servers are offline
  7. 4 points
    The LC, or "Logistics Commander" is responsible for setting the cap chain for the Basilisks and keeping track of free combat caps for the FC. LC’s Duties are: Set Up and Update Cap Chain Assign Remote Sensor Booster Targets Inform FC about the number of Combat Caps Setting up the cap chain is straightforward. You transcribe the names from Basi chat in the same order they are on the right of the chat window . Then put the Logi level to the left of each pilot's name. The color (combat cap status) of each pilot depends on the person below them. By default, that number is blue. However, every Logi 4 pilot needs a second permacap from the person above them, so above every Logi 4 pilot make the number for that person red. Also remember that the list wraps around, top to bottom; if the Logi 4 is at the top of the list, the person at the bottom is red. In the example Abrahm is a level 4 pilot, so we set the person above him to red. Since the list wraps around, that person is Tywin Maulerant, who is correctly set to red. There are no other Logi 4 pilots, so the remaining pilots are blue. Remember that for any Basilisk, your red/blue status has nothing to do with your own Logi level, but that of the Basi below you. At some point the cap chain may break down for some reason. This may happen when a Basi is stuck on a gate, died in the middle of a site, DC’d, or is being jammed for a prolonged period of time. Whatever the reason, the fix is the same: Step 1) Don’t Panic Step 2) Find out who is unstable: this can be done by doing a stability check in Basi chat. Write a line like "==========Stability Check=============". The Basi pilots will type ‘s’ for stable or ‘-s’ for not stable. Step 3) Fix the issue- they are either unstable because their incoming permacap from below is gone or they are an Logi 4 pilot who is now missing a cap from above. Step 4) If all else fails have the whole chain send 1 cap up 1 cap down while the issue is resolved until a new chain can be made. If at any point in the process of sorting out the cap chain issues you have a pilot not responding to you, feel free to call them out on comms to check basi chat. If a Basi is jammed, "Cap Around" them and have the person below them put a combat cap on the person above the jammed pilot. If a Basi is being neuted, they should type 'NNN' in BasiChat, broadcast for cap, and have their cap buddy put their combat cap on them as well as the standard cap chain permacap. Do not broadcast for cap if there are Outunis neuting other targets. The LC also needs to be able to tell the FC how many combat caps the fleet has. This is as simple as counting the number of pilots sending a single cap to the chain. You can count either the ‘5’s or you can count the Blue numbers; both options work. Finally, the LC needs to assign remote sensor boosters to targets. The first priority is the DDD. During a TCRC, the DDD should receive 2-3 resebos with Scan Resolution scripts to assist in locking the Niarjas. After the DDD has sufficient remote sensor boosters, the rest of them go to Basi above you in the chain ("Up") with Scan Resolution scripts. In a TPPH or NRF, all remote sensor boosters should go Up in the chain. In this picture you can see words to the right of the name of each member in the Basi chain that has a remote sensor booster. These words specify their respective remote sensor booster target. You’ll notice that 2 of the names have “DDD”, the other remote sensor boosters say “UP”. This is because the LC has determined that 2 remote sensor boosters should go to the DDD and the rest stay in the basi chain. If possible, you should choose to have BLUE names put their sensor booster on the DDD (that is, pilots providing combat caps). This helps minimize the number of locks required by default, freeing up more locks for reps. While LC there are a few ways you communicate with other logi. For the most part, Basi Chat should be your primary means of communication, Following that, there is Fleet chat for non-emergency issues, and if you cant fix the issue on either of those, call out on comms. Please do not make changes to the MOTD beyond updating the Cap Chain and Remote Sensor Booster targets. Thank you for helping the daily operations of WTM!
  8. 4 points
    https://community.eveonline.com/news/patch-notes/patch-notes-for-eve-online-citadel Devs added the ability to move to a point in space. Hold Q and click in space to do this.
  9. 3 points
    Leshak has been approved today and will go on the WL shortly. It has a few restrictions, on top of our standard rules (damage control, 70%/100k, etc): Must Field T2 Weapons Must use 3 Tracking Enhancers Will be categorized as a sniper on the WL. You can expect to need upgraded invulns and 3x tank rigs to hit the requirements.
  10. 3 points
    I did my first run today with the Fleet and learn a tremendous amount and I think everything went well. Thank all of you guys for being so friendly and patient teaching me everything I needed to know.
  11. 3 points
    The corp is owned by me. Ive put up one sparta has put up one. Blob asked to assist so he joined warp to me inc corp and put up 2 or 3. Its like everything else around here. Its voluntary.
  12. 3 points
    Damage Control II Reinforced Bulkheads II Reinforced Bulkheads II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Some kind of MWD for the align trick if you dont have a webber alt. If you have a webber alt, more tank, like a T2 EM WARD FIELD. Capital Transverse Bulkhead II Capital Transverse Bulkhead II Capital Transverse Bulkhead II
  13. 3 points
    Share your stories about why you love WTM and why you fly with us! I'll start: I was a few months into the game and one day I logged in to a new chat channel saying some scary stuff about how CONCORD can't protect me. Being the good capsuleer that I am, I offered my (mostly) T1 fit scythe for the good of the cause. Instead of being laughed at someone from WTM helped me refit my mission ship (a Maelstrom) and get into fleet. Everyone was super helpful explaining the acronyms and that I was supposed to be shooting letter tags instead of numbers. I made a boatload of ISK and it was the largest fleet I had ever been a part of. I was hooked! Fast forward a bit and now I'm an FC inviting new folks from local and helping them out. I have the skills and shiny to fly with pretty much any community I please, but I stick with WTM because of the PILOTS and the atmosphere. I'm here to help new folks and have a fun fleet and I plan on sticking around for a while! What's your story? Rykki (The bestest FC ever.... just don't tell the others, they'll get jealous)
  14. 3 points
    Most of my story is vague and I can't remember most of it. I started playing EVE in 2009 and for a long time I just did high sec missions and mining. After 2 years of being off of EVE, I started playing again and somehow I found incursions. Can't really remember how I found WTM, but the first time was a lot of fun. The ship I was flying was a Scorpion Navy Issue. After that I just focused on incursions all the way, just because of Warp To Me. I like the people that fly with us and I love the people that we work with to make Warp To Me great again. (pun intented)
  15. 2 points
    Never not mute Carlos
  16. 2 points
    Hello all; Good Luck and Fortune to'ya. I am hoping Vindi Vets and DPS Vets add some of their wisdom on top of this, and please take the liberty to correct anything as they see prudent. I fell in love with WTM culture of newbro friendly, ISK faucets of fun: I started this thread to remark on some of the things i picked up and allow info to be spread to newbro's (including me'self) As DPS, whether your in an Optimal Ship, or a Starter: remember the fleet counts on us: being efficient in removing dangerous DPS tags from the field, as we are the Sword of the fleet. I hope to stay on topic by sticking to Manuvering, Web calls, and general info Manuvering ----------------------------------------- The VVV Anchor should always be on your watchlist, easy right? But what happens when FC calls tag 1+2 outini/auga/deltole and you have no anchor in the pocket? BURN BABY BURN! (Turn on your MWD) You do not need to be attached by the hip especially at the beggining of a room (exeption TCRC) remember almost all FC's want Focus fire 1-X so you will generally be in the same place as the anchor anyhow. This applies in 1st rooms where the sancha are already on field, tags are up, and DPS is warping in: What I do 1st (example TPPH turn left go fast) i am spam 'E+Click' on tag 1 and as soon as i see warp meter ~40% i hit my MWD to start the burn. Then start locking your tags, i find im already hitting max speed just as the rest of the tags come in -Just remember the closing rate is fast! dont Bump nor overshoot your target (~20k out kill your mwd) and keep spamming that keep at range so you do not 'bump the targets' If your not still burnin' you can actually start to "keep at range"(E+click) to Tag 2, IF T2 is within 10k and IF Tag one(T1) is webbed.. this will help you apply more dps to T1 as you slowboat to T2(tag two) Get familliar with the Keep at range mechanic, as you get more experienced youll notice how to apply more effecient DPS, and help the fleet and you make more ISK/hr as well as BE safer. - Eve University has a great thread on Transversals, angular velocity, and general gun dynamics, as a blaster you could benefit greatly from checking it out <link> ------Web Calls. Webs help the whole fleet, especially DPS squad; in the pre-spawned pockets, down to when your VVV brings you to the next spawn, you want as many DPS targets webbed down as possible. - dont call webs after you web them imho -i would suggest precalling webs, it allows your fellow DPS to not waste time switching web targets wasting precious cooldown seconds. Be aware and know what will be in web range, and what will not. If your gonna lose a web on something, call it. WTM culture will not mind if you were mistaken, if you call "6 got away" it may allow another dps to try and catch it. Foshkey wrote an excellent article<link> (that includes pictures) regarding BS that need webs that are doing 100m/s or more. Dont forget if BS are webbed, go for them cruisers (Rommi's usually) as well, and help the HHH out. Three tips: --_Vylaids DONT NEED WEBS (Fiona helped me know that) apparently they have no acceleration module. _ While your webbing, remember to keep focus fire on your dps Tags 1-X and three is most important * dont chase after tag 9's when the rest of the dps targets are killed. You should be K.A.R on your anchor when there are 2-3dps tags left. *remember when the FC calls for 'dps burn your anchor spots' turn your MWD on and keep at range on your anchor, the fleet, and your VVV needs your blasters and webs ready and in range for the next wave.* again Spread those webs! Precall, and if there are no tags yet, STILL WEB. You can coordinate what you have webbed when the tag numbers appear. Keep and mind: listen to your FC! If the FC calls full fleet Arnons, or DPS Auga Outini Deltole Start locking them! When FC calls primaries you can lock the primaries and then lock the rest of your DPS tags when the numbers arive. Remember to keep focusing fire. Just be aware if you accidentally lock a sniper target to Unlock them. You want to help your DPS squad crush your targets before you hear Hoover telling the Snipers to "help the lazy dps out" we laugh as snipers are our friendly rivals. - dont worrie about burning to final tags when there is another spawn to come, as it is much more important to be in position for the next wave I have a blast flying with WTM (pun intended) these are just tips i gathered from learning, they are not manditory (exception: for DPS burn to your anchor spots, be with your VVV) I apologize in advance for any typos, as this was done from mobile device. Good luck n Fortune, I shall see you in Fleet! --VVR BTW<3 Whether you are a Hyperion, rohk, or vindi -* if you have blasters*- and have any questions or would like to know more feel free to get ahold of me in game, or give me a poke on TS "Victor Victor Rothwulf" - Me door is open if im around. And I will find the time. "Make them sansha's go Nowhear!"
  17. 2 points
    Guess I'll have to dissapoint you then @niki lasvegas
  18. 2 points
    post dog pics in the topic!!!!!! We will start off with one of my dog
  19. 2 points
    @Cpt Tirel why are you so obsessive over this? I ran the graphs yesterday on your geddon. The tracking is so bad, you would only be effective at shooting capital sized ships. Load multi freq and your dps drops to near starter BS numbers. If you are going to compare the nightmare, compare it with pulse lasers. It’s not comparable my friend.
  20. 2 points
    So if you'd rather not use the shoddy LP Store websites that usually have incorrect information. Here is the simple equation you can apply to find how much ISK per LP you will get out of the LP store. Find open market value of item on https://evemarketer.com/ ~~ We'll call this variable G Find ISK cost in LP store ~~ We'll call this variable D Subtract D from G ~~ We'll call the answer variable H Find the LP cost in LP Store ~~ We'll call this variable LP Divide H by LP ~~ The answer to this is the ISK per Loyalty Point you will get on that item. Hope that was easy enough to follow along. Cheers o/
  21. 2 points
    If you're going to AAA a TCRC in a nightmare I suggest the following: Split your guns into 2/2, Load Gamma into all weapon groups before you enter. Alternatively, if you carry it, try Standard for slightly better range on the guns so you can hit the Niarja before it really accelerates. For a Normal Site: As soon as you land start locking the far Niarja then set yourself to fly approximately 20 degrees left of the tower (this is about halfway between the tower and the shield transfer arrays). Activate your prop module as soon as possible for 2 cycles then turn it off. AB - Leave your prop mod on for 4-5 cycles instead you aren't quite as fast as the MWD and every little bit helps. As soon as you have the Niarja locked fire one set of your guns then stagger your second set half way through the cycle. Start locking the tower as soon as you activate the first gun group. The Niarja is usually dead by the time you finish locking the tower if not cycle one group of guns off and switch to multifrequency ammo and turn it on the tower. As soon as the Niarja dies load multifrequency and turn your guns on the tower stagger them to reduce the time lag between your shots and maintain a more even DPS. You have two jobs first to consolidate as much of the aggro as you can, and second to hold that aggro as long as possible. As soon as you start getting webbed down pulse your prop mod 1 cycle on, 1-2 cycles off. Set yourself to keep at range 30km from the tower. For a Preload Site everything is close to the same except for your angle of approach on the tower: As soon as you land start locking the far Niarja then set yourself to fly approximately 60 degrees left of the tower (this is about halfway between the mtac facility and the shield transfer control tower). Activate your prop module as soon as possible for 2 cycles then turn it off you'll need to conserve your cap. AB - Leave your prop mod on for 4-5 cycles instead you aren't quite as fast as the MWD and every little bit helps. Regardless of prop mod type as soon as the first energy neutralizer icon shows up turn your prop mod off till logi help starts landing then pulse your prop mod as needed to make sure you're in position. As soon as you have the Niarja locked fire one set of your guns then stagger your second set half way through the cycle. Start locking the tower as soon as you activate the first gun group. The Niarja is usually dead by the time you finish locking the tower if not cycle one group of guns off and switch to multifrequency ammo and turn it on the tower. As soon as the Niarja dies load multifrequency and turn your guns on the tower stagger them to reduce the time lag between your shots and maintain a more even DPS. You have two jobs first to consolidate as much of the aggro as you can, and second to hold that aggro as long as possible. As soon as you start getting webbed down pulse your prop mod 1 cycle on, 1-2 cycles off. Set yourself to keep at range 30km from the tower. If your shields hit 50-55% overheat one of your invuls, if you hit 35-40% overheat the second, and remember heat one cycle, cool two cycles. Alternate so you're heating one invul and cooling the other. If you hit 20-25% shield heat both and keep em cooking till logi catches up, or you hit 75% heat damage on your invuls. It's far better to have your invuls working than to burn them out. Also, remember to separate your invuls on your ship fitting screen, and seperate your guns as well. For example, I put mine in the first mid slot and last mid slot and put my other modules between them. Then when you undock rearrange to your heart's desire to make things line up how you want. Visual Example In the fitting window it looks like this: Invul Prop Mod Tracking Computer Tracking Computer Tracking Computer Sensor Booster Invul When undocked it looks like this: Prop Mod Invul Invul Sensor Booster Tracking Computer Tracking Computer Tracking Computer This allows you to heat your invuls longer with less impact as a percentage of the heat damage is dissipated into space without any effect.
  22. 2 points
    Hello Gallente Pilot! WTM just loves attentive newbros trying to join into WTM fleets! You are indeed in the right place if you want to do some incursions. It is totally fine to join in-game chat for you. Actually it is even recommended. In the MOTD you will find a couple of really useful links for you. The 2 top being probably the Warp To Me Rookie Guide , and the WTM Fitting Website. These will probably answer most of your questions. But you can browse through the MOTD for other stuff too if you feel like it! For you (and for most of the newbros honestly) i'd recommend to look at the Hyperion first and try to get into one, it is a fairly cheap starter ship, and maybe you already have some skills for it! If you find out that you like incursions after some time and this is a thing you want to do and earned enough ISK, then you can look at the Vindicator and try to switch into it from the Hyperion. It is one of out optimal hulls and a really fun ship to fly. Welcome to Warp To Me!
  23. 2 points
    We chose option C, have standards and give input, but leave flexibility where we can. We use Regard cap transfers as our standard, which determines our stable threshold of -64.8 (324GJ / 5s). I can assure, as one who helped develop these fits, that they are stable in chain with All 5s. There's 5 specifically: Logi Cruisers, Shield and cap emission, Cap management and operation. Your numbers tell me there is more missing than Cap emission 5 alone. You are correct, we don't know exactly the skills that every pilot brings, probably at least half aren't at 64.8, so we have closer control on fits and with these fits we have been okay. Your fit is different as it had a T2 cap transfer, which is great but burns more cap and is going to make you less stable. At that point, we require you to confirm you meet the delta. Call it arbitrary if you wish. If you can hit -64.8 the T2 transfers are fine. Your options being more skills, cap implants, or Mindflood (which you can take without issue as a logi). If you want, feel free to suggest alternative fits if you feel our standards are bad.
  24. 2 points
    Starting in Milu, structures will be put up in every subsequent focus for people to dock, and repair in. They will also have a cloning facility that will be online until 24 hours after the focus goes down. If you would like to donate to support this project, send isk to Warp To Me Incursions corp
  25. 2 points
  26. 2 points
    There are a number of Astrahus'es that were set up by Foshkey; if you're in HQ system and see one named "Foshkey's Something-or-Other", that's what those are. The NGA and TVP ones are also pretty much safe to dock in.
  27. 2 points
    I recommend not annoucing your about to travel through a gank hotspot in a public channel, but feel free to let people know what was there after the fact.
  28. 2 points
    It's July now, so I could go and look at the total for June: One hundred and thirty six BILLION isk worth of incursion-loaded bowheads died last month. That's about 1/8 of the *total* isk generated by incursions during the month. Most of the kills were in Uedama or Niarja, but several were in Madirmilire, Sivala, and one in Bahromab (all adjacent to one of the Bad Systems, all 0.6). Stop paying for Kusions' subscription. Stop flying loaded Bowheads through the pipe systems. There are several ways to get around this problem. You can go "over the top" through Ammatar space. You can stop in Ashab/Kassigainen, unload the Bowhead, get it to Kaaputenen/Juunigaishi, and shuttle your battleships back and forth one by one. You can take the bling off your incursion ships, move the hulls in the Bowhead, and move the shiny bits separately in something sneaky. You can keep sets of hulls on each side of the Amarr/Gallente divide. There are probably other things you can do; goodness knows some of you are inventive enough with the battleship fits.
  29. 2 points
    The most important thing to do to win a contest is to listen to your FC closely. Everything else is just secondary. Linepilots can make some difference, but winning a contest is mostly on the FC. Also what Tohkay said. Optimal hulls are way way much more important that drugs or even implants.
  30. 2 points
    Warp To Me, Sandman Logan3 & Pick Pocket proudly presents CannonBall Run 2018 The Race to Purgatory Expect to be ambushed, shot and tricked by pirates in our hyperactive cross between Wacky Races,The Dukes of Hazard and Spaceballs. Fasten your seat belts and pit yourself against your fellow pilots in a race where the only rules are there are no rules! 7th April 2018 Some Faq's about cannonball - READ THIS Expect to lose ships, expect to lose several ships and die in a blaze of glory or a fizzle of a dying firework. Be faster than your opponent, be smarter or failing that... hit them with a bag or oranges. whatever it takes to win! How to Play Register with your compare at the beginning of the race. At the start of the race you will be given a destination where one of our commanders will be waiting. Present the commander with 'XDESTO' in local and receive your next checkpoint. At your final destination find the compare whom will be hiding somewhere in the final system. START LINE SHIP WILL BE A CRUISER You may reship as many times as you like, you may race in whatever ship you like, but you must finish in a ship even if that's a rookie ship. Rules There are no rules so long as you go to every system and collect the checkpoint. You start at the beginning and finish at the end. Sounds easy? Race registration is for one toon only, no alts allowed. Prizes Prizes are to be announced, but expect something spectacularly sandman! Remember to change your expensive incursion clone because podding is a genuine thing! Famous quotes from previous events “Last year i won the logi masters pack which included a set of corpse's so this year imma drag sandman logan3's year old smelling corpse around with me! This year the gloves are off i want 1st!” “Not only does death not disqualify you... getting yourself killed might be a valid tactic.” “I thought we were using our most expensive Incursion BSs with 6% + ascendancy clones?? No?” Disclaimer CannonBall Run 2018 is brought to you by warp To Me incursion Community. Ships will not be reimbursed if lost during the course of the race, so be wise on your ship of choice. Do not fly what you cannot afford to lose. The staging system will be announced on the day.
  31. 2 points
    1) Gotta have both. To run any of the HQ sites we need at least two spare cap transmitters -- "combat caps." Those come from the Basi. We like the Scimitar's remote tracking computers to give our Vindicators more range and better tracking. So what we really want is a mix, somewhere between two and four Basi's and the rest of the logi wing in Scimi's. 2) None of our listed fits need any sort of implants. You can get the EO-606 and EM-806 cap implants to make the Scimi more cap stable, and to let you use some advanced Basi fits, but wait on those for a while. For the attribute enhancers, I personally like Snakes-- speed is life, gimme more speed-- but none of the sets make all that much difference. 3) You can just show up, and you'll be fine. There's a speech we throw at people that covers the basics-- you can find my version in the "Logistics Tactics" section of this forum. The logi schools we run deal with those items, and also with some more advanced topics like "How do I organize the MOTD for the logi chat channels?" When one is scheduled, it will show up on the waitlist website.
  32. 2 points
    When I am not running incursions, I remain in my storage cupboard. I have a food dispenser to sustain me, and my cuddly bear.
  33. 2 points
    Good day WTM! WTM will updating our list of acceptable ships and fits effective after DT 2017.02.13. Here is what is changing: -Tractor Beams will be required on all Machariels -The Loki will no longer be accepted into fleets -800 Autocannons on any ship will no longer be accepted -Railguns on any ship will no longer be accepted -T1 and Integrated DAMAGE drones will no longer be accepted by any ship (does not affect logi drones) Fleet, Navy and T2 Damage drones will be acceptable -The following ships will no longer be accepted: *Navy Megathron *Typhoon Fleet Issue *Navy Armageddon *Scorpion Navy Issue -The following ships will require T2 Guns/Launchers *All Marauders (already the rule) *Barghest *Rattlesnake *Dominix Navy Issue *Bhaalgorn These changes are being made to help WTM improve as a community while still being dedicated to helping newbros and running, fun, safe and efficient fleets. The recommendation: Upgrade from these platforms to one of our optimal ships/fits as soon as possible. Note: These changes will primarily affect our primary site type, HQs. Assaults and Vanguards may still allow some of these ships and/or weapon systems. If there are any questions please contact a member of Leadership or an Officer.
  34. 2 points
    The answer is obviously that all the magma in the mantle leaks out onto the surface, and UK and Aus are obliterated. Kind of a dick move there, Pockets.
  35. 2 points
    I love the diversity. I've been with WTM during two incursions now and made just short of 3 bill. - so a decent enough amount of hours to experience how versatile the fleets can be. Some fleets are very effective, cutting through the sites like a knife through soft butter. Some are not. Some fleets are very quiet and uneventful. Some fleets are a lot of fun with talkative people and jokes on comms. Some fleets are very exciting with some close calls and perhaps a leeroy or two. Some FC's are strict - others more relaxed. Logi can be very effective and you never worry about a thing. Sometimes it gets more exciting and you start wondering at 50 % shields if logi noticed your broadcast or you have to scream for attention over comms. Sometimes AAA drifts off by 100 Km because he forgot to stop his ship while paying attention to the all important shield broadcasts, and all logi is suddenly out of range - and it's funny as long as nobody looses their ship. Sometimes VVV is in the completely wrong spot and FC gets all the aggro - and we just joke about it. Once a new guy made a mistake and lost his 800 mill. logi ship and didn't have enough ISK to replace it. People in fleet gave him money for a new one. So in short, even if incursions basically is grinding for ISK, the versatility of WTM fleets keeps it interesting. As well as the people in them.
  36. 2 points
    I have started working on planning a cannonball 250. i did one about this time last year and im going to adopt the same format. its for 3.5y of warp to me. Sparta in his Poobah glory as the provider of our SRP has comitted to 15b for prizes. which is absolutely outstanding. I also have some other stuff laying around thats been donated including some optimal bs hulls some faction mods and i think some faction dcu's. Its prolly going be in about a month TBD as my work schedule allows. Tenatively Im planning on the grand prize to be a faction fit bowhead with a 6% hull implant and a faction dcu should be a ballparked around 550-600k ehp ish. As always with all of our events all prize donations will be accepted. Donations of isk and or prizes can be sent to Corp Warp To Me Incursions with the CEO of Logan Toruk. As changes happen I will be editing this post and working on an official prize list. Be prepaired for sandman being an evil bastard. Last 250 I sent people island hopping.... and im tempted to again. For prizes of this caliber the risk should match the rewards. Any questions can be posted here or mailed to myself. Sandman UPDATE 10/4 - As of today im going to tenatively set the date for 10/22 prolly ball parked around 2100 (ish). I am working on the route and am making considerations on hulls. I will get any hull restrictions published this weekend. The last 250 we did Canes and myrmidons picked by canyon and sparta. Was great fun. UPDATE 10/22 2000 Server. Starting line wil be announced approx 1900 Server somewhere within 2-5j from Amarr. There will be no hull restrictions, anything goes. What happens between the checkpoints stays between the checkpoints. Be smart and DONT use your incursion clone. This is NOT an srpable event even if you choose to bring an SRPable ship. FAIR WARNING! Sparta has commited to 15b for prizes. This route... Some of my best evil genius at work. Plan accordingly. You can not run this route thru hs alone.
  37. 2 points
    Hello! Welcome to WTM. I'm the local dog. Here to help you out. Mail me in game if you ever have any questions. Glad you're enjoying it so far!
  38. 2 points
    Sorry we don't encourage missile, we just tolerate them.
  39. 2 points
    Greetings, my name is Oni and I’m one of the LM’s with WTM. Thought I’d fill in this section of the forums by covering some of the things I do while I logi. This is a brief look at my view when in fleet. I’m going to point out various things as I discuss them. First I want to point out my Watch List. I have it set up in a way I feel makes my life easier with less thought. There is a lot in this but I tried to break it down as easily as I can. First pilot on my WL is always the AAA. Next I put my cap buddy/s then the cap chain in “reverse” order. By this I mean they are in the order I should cap people if a pilot/s is missing from grid, I just go down the WL until I either find a basi to cap or realize I’m the only basi on grid. After the cap chain I have the other logi pilots that are in fleet. After all the logi I put the FC, this serves to separate the logi pilots from any DPS pilots I may add as they get added. Next I want to talk about managing reps. Managing your reps and your locked targets is a key skill to develop as a logi. The key thing I want to cover is staggering multiple reps on the same target. As the picture above shows, I have two reps and a cap transfer on The Foshkey(scrubbing in a kronos) who is taking damage. Looking at the bottom where my reps are you can see the cycles of my reps are set about halfway through their time relative to each other. This means that i can pull one of the reps off The Foshkey and on to another pilot in ~2.9 seconds instead of the full 5.8 of cycle time. This also means that if The Foshkey is taking a lot of agro, the staggered reps will hold him at a higher shield level instead of bouncing full then back down while agro lands again. There are a few other finer points on how to logi, but these are the few I find to be the most useful. For more information please attend one of our Logi Schools or feel free to talk with one of our LM’s or Residents. FC’s also know things but they mostly shoot guns
  40. 2 points
  41. 2 points
    you can do other things in eve other than incursions?
  42. 2 points
    You can close your current corp and form a new one immediately, with no regard to being wardecced. If you ever get a war, just close corp, make a new one with a different name, and off you go again perfectly safe.
  43. 2 points
    Hey Ewe! Welcome to WTM. Hopping right into a career such as incursioning is definitely overwhelming at first, but hopefully we can help you out here. You already said you have a bunch of skills, but do you have the right skills? We actually have someone already in the process of writing a skill guide for all the newbies just like you (Edit: That guide has been released!). For now, we'll take a look at the official fittings website for a good place to start: what you'll be flying. Already, you're presented with a good list of rules. Feel free to read through them to understand what ship you need to fly, and come back with any questions. You can then browse through these fits, and if you click on these fits from within the in-game browser, it'll open up the fitting window right there, showing what you can and cannot fit. Pick one, and train for it. Beyond that, there are definitely a good set of skills to make sure you're trained up in. I'm a bit rusty on the exact list, but stuff like shield management, various fitting skills (ends in "upgrades", like shield upgrades, weapon upgrades, etc.), capacitor skills, and definitely some gunnery skills that increase your overall effectiveness. Once you're sitting in your fully fitted ship, you're ready to fly incursions. Here's the rookie guide, which is an excellent guide in setting up all of your settings and how to join fleet. The only real difference here is that you would be using the waitlist manager, which can be found in the WTM Chat's MotD. There, it provides fairly simple instructions for "x-ing up", which is just saying "hey I wanna fly incursions and would love a fleet invite when you have a spot!" At that point, the FC will take a look at your fit, approve it (or chat with you on how to fix it if he/she has a problem with it), and will send a fleet invite your way once the fleet has an open spot. Once you are invited to fleet, say in fleet chat or comms, "Hey I'm new here!" and the FC will then make sure that you're all squared away and ready to shoot stuff and make isk. If you have any questions, don't hesitate to ask!
  44. 2 points
    I own it. It has the wonderful novelty of ever tweeting one thing: #blamewacko
  45. 2 points
    Was introduced by my first corporation I joined in Eve. Started up every day and night with Creature and Charlie (as the FCs) closer to Xmas. Joined for the fun basically. Plus incursion connections=eve connections. WTM much better than TVP and ISN and all others. Hella fun teaching new people.
  46. 2 points
    Been playing since '09, my then boyfriend (now my husband <3) Got me hooked, and we've played together ever since. Found incursions about a year and a half ago after a Corpmate suggested we try it out- and we've been hooked ever since. Ran with WTM first, Rykki was one of the first FC's I flew with, and I was so impressed and thrilled to find women FC's with WTM, and Rykki's fleets were always awesome and lots of fun. We also ran with another community a few times, but they were just toxic and we preferred to fly with WTM. I joined the T-badge program after being encouraged to by Anami and a couple of others, and here I am (Husband is here too, he's becoming part of the logi team
  47. 2 points
  48. 2 points
    Fly? I don't think i m flying. I use something that is supposedly an Internet spaceship but performs pretty much like a submarine. On a more serious note i like the atmosphere in WTM and it fits me well since i honestly enjoy to spend my time in game relaxing from RL issues and not to add more drama in my life. (Funny thing is that when i FC some ppl tell me i am too business like with a touch of a drill sergeant ) P.S. don't die when i m charge of the fleet i hate paperwork and i avoid doing it.
  49. 2 points
    I was a high sec care bear for a long time. Tried whs and ls for a while and just never found my content. Then a corpmate got me running incursions. Incursions were still new. Only vgs were run. Took a year long break and all of the communities i ran with were gone other than isn. Flew with them a few times and discovered hq's were finally runable. Isn had changed and bounced around between them and tvp. Then someone i used to fly with in btl told me about wtm. I was intrigued with the concept. New bro friendly. So i found local. First fleet was a gant fleet. Nolak in an osprey. Only died once. Flew basis pretty exclusively at that time. Within a week i was lc and gant creature and aura cornered me and had me fill out for wtf. The rest is history. Now yall are stuck with me.
  50. 2 points
    My step-dad is the one who actually got me into the game. I started in the summer of 2013 and quickly went to play incursions since that's what he did. At the time we flew with TVP, that was at a point when they were, for the most part, fairly laid back and fleets were fun (not going to turn this into a bashing session). As the months went by we noticed things got more up tight. I raged quit one night because the FC was not going to let me into fleet unless I changed the rigs on my mach (literally the fit I flew since I started) but I eventually caved after playing DUST for a while. Eventually we decided to find another group to run with. My step-dad had heard of WTM and decided to give you guys a try to see how you guys were before we moved over. You guys were great so we started flying with WTM. I've loved the fleets ever since (can you tell since I became a FC for them?)