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Showing content with the highest reputation since 04/10/2021 in all areas

  1. 1 point
    WHAT: Fun fleet featuring bricks (yes you will make isk too) WHEN: 5.3 19:00 EVE (tomorrow) DURATION: 1 hour? HOW TO JOIN?: If you CAN fly Rokh, you can join. (need caladari bs 1, large hybrid guns 1) You don't need to own or get one, just need to be able to fly. We need still logis for the first part! So we will have fun fleet with bricks, (Rokh) do some super optimal sites with them and then throw them at MOM. I still dont know who will command this fleet so commanders x up. After rokh fleet there will be bonus event where you need to be able to kill small thing fast, so if you are interested in this prepare ship for it. Winner will earn 100M or something like that.
  2. 1 point
    Hey guys. I had a random convo on Slack the other day asking me to give out my POV about the DDD role. As per usual it triggered me (in a good way this time) and i got drawn into the convo more and more, turning it into one of those hour-long teaching moments of mine. It is a really raw copy-pasted format and kind of "niki-blunt" . But maybe it turned out to be something sharing worthy. If its useful for you then im glad. But im not really looking for anything else with this topic. I just wanted to share. Without further comment here is the convo itself: Anonymous [6:12 AM] You're probably offline atm, but any advice / suggestions on DDD after tonight? niki [6:13 AM] could you copy your fit here Anonymous [6:20 AM] [Vindicator, Vindication] Damage Control II Domination Tracking Enhancer Domination Tracking Enhancer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer 500MN Abyssal Microwarpdrive Pithum B-Type Adaptive Invulnerability Field Abyssal Stasis Webifier Abyssal Stasis Webifier Pithum B-Type Adaptive Invulnerability Field Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Large Anti-EM Screen Reinforcer I Large Hybrid Burst Aerator II Ogre II x5 Null L x5180 Nanite Repair Paste x500 Void L x10036 Agency 'Pyrolancea' DB3 Dose I x17 niki [6:21 AM] so whats the abyssals strength and % ? i mean range and strength % Anonymous [6:21 AM] what do you mean range? niki [6:22 AM] web range and web strength Anonymous [6:22 AM] the webs are 15.5km each and 82.7,81.4% web niki [6:22 AM] the web Anonymous [6:22 AM] (on the vindi, of course) niki [6:22 AM] gal bship 5 or 4 ? Anonymous [6:23 AM] (base strength is ~63% each) gallente 5 niki [6:23 AM] 15+ kms and 60+ % webs are pretty awesome to ddd with. and minmatar bship level? Anonymous [6:23 AM] only 3 =/ niki [6:23 AM] yeah so 2 things first and foremost get faction (cal navy is the most common to use) antimatter its better than nul whenever the frigs are closer than 20 km and its always better than void if its frig shooting 2nd thing get minmatar bship to 4 at least 5 would be better ofc also needless to say gunnery support skills and blaster spec is important too Anonymous [6:26 AM] all support at 5, blaster spec 4 niki [6:26 AM] thats pretty good... obviously all relevant skills on 5 would be best with the suggested implants included as well for vindis. that is the high-end. Anonymous [6:26 AM] (just bumped min BS to 4) niki [6:28 AM] gameplay wise i split my guns 4-4. if you kill one maybe you can spare 4 guns for the next which is a huge deal. webbing 2 different frigs shoot 1 until it dies shoot the other one but meanwhile start webbing a 3rd cuz you need the webs to actually apply. essentially you always need 1 more frig to be already webbed so you can instablap it or close to doing so. dont forget to always fill your locks thats actually one of the biggest mistakes a battleship can do. specially true for DDD. you can tell that you are doing a good job if you always feel like you are racing with yourself. guns vs webs. a close race. Anonymous [6:29 AM] ok. I've tried doing that in the past, but I've worried about wasting the drone effort, with them continually chasing new targets. but then, the drones are just bonus anyway... niki [6:29 AM] forget the drones. they dont exist. Anonymous [6:29 AM] ok niki [6:29 AM] just trust in yourself. you can do it without drones. and if you train yourself then after a while it doesnt matter if you dont have any drones. in some fleets you actually will lack light drones anyway. relying on them is a mistake imo. they are just a little extra/bonus. Anonymous [6:30 AM] tonight, I did have my guns split, but I wasn't leapfrogging targets. I was staggering webs and guns though, so I'd have a new half more often niki [6:30 AM] try to not burn too much around . just some cuz it ruins your tracking. Anonymous [6:30 AM] right I did notice that niki [6:31 AM] if the frigs are not on the way where you are needed to go and more than 20 kms away then just stop, load null and hope for best. if you are not moving your tracking is much better. sometimes ppl will pull the frigs away. if its temporary then dont even switch to null cuz in 20 seconds they are going to burn back anyway. if you feel like its gonna be more than 20-30 sec then switch to null. if the frigs are actually on your way then try to burn just 1 cycle and then slowboat and stop when they are in webrange the drones are actually helpful when you cant reach out with webs and you are shooting with null cuz then it takes ~10+ sec to kill 1 frig you can try to overheat web if you feel like you are behind on the schedule and you need just a few extra kms to reach out. webs dont burn out easily and just a few paste is enough to rep them while in warp Anonymous [6:34 AM] ok niki [6:34 AM] and they stop overheating after the frig dies anyway TPPH all first waves i'd burn 1 cycle to exitgates or anchorspot . then slow down and if you are in webrange stop NRF is easiest site as DDD just gotta make sure you have a good tempo in first 2 waves TCRC is an interesting site you can try go greedy kill schmaels before you reach the tower but its actually hard to complete . and also sometimes you need to switch to niarjas anyway or just try to kill niarjas only, burn into position and then try to schmael at the tower. somewhere in between is still fairly easy Anonymous [6:38 AM] yea, I was doing something in between tonight on the TCRC niki [6:38 AM] in tpph i always try to kill schmaels first cuz its easiest to web the first few frigs before aggro switch, and schmaels are hardest to kill as far as frigs go also forget about acronyms if you cant reach some frig with webs, always target the one that you actually can. webs are ensuring you gonna kill that frig really really fast if its not webbed its gonna die significantly slower. so range is more important than some "shooting order". except ofc if FC wants to bounce from site then scrams are priority. if i can choose freely cuz a lot of frigs are in range and we are not bouncing i prio webbers whenever i can (1st schmael 2nd renyn) cuz it helps the fleet the most. but obviously niarja must die first, no matter what. Anonymous [6:40 AM] right niki [6:40 AM] but yeah antimatter is a great help. nowadays i do 8k null 10k anti the rest void in vindi shoot antimatter most times, null if you need to constantly kill frigs more than 20 kms away . void is okay in tpph last wave and nrf 3rd 4th wave cuz you shoot only very few frigs in those. you have tons of time and you will probably be on top of them and you can web them anyway. and in those waves you will shoot cruiser or bship too Anonymous [6:43 AM] ok niki [6:43 AM] in tcrc i usually switch to void after all the schmaels are dead and im just chilling shooting tower and looking for respawner niarja niarja is a really easy frig to kill. Anonymous [6:44 AM] yea, the niarja blap easy niki [6:45 AM] tough frigs order : schmael >>> eystur > renyn >>> tama >>> niarja hardest to easiest to kill. (not a shooting order ofc, lol) Anonymous [6:46 AM] ok thanks for all this. I'll keep at it. hopefully I have more opportunities to take DDD =P niki [6:49 AM] no problem its fun. i actually enjoy ddd in tpph. otherwise its a pretty boring site. but i still really enjoy doing even that one if i can snatch ddd Anonymous [6:50 AM] yea. it was fun to race the rest of the fleet niki [6:56 AM] oh and always ask for 2xtracking . if they offer a 3rd ask for 1 range. but 1 tr 1 opti is not as good as 2xtr no matter who says what. Anonymous [4:17 PM] ok. one other question is if there's ever anything other than frigates that the DDD shoots before frigates? Like does the DDD follow full fleet calls for the Arnon/Outuni in TPPH 3rd-3rd, the Mara/Vylade in NRF 3rd and Outuni in 4th, and the Outuni in TCRC? I'm pretty sure the HHH does follow those calls (right?) but what about DDD? niki [5:07 PM] for DDD tpph 3rd 3rd shoot 2nd outuni then frigs . nrf 3rd mara(s) then frigs , nrf 4th if there are 3 outunis. then the 3rd outuni . TCRC niarjas are more important to shoot than the 2 outuni. if niarjas are down you can shoot 2nd outuni if you want but fleet should be pretty close to kill them. HHH : TPPH 3rd 3rd you should shoot second outuni then vylade then leftovers. NRF 3rd you should shoot mara(s) then vylade. NRF 4th vylade , except if there are 3 outunis. then the 3rd outuni first. TCRC you should not have any drones assigned, so you are just a vindi, not HHH. shoot in order. Anonymous [5:10 PM] ok, cool UPDATE: After Surgical Strike Patch Void is more powerful. If you are confident with your tracking (better be close to 20 at least) you can try to use Void more often to blap them frigates. At the moment (2020 May) I am usually bringing 8k Null, 5k Anti and the rest is Void to fill up cargohold to max. But you know... im pretty confident :smirkcat:
  3. 1 point
    UPDATE: After Surgical Strike Patch Void is more powerful. If you are confident with your tracking (better be at least 20) you can try to use Void more often to blap them frigates. At the moment (2020 May) I am usually bringing 8k Null, 5k Anti and the rest is Void to fill up cargohold to max. But you know... im pretty confident :smirkcat:
  4. 1 point
    o7 If you are serious about being a Line Commander for WTM, there are a few things to prepare for. This guide is going to step through some of them but it is not intended to be all inclusive. This is designed for the average case. As an Resident [R-badge], you will be required to display traits of a good Commander that are observed and recorded by Line Commanders [L-badge]. If they are convinced that you can do what is required of you in certain area, that Line Commander will give you a sign off. Once you complete the Line Commander Program you will be able to apply for the Training FC program. This guide will not promise you an edge on getting sign-offs but this will give you an edge on the application. Character Skills and items Skills to fly an optimal battleship and a Logi 4 Cruiser. You should be able to fly an optimal battleship. Any one of the 4 optimal battleships is acceptable. T2 guns is recommended (you will need T2 guns to complete the line commander program) You should be able to fly a Logi 4 Logistics Cruiser Either Basi or Scimi (You will require Logi 5 to complete the Line Commander Program) Listed in the Rules and Regulations [R&R] are some skills and implants you will need if you want to fly a booster. Commanders are allowed to fly Boosters (if approved) but it is not required. Experience You need to be active in the community Fly in fleet You need commanders who know you to endorse your ability to perform well as a fleet member. To improve your chances, fly at least twice a week for a month, ideally in different time zones with different Commanders. Volunteer for Roles Having a Vindicator comes in handy here. With a Vindi you can volunteer for three different roles DDD, VVV and HHH Volunteer a lot even if you don't know the role or are horrible at it. You'll get better and look good for trying. Be known for flying well and being active The more you fly; the more you learn. Being a Commander in WTM is all about good habits, learning how to fly better and knowing where to find information. There is a culture you need to pick up. It takes time. Learn to love the best parts You are gonna need the isk to buy ships, mods, rigs, implants and/or skill injectors. When you become a Resident, you are gonna need to dedicate a lot of time to the program, both in and out of fleet Set aside time. Like 4-8 hours a week Don't apply to be a Resident if you have serious time commitments that are really demanding. We get it, Real Life comes first, but to learn and do well you need to be able to spend the time and energy. Attitude WTM has a wide range of commanders. By and large we are respectful and decent folk. You are going to be expected to be as decent as a representative of the community. Chances are you are not going to be the best thing to hit incursions since Vindis and Leshaks right away, but that is ok. Come to WTM to fly, have fun, and learn. When you become a full badge, stay in the fleets to have fun Becoming a Resident does not mean you get to do whatever you want and act as you wish. WTM is a community. It is built around being new pilot friendly and being about the line pilot experience.
  5. 1 point
    Anchoring Guide Anchors are special positions a person is heading towards or following, to get the maximum DPS out of the fleet and having everyone at their optimal ranges of the Sansha or the respective tower. The AAA has the job to get the snipers and leshaks into their positions. The VVV has the job of getting the DPS ships into their positions. These anchoring spots have been tested several times, as I was not sure about the distances. They are correct, follow them and you will have no trouble anchoring on all three sites. TPPH Room 1 and 2 Short Range should be burning towards targets and then getting to the outgate before it spawns. Snipers will burn directly for outgate. For the final room, see below. Room 3 AAA: 1. Burn straight left of the tower. 2. Height should be somewhere around the middle of the tower. (80km off the beacon) 3. 20KM off the tower. VVV: 1. Burn halfway towards the initial spawn (as shown in the picture) so everyone can shoot the Ostingeles as they burn into range. 2. Burn towards the first anchoring spot. (2nd wave) Height should be just above the tower. 95km from the beacon About 30 km off the tower. 3. Keep at range the tower 20km for the last anchor spot. (85km from the beacon) NRF AAA: 1. Burn straight towards the initial spawn of the Sansha and then past them/up until you are at 90KM from the beacon, 50km right of the tower, elevated just above the top of the spikes on the tower. (Shown in the smaller picture) 2. Burn Directly "left" (if looking at the room from the beacon) 35KM. You should burn past the short range DPS. 3. Burn Towards Booster until Final Wave Spawns and then 30KM (from booster) toward Sniper Spawn. VVV: 1. Burn straight slightly right of the tower, between the mushroom (Sansha Deadspace Outpost) and the smaller sansha tower (Sansha Starbase Control Tower). (60km off the beacon, 20 off the tower) 2. After the 2nd wave is almost killed, go towards the 3rd wave. (85km off the beacon, 20km off the tower) 3. After the 3rd wave is almost killed, go towards the 4th wave. (80km off the beacon, 45km off the tower) TCRC This is the easiest positioning for both AAA and VVV. AAA: 1. Burn straight towards the tower (turning off your MWD as soon as you start taking aggro), keeping it at about 15km range. 2. Aggress the tower to consolidate aggro. (This means that you will get all of the Sansha ships to aggress you and keep fire away from other pilots) VVV: 1. When the FC tells you to, Burn straight towards the tower, keeping it in your optimal range. DDD: 1. Burn towards the Drone Bunny spot. DDD Guide