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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. 10 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 weapon 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. In my opinion utility high slots are not important for the Leshak in a WTM fleet. So if you are missing some fitting space (PG or more likely CPU) you can try to adjust your fitting by using up less on the high slots. Nevertheless if anyone feels like stuffing one or maybe two remote armors to utility highs feel free to do so! The ship indeed has a bonus for it. Just be careful about the tight CPU fitting limit. But more importantly as a Leshak you should never broadcast for cap if you are not neuted, so please dont cap yourself out with them! 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. For more info this guide is probably on point with overheating: Overloading RNG is involved of course, so i could be wrong but in my test runs it worked. 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 can communicate with each other and try to not shoot the same target. Remember: the longer the spool the shorter the site time! Altho' be careful to not flood voice comms. Maybe its best to just use a private convo. Of course this is getting harder with more Leshaks in fleet. I do understand that. I guess you can just always try to find a target for yourself that no one is shooting just yet. Thats not that hard. 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 a wave trigger, which is usually tagged as 3. Important!!! Don't shoot the last tagged Osti (usually tag 9 or Z). You can start burning to your anchor when its about to hit armor. Good news: you can stay on this anchor spot 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 (9 or Z)! 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/or 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: 85 km from beacon, 45 km to the right from tower. Its roughly around the very last VVV spot, just about 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! (85 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 to 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. You should sit next to Vindicators nice and close to the Tower for reasons you can find in one of my posts in this thread. 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. ADVANCED 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, contact me for more info SOLD! ), 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 an earlier deployed 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. My personal take on recommended implants (disclaimer: it's not going to be cheap, but it also won't be "ultra-high end"): High-grade Ascendancy Alpha High-grade Ascendancy Beta High-grade Ascendancy Gamma High-grade Ascendancy Delta High-grade Ascendancy Epsilon Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 (available in Concord LP Store) Ogdin's Eye Coordination Enhancer Inherent Implants 'Squire' Capacitor Management EM-806 (available in Concord LP Store) Inherent Implants 'Lancer' Gunnery RF-906 (available in Concord LP Store) There is really no useful implant here for a shield Leshak so far, only an armor buffer: Inherent Implants 'Noble' Hull Upgrades HG-1006. Would not really recommend to buy this for a WTM fleet. Hoping for a weapon +6% damage sometime in the future. 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!
  3. 7 points
    Hi everyone, As the topic title (and the Rolling Stones) says, after some time that I'm running incursion sites with WTM, I would like to introduce myself. I'm Mark Demartini ingame, Vindicator pilot that tries to suck as less as possible (and I'm not always successful in that) Unfortunately, despite of the 50/60 sites i already ran (THANKS FOR THE ISK!!! ), sometimes I still have tunnel vision and miss something (a classic is to forget to assist my drones to HHH). I'm trying to improve... I have to make my compliments to WTM: is a really nice community where the newbies and the veterans can co-exist. As I put myself in the first category there's a lot to learn from the seconds Special mention to FCs and Logis (guys what you do is frakking awesome!). I really would like to start to take some role eventually (probably first step would be HHH, isn't it?), but I'm still afraid to mess up. I don't care about my name on MOTD I just would like to be more useful than I am now I don't want you to have fun of my written English any longer (Italian here ) so I will cut it short! Thank you guys, I hope to stick around for a long time! Marco
  4. 7 points
    Hey guys. I had a random convo on Slack the other day asking me to give out my POV about the DDD role. As per usual it triggered me (in a good way this time) and i got drawn into the convo more and more, turning it into one of those hour-long teaching moments of mine. It is a really raw copy-pasted format and kind of "niki-blunt" . But maybe it turned out to be something sharing worthy. If its useful for you then im glad. But im not really looking for anything else with this topic. I just wanted to share. Without further comment here is the convo itself: Anonymous [6:12 AM] You're probably offline atm, but any advice / suggestions on DDD after tonight? niki [6:13 AM] could you copy your fit here Anonymous [6:20 AM] [Vindicator, Vindication] Damage Control II Domination Tracking Enhancer Domination Tracking Enhancer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer 500MN Abyssal Microwarpdrive Pithum B-Type Adaptive Invulnerability Field Abyssal Stasis Webifier Abyssal Stasis Webifier Pithum B-Type Adaptive Invulnerability Field Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Large Anti-EM Screen Reinforcer I Large Hybrid Burst Aerator II Ogre II x5 Null L x5180 Nanite Repair Paste x500 Void L x10036 Agency 'Pyrolancea' DB3 Dose I x17 niki [6:21 AM] so whats the abyssals strength and % ? i mean range and strength % Anonymous [6:21 AM] what do you mean range? niki [6:22 AM] web range and web strength Anonymous [6:22 AM] the webs are 15.5km each and 82.7,81.4% web niki [6:22 AM] the web Anonymous [6:22 AM] (on the vindi, of course) niki [6:22 AM] gal bship 5 or 4 ? Anonymous [6:23 AM] (base strength is ~63% each) gallente 5 niki [6:23 AM] 15+ kms and 60+ % webs are pretty awesome to ddd with. and minmatar bship level? Anonymous [6:23 AM] only 3 =/ niki [6:23 AM] yeah so 2 things first and foremost get faction (cal navy is the most common to use) antimatter its better than nul whenever the frigs are closer than 20 km and its always better than void if its frig shooting 2nd thing get minmatar bship to 4 at least 5 would be better ofc also needless to say gunnery support skills and blaster spec is important too Anonymous [6:26 AM] all support at 5, blaster spec 4 niki [6:26 AM] thats pretty good... obviously all relevant skills on 5 would be best with the suggested implants included as well for vindis. that is the high-end. Anonymous [6:26 AM] (just bumped min BS to 4) niki [6:28 AM] gameplay wise i split my guns 4-4. if you kill one maybe you can spare 4 guns for the next which is a huge deal. webbing 2 different frigs shoot 1 until it dies shoot the other one but meanwhile start webbing a 3rd cuz you need the webs to actually apply. essentially you always need 1 more frig to be already webbed so you can instablap it or close to doing so. dont forget to always fill your locks thats actually one of the biggest mistakes a battleship can do. specially true for DDD. you can tell that you are doing a good job if you always feel like you are racing with yourself. guns vs webs. a close race. Anonymous [6:29 AM] ok. I've tried doing that in the past, but I've worried about wasting the drone effort, with them continually chasing new targets. but then, the drones are just bonus anyway... niki [6:29 AM] forget the drones. they dont exist. Anonymous [6:29 AM] ok niki [6:29 AM] just trust in yourself. you can do it without drones. and if you train yourself then after a while it doesnt matter if you dont have any drones. in some fleets you actually will lack light drones anyway. relying on them is a mistake imo. they are just a little extra/bonus. Anonymous [6:30 AM] tonight, I did have my guns split, but I wasn't leapfrogging targets. I was staggering webs and guns though, so I'd have a new half more often niki [6:30 AM] try to not burn too much around . just some cuz it ruins your tracking. Anonymous [6:30 AM] right I did notice that niki [6:31 AM] if the frigs are not on the way where you are needed to go and more than 20 kms away then just stop, load null and hope for best. if you are not moving your tracking is much better. sometimes ppl will pull the frigs away. if its temporary then dont even switch to null cuz in 20 seconds they are going to burn back anyway. if you feel like its gonna be more than 20-30 sec then switch to null. if the frigs are actually on your way then try to burn just 1 cycle and then slowboat and stop when they are in webrange the drones are actually helpful when you cant reach out with webs and you are shooting with null cuz then it takes ~10+ sec to kill 1 frig you can try to overheat web if you feel like you are behind on the schedule and you need just a few extra kms to reach out. webs dont burn out easily and just a few paste is enough to rep them while in warp Anonymous [6:34 AM] ok niki [6:34 AM] and they stop overheating after the frig dies anyway TPPH all first waves i'd burn 1 cycle to exitgates or anchorspot . then slow down and if you are in webrange stop NRF is easiest site as DDD just gotta make sure you have a good tempo in first 2 waves TCRC is an interesting site you can try go greedy kill schmaels before you reach the tower but its actually hard to complete . and also sometimes you need to switch to niarjas anyway or just try to kill niarjas only, burn into position and then try to schmael at the tower. somewhere in between is still fairly easy Anonymous [6:38 AM] yea, I was doing something in between tonight on the TCRC niki [6:38 AM] in tpph i always try to kill schmaels first cuz its easiest to web the first few frigs before aggro switch, and schmaels are hardest to kill as far as frigs go also forget about acronyms if you cant reach some frig with webs, always target the one that you actually can. webs are ensuring you gonna kill that frig really really fast if its not webbed its gonna die significantly slower. so range is more important than some "shooting order". except ofc if FC wants to bounce from site then scrams are priority. if i can choose freely cuz a lot of frigs are in range and we are not bouncing i prio webbers whenever i can (1st schmael 2nd renyn) cuz it helps the fleet the most. but obviously niarja must die first, no matter what. Anonymous [6:40 AM] right niki [6:40 AM] but yeah antimatter is a great help. nowadays i do 8k null 10k anti the rest void in vindi shoot antimatter most times, null if you need to constantly kill frigs more than 20 kms away . void is okay in tpph last wave and nrf 3rd 4th wave cuz you shoot only very few frigs in those. you have tons of time and you will probably be on top of them and you can web them anyway. and in those waves you will shoot cruiser or bship too Anonymous [6:43 AM] ok niki [6:43 AM] in tcrc i usually switch to void after all the schmaels are dead and im just chilling shooting tower and looking for respawner niarja niarja is a really easy frig to kill. Anonymous [6:44 AM] yea, the niarja blap easy niki [6:45 AM] tough frigs order : schmael >>> eystur > renyn >>> tama >>> niarja hardest to easiest to kill. (not a shooting order ofc, lol) Anonymous [6:46 AM] ok thanks for all this. I'll keep at it. hopefully I have more opportunities to take DDD =P niki [6:49 AM] no problem its fun. i actually enjoy ddd in tpph. otherwise its a pretty boring site. but i still really enjoy doing even that one if i can snatch ddd Anonymous [6:50 AM] yea. it was fun to race the rest of the fleet niki [6:56 AM] oh and always ask for 2xtracking . if they offer a 3rd ask for 1 range. but 1 tr 1 opti is not as good as 2xtr no matter who says what. Anonymous [4:17 PM] ok. one other question is if there's ever anything other than frigates that the DDD shoots before frigates? Like does the DDD follow full fleet calls for the Arnon/Outuni in TPPH 3rd-3rd, the Mara/Vylade in NRF 3rd and Outuni in 4th, and the Outuni in TCRC? I'm pretty sure the HHH does follow those calls (right?) but what about DDD? niki [5:07 PM] for DDD tpph 3rd 3rd shoot 2nd outuni then frigs . nrf 3rd mara(s) then frigs , nrf 4th if there are 3 outunis. then the 3rd outuni . TCRC niarjas are more important to shoot than the 2 outuni. if niarjas are down you can shoot 2nd outuni if you want but fleet should be pretty close to kill them. HHH : TPPH 3rd 3rd you should shoot second outuni then vylade then leftovers. NRF 3rd you should shoot mara(s) then vylade. NRF 4th vylade , except if there are 3 outunis. then the 3rd outuni first. TCRC you should not have any drones assigned, so you are just a vindi, not HHH. shoot in order. Anonymous [5:10 PM] ok, cool
  5. 7 points
    Ladies and Gentlemen; A rather large bear hug and thank you to all those who have expressed their sympathies for this. Mother was a vibrant human, if she did not like you she made it known as the opposite was true as well. Made friends wherever she was. When a stroke hit her, some years ago, her health was a roller coaster. 44 years as a wife, 43 years as a mother or two boys and young at heart individual. Time has been rough on me and my father this past week but the timing could not have been better as it was World Pride in NYC and throughout the world when she passed on and that is the memory that will make me smile...That She Rode Off Into The Blue, Riding A Rainbow. Again, Much Gratitude to everyone that sent well wishes through here or ingame. The energy is still being felt as one writes this. Remember: Keep smiling and look forward as the memories are in the past to guide us toward the future. ~Talidar
  6. 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
  7. 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" ?
  8. 5 points
    Hi, I'm still alive. Really miss you guys, just been having a tough year looking for work. I hope to get back into the game in the next few months and rejoin the community and make memes videos and climb the ladder up again... If some of you would like to become friends, contact me , add me on steam, or something, message me ! I'll be on eve as soon as i finally get a job. Sorry for disappearing like that. I made some great friends in wtm and loved chatting and gaming with you. great community. I hope you guys are all still playing. #sexynasi4ever
  9. 5 points
    This weeks incursion was my first while playing Eve. i thought it was going to be an awkward experience full of elitists and asshats from what some had told me of anything to do with incursions. I'm glad i don't listen to people that often and judge things by personal experience. I want to thank The FCs and all the members that made the experience feel like i was coming home to an old corp. Very professional and calm crew running the show. I learned a lot and i earned a lot. I am looking forward to learning and earning a lot more. Definitely an experience that has me watching the chat to see the next incursion open. Thank you all.
  10. 5 points
    So 4y ago i had the distinct pleasure to write a mail congratulating our own @Izumi Uchiya on being accepted into med school. Today i get to one up that. Izumi has graduated from med school and has done all of us proud. Izumi is my oldest friend here in warp to me. He is my go to guy when i need advice, help with math, or just a flat kick in the ass. For those of you who may not know him, of all the active Logi Masters only i have been a commander longer, but hes had a consecutive 5y of activity and i took a few months off once or twice. There is not a single document within our logi program that doesnt have his finger prints all over it. Mine are the fingerprints that are orange and smell like cheetos. He has been an officer and is currently a special advisor to council and our logi branch head. I for one know he would really appreciate some congrats from all of yall. Sandman Logan3 Master Trainer
  11. 5 points
    It's counterproductive to go to a "central" spot in a region when you jump to another clone. Usually it's faster to go from system A to system B directly than to go from system A to system C, and then from C to B, right? If you try to be "organized" about this, you're doing that exact thing. Where you place clones depends on how many you have. When I had two, I kept one on the "Amarr side" of things and one on the "Gallente side." At three, it was one Amarr, one Gallente, one Caldari. At four, one in each empire. When I quit... I have six sets, iirc. Ashab/Rens/Dodixie/Caldari/Kador Prime/Khanid, approximately. By the time you've got that many clones assembled, you have a fair idea of what the boundaries for each one are; there aren't that many hisec focuses.
  12. 5 points
    I absolutely hate your poll options. It is perfectly possible for me to show you why this fit won't work, but your "no" option assumes that the only reason I would say no is because I refuse to look at it. We have a billion tools and testing methods to prove out fits. Please do not assume we are unwilling to evaluate. Doing so is likely to just anger the most valuable people to your cause.
  13. 4 points
    Hello all; Good Luck and Fortune to'ya. I am hoping Vindi Vets and DPS Vets add some of their wisdom on top of this, and please take the liberty to correct anything as they see prudent. I fell in love with WTM culture of newbro friendly, ISK faucets of fun: I started this thread to remark on some of the things i picked up and allow info to be spread to newbro's (including me'self) As DPS, whether your in an Optimal Ship, or a Starter: remember the fleet counts on us: being efficient in removing dangerous DPS tags from the field, as We are the Sword of the fleet. Our DPS targets are chosen with Wisdom behind it. The faster we Pop the Sansha, the faster our fleet will be in a safer state. I hope to stay on topic by sticking to Maneuvering, Web calls, and general info ------------------------------------------------------------------------------------------------------- Maneuvering ------------------------------------------------------------------------------------------------- The VVV Anchor should always be on your watchlist, easy right? But what happens when FC calls tag 1+2 outini/auga/deltole and you have no anchor in the pocket? BURN BABY BURN! 'Keep At Range' on the primary/Tag1 (Turn on your MWD) You do not need to be attached by the hip especially at the beggining of a room (*exeption TCRC) remember almost all FC's want Focus fire 1-X so you will generally be in the same place as the anchor anyhow. As a Blaster ship, you must get close to the enemy Sansha to hit them effectively. So in every beggining of each room, You should be anchoring(K.A.R) on your DPS Tags. This insures optimal range, and maximum potential damage application. **Pay attention to how many DPS tags are left, as you Should be Keeping at Range on your VVV-Anchor when DPS tags are low, or when FC calls for DPS burn to anchor spots* This applies in 1st rooms where the sancha are already on field, tags are up, and DPS is warping in: What I do 1st (example TPPH turn left go fast) i am spam 'E+Click' on tag 1 and as soon as i see warp meter ~40% i hit my MWD to start the burn. Then start locking your tags, i find im already hitting max speed just as the rest of the tags come in -Just remember the closing rate is fast! don't Bump nor overshoot your target (~20k out kill your MWD) and keep spamming that keep at range so you do not 'bump the targets' If your not still burnin' you can actually start to "keep at range"(E+click) to Tag 2, IF T2 is within 10k and IF Tag one(T1) is webbed.. this will help you apply more dps to T1 as you slowboat to T2(tag two) Get familliar with the Keep at range mechanic, as you get more experienced you'll notice how to apply more efficient DPS, and help the fleet and you make more ISK/hr as well as BE safer. - Eve University has a great thread on Transversals, angular velocity, and general gun dynamics, as a blaster you could benefit greatly from checking it out <https://wiki.eveuniversity.org/Turret_mechanics> --------- Sliding: aka "Using Momentum"------- So: In reference to landing in a pocket (aka Taking a Gate with FC's authorization) avoiding painful Mathimatical Calculations, what if i told you, that there is a way to use the warp speed you had to burn towards Sansha after you take an accelleration gate? Im not kiting you, it is possible. As you play, start to pay attention to your velocity Bar, especially while beginning to warping/ landing from warping. After awhile, you'll notice that the "Warp Bar" (The velocity bar that has WARPING shown across) enters warp at a certain point, (75%-90%) and exits warp, at about (40%) (Thats why we have you aligning full speed to quicken the warp) and although thats usuful, Im focusing on Landing from warp. * Id suggest to you to pay attention to when your ship Exits 'WARPING' (Aproximately 40% ) you'll notice it switches from saying "Warping" to the regular display (100m/s for example) ** This is the exact server tick/time that your ship is free to Move/aproach/keep at range, activate modules, lock targets, recieve links etc. if you desire it. And i would say you do! Why?? Because it allows you to carry that momentum! It is a lot easier for your ship to Burn to Max velocity from 100m/s vrs from a dead standstill. You "slide" from out of warp. ------------------------------------------------------------------------------------------------------- Webs------------------------------------------------------------------------------------------------------- Precall webs 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/
  14. 4 points
    Hey all my name is sushi shimi in game. I was extremely nervous to fleet up and try this out. I was super surprised at how the fc's and members mentor and explain everything. This is a great community that I wish I could've been a part of from the beginning. That being said Im hooked and I plan on being super active. Thanks again.
  15. 4 points
    o7 If you are serious about being a FC 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 Training FC [T-badge], you will be required to display traits of a good FC that are observed and recorded by full badge FCs [F-badges], Logi Masters and/or Certified Trainers [CFTs/CLTs/MTs]. If they are convinced that you can do what is required of you in certain area, that commander will give you a sign off. 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. You should be able to fly an optimal battleship. It really helps to fly a sniper and vindi You can choose between the Nightmare and Macherial. Both are optimal in their own right It is recommended that you own An optimal battleship It isn't required that you have the optimal fit for that ship It helps to have the deadspace tank for at least one of those ships Nice to have but not required A sniper [at least a standard fit] a vindi [at least a standard fit] bowhead for transport A logi of choice [basi or scimi] Only buy a booster and the fitting after you have been accepted. Listed in the Rules and Regulations [R&R] are some skills you will need to fly a booster. You will need these in order to get a sign off required This is a lengthy train. It helps to be done with the majority of the train before applying Read the R&R on the required skills for boosters Get the Republic Fleet Implant. Don't plug it in or create clone for the use until you have been accepted Experience You are gonna need to be active in the community Fly in fleet The governing council reserves the right to change the activity requirement on a case by case basis. This alone has caused strife in the community on numerous cases. To avoid this: Fly at least twice a week for a month in different time zones with different FCs. Fly in EU TZ. Fly in US TZ. Fly more if you can. Volunteer for Roles Having a vindi 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. Be known for flying well and being active The more you fly; the more you learn. Leading a fleet in incursions is all about good habits, learning how to fly them better and knowing where to find information. There is a culture you need to pick up. Some of it is terrible. Some of it great. Learn the better parts You are gonna need the isk to buy ships, mods, rigs, implants and/or skill injectors. When you become a T-badge, you are gonna need to fly, a lot. Set aside time. Like 4-8 hours a week Don't apply to be a T-badge if you have serious time commitments that really demanding. Real Life Comes First Attitude WTM has a wide range of commanders. The majority of them are respectful and decent folk. You are going to be expected to be as decent; if not more. Chances are you are not going to be the best thing to hit incursions since vindis and leshaks 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 T-badge does not mean you get to do whatever you want and act as you wish. It is a community. It is built around being new pilot friendly and being about the line pilot experience.
  16. 4 points
    The guy that run alone in multibox. How do he run HQ alone is he inhuman? I know VG can be run alone only 15 but 40 toons? Please enlighten me.
  17. 4 points
    One more year in the books. This past week marks our 6th year and as far as public communities go this is pretty big and we owe it to each and every one of yall that choose to fly with us and on behalf of the Warpto SRP Corporation i sincerly thank each and every one of yall. I would like to take a moment and personally thank @Sparta for being one of the founders that makes this shit show possible. Yes i say that with a giant grin on my face not only because this is my chosen content but for giving me a home and a family that means just as much to me as my RL family. For those of yall that are not aware sparta has recently decided to take a few steps back and retire. Hes has passed management to me of our SRP corp and in game channels. Im still settling in on this job and making it my own but our anniversary is going to be big. I have asked one of our commanders to help and be the SRP Corps represenative and act as our loot fairly. That individual will be making their presence known in fleet and doing some random giveaways as a thank you for helping make this place special. And we are just getting started. To give yall an idea we will be starting with some upgrade modules for logi and battleships alike and doing our best to make sure we spread the weath across as many time zones as possible. As the next couple weeks pass we are going to be stepping it up and going with bigger upgrades, hulls, maybe even some fit hulls and finishing off with something big i havnt decided yet. These will all be in fleet prizes. If your not in fleet, you cant win. So again, on behalf of myself and every single commander here, or has ever served here, Thank you. Yall make this worth doing. Sandman Logan3 Warpto SRP Update 4/2/2019: As an update my loot fairy is working their way thru 3b worth of upgrade mods there has also been 2 vindis and a months plex given away.
  18. 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
  19. 4 points
    Warp To Me Logi Rookie Guide Introduction Welcome to being a Logistics pilot for Warp To Me Incursions! This is a guide for flying Logistics Cruisers (Basilisks and Scimitars) in our fleets. If you haven't already, please read our Rookie Guide. Joining Fleet First, you need a ship! Please view our fittings webpage for our current fits for Logistics. Once you have a ship, please read our Rookie Guide or go to our Waitlist Manager to learn how to join our fleet. Fleet MOTD Once you're invited to fleet, take a look at our Fleet MOTD, containing very important information. Most importantly, note the Basi & Scimi Chat Links. Please join your respective channel, as those are used for communication purposes among your fellow Logi pilots. The MOTD will contain other bits of information, including Current System, TS3 Information, SRP Information, and the current specialized Fleet Roles. Of these fleet roles, note your AAA (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]
  20. 3 points
    ...but you realized that u never put the out this whole time
  21. 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.
  22. 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.
  23. 3 points
    Desperate times require desperate measures
  24. 3 points
    Hey Anakin Welcome to the Forums! Im glad you are enjoying your time in Warp To Me. Incursion Sansha is not like any other mobs you see in highsec. Triglavians included. These pesky rats are indeed more tanky than any normal rats out there. 5 light drones are actually doing very little damage to an Eystur, Renyn or a Schmael. Just gonna throw some numbers at you: im going to be generous and will say you have 100 paper DPS with your 5 light drones, which is a really high number for that. We are talking about 9000 EHP on those frigs. So even if you are not counting regeneration, travel time and damage application (which is a huge mistake xD) 5 light drones will take one and a half minutes just to kill 1 single frigate. To be frank light drones are actually pretty useless overall in HQs plus they also die easily if they get any kind of aggro. Very ineffective. If it was me i would suggest that all the battleship should fly heavy drones exclusively in headquarters, using all the bandwidth they have. Some snowflake ships with 50 or less drone bandwidth are exceptions of course. Now then what to do to kill frigates faster, right? The answer is similar to how to overall upgrade site times, how to be faster, how to have better ISK/h: Upgrade. Upgrade hulls and upgrade modules. Learning the sites also helps. Taking roles, watching what actually happening not just brainlessly auto-piloting For the DDD The upgrade part is simpler. When the person has the ISK for it get into an optimal vindicator fit with 2 webs and 2 tracking enhancers (the DDD instead of drone damage amp benefits more from enhancers, so thats different from the rest of the vindis). A vindicator has the potential to tear apart any frigate super-easily even without any lightdrones. Now mastering the DDD piloting-wise can be an actual challenge. Takes a fair amount of experience, some hours actually doing the job. But if anyone is interested here is some help from yours truly: By the way about sites : yesterday we had 2 hours when we had almost 6 sites each hour ( 178 mil/h + LP ) and we had 30 minutes when we reached 226 mil/h + LP which in theory would have been a bit more than 7 sites an hour Speaking for myself i had some real fun for sure in those hours. As you said it is highly dependable on competition and sites, but it also depends on how newbro the WTM fleet is overall which is really fluctuating. Sometimes can be a really rookie fleet sometimes not so much. As long as everybody is trying their best that is just fine.
  25. 3 points
    Hello WarpToMe community, Wow. Just WOW! Rarely do I stumble across such a welcoming community. Between Anchors, Logi and FC - Holy crap, you really are dialed in to what you are doing. I signed up in June. I joined a player corp on day 2 and on day 3 I joined armor Triglavian Invasion fleet. I guess most of you know triglavians do not ask you to move around a whole lot. Warp in, maybe a second warp if it is a Minor Conduit, anchor on the Packrat, shoot everything until they are dead. I know I am struggling with keeping up with my anchor and shooting my targets but at the end of each day I know I am making progress. No one has said it but I know progress is good enough. I do not have to be an expert on everything Sansha Invasions on day 1. Tomorrow is day 3, I am already looking forward to it and I have all of you to thank for it. Warp To Me, you are simply awesome. Best regards, Sofia Bororiak Vindicator pilot
  26. 3 points
    I am pretty sure that every single commander and linepilot would be thrilled if you would FC another Praxis Funfleet @Juan Carlos Minjita
  27. 3 points
    My girl posing <3 doggos
  28. 3 points
    Guess I'll have to dissapoint you then @niki lasvegas
  29. 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.
  30. 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
  31. 2 points
    Nobody will be banned. If somebody fails to meet the requirement then they may be skipped
  32. 2 points
    @Commrade Chaos if you really enjoy flying with WTM, you might want to invest in at least three more ships if not five after your mach Deadspace tanked Vindi with faction mag stabs and faction ddas. Carrying t2 orges (you are gonna leave some behind ) A logi of choice. I recommend the basi because they are the rate limiting ship in fleets. You run out of basi and you run out of fleet. A hull tanked bowhead to transport everything in. Transverse bulkheads, the works To be brutally honest about the mach, there are three levels of mach pilots: the high sp sandbagger, the overtanked can't hit anything and the non-replaceable mach pilot. The kind you really want to be is make your mach blingy enough to be slightly more than a glass cannon with a toon with enough SP to be an absolute specialist. You can be that pilot that continually steps up: does mtac, hits those armor shots, specializes in stealing kills in contests and being at the right place at the right time. If that play style appeals, go for it. You should branch out so you don't get bored. If you get the vindi, basi and bowhead, you might want to invest in two more ships after that. A scimi and nightmare. I prefer a nightmare because they are better aggro magnets for AAA in TCRCs but to each their own. Have fun out there.
  33. 2 points
    Sorry, these guys have a couple details wrong. Killmail values vary drastically from trade-hub prices, and we do not use them when paying for losses. We will fix the corp MOTD to make this more clear. We calculate the value to be paid from actual market prices. We pay ISK (up to the coverage maximum) for "lost value" meaning stuff that is destroyed or drops that cannot be recovered (lost or stolen). If anything drops, we will try to recover it and give it back to you; something that you dropped and received back was not truly "lost", so we do not pay for those items since you got them back good as new. Anything that is destroyed or lost, we pay back with isk based on the trade hub market price of the destroyed stuff. We pay until we have replaced every item that was destroyed/lost, or you reach the coverage cap that you paid for (2b, etc). We do not subtract the value of drops from your coverage cap. Allow me to give a couple examples. A Basilisk that costs 700m total to purchase in Jita dies and drops 150m in loot. That pilot receives her loot back, and then there is 550m of destroyed/lost value. With free logi SRP of 300m, she receives (in addition to the returned drops) 300m isk, which means she has a 250m shortfall. If she paid for our basic SRP coverage (10m for 2b coverage) then she would have received 550m isk + her drops. Collectively, this completely reimburses her 700m ship. She is not paid more than she lost, but exactly what she needs to, between a trip to Jita and using her returned drops, exactly replace her ship. For another example, a 3b Vindicator dies and drops 750m of loot, having paid for basic coverage. We return the loot and pay him the full 2b, since he effectively lost 2.25b. We do not subtract the value of his loot from the 2b payout, but working backwards from the total value of his entire intact ship. If equations are more your thing, for someone with 2b of coverage, ISK Paid = (Total Cost of entire ship, rigs, mods, charges, etc) - (Value of drops returned), with a max ISK paid of 2b. As a general rule of thumb, about a third of your total ship value will be your hull and rigs, which are always destroyed when you die, and the remaining 2/3 will be mods, which have a 50% chance of dropping, so you want to cover at least 2/3 the value of your ship. Sometimes the loot fairy is nice and other times not so kind, so for safety most pilots prefer to cover the full value. Compared to the site payouts, SRP is pretty affordable.
  34. 2 points
    Hi everyone, as the title may already tell i´m raltive new to EVE( about three month now), new to incursions and also a new logi pilot(also working on my nightmare skills). I wanted to try incursions and the best links and tips i found brought me here. I´m looking forward to have some fun with you and maybe find a community i can stick with. fly safe and have fun, Deleran Armeng
  35. 2 points
    @Victor Victor Veritas coming from you, that is high praise indeed! All I did was give the vindi pilots some in the moment advice and encouragement. Hopefully some of it stuck and we all get better. See you all in fleet real soon I'm sure
  36. 2 points
    For those that have been paying attention in the local motd today, discord, or heard us talking about it. Our own @Juan Carlos Minjita's by far better half went into labor this morning and welcomed Baby Jack into the world. Yall have filled discord wiht pings and well wishes. Outstanding work yall in welcoming our newest T Badge! OH! I almost forgot, On behalf of Warpto SRP corp, sparta and myself, we have plexed juan for 3m as a celebration. http://prntscr.com/pchdik
  37. 2 points
    I have some experience with webdrones. They were so useless i quickly gave up on the idea of using them... in incursions. Ever.
  38. 2 points
    Good morning all, Could we ask the FC's to add 1 or 2 sentences to the New Bro Speech? "Read me the last thing in the Fleet History Tab" or "Read me the 1st word in the last broadcast" and "You need to keep this tab open and be looking for Align and WarpTo commands" I only mention it because a couple of times, if the new bro joins right at a TCRC, there was some struggle to get them out safely. Thanks for your time and consideration, o7
  39. 2 points
    I am so sorry for your loss Den. If you need anything, or want to talk, you know where to find me. Juan.
  40. 2 points
  41. 2 points
  42. 2 points
    post dog pics in the topic!!!!!! We will start off with one of my dog
  43. 2 points
  44. 2 points
    First of all, I'm about to piss all over your idea -so, sorry for that. I think it's great that you're thinking about stuff like this though. I'm all about moving forward and improving. Unfortunately, I think this idea requires too many compromises, doesn't provide enough benefit, and either raises the barrier of entry to flying basilisk or requires that a cap chain still be maintained. First, let's talk barrier to entry. The fit requires Logistics Cruisers V just to get started, which will limit the pool of available logi. Of course, most pilots do quickly train logi V, but this will slightly increase the chances of running low on logi. Second, the fit makes several compromises 7% less repping power 32% more expensive than the opti Basi, and 274% more expensive than the minimum fit Buffer EHP is lower than the opti and minimum fits by 7.5% and 29.4% respectively. This is combined with diminished repping power for the fleet -which is not inconsequential considering logistics cruisers are already the most frequently lost ships. No room for a sig amp (which reducses lock times, significantly decreases the chances of being jammed by Niarja [still quite likely to be jammed by the 3x arnon though], and grants up to 2 extra locks for pre-locking agro magnets and dealing with split agro). No room for a ReSeBo, which greatly helps the DDD to kill Niarjas -which, in turn, improves fleet safety. FC's often fit ReSeBo's, but up to three scripted, faction ReSeBo's will have an effect on lock times. Finally, it just doesn't give enough benefit. New logi often fumble with the cap chain, and older logi sometimes make mistakes, but it eventually becomes as easy as locking and shooting targets, and issues are (usually) rapidly addressed. Moreover, if 1 unstable basi joins, then a stable basi still has to give them cap. And if more unstable basi's join, you haven't actually eliminated the cap chain, you've just exempted yourself from it through significant compromise. Besides, the biggest PITA of flying a basi isn't the chain, it's slinging cap to all those thirsty vindis and T1 blaster boats. To me, managing the cap chain is just one those skills you have to learn, sooner or later, as a logi pilot. Oh, and I haven't done the math, but the neut resistance from the cap battery might make a significant difference when it comes to the niarja's and deltoles, but probably not the outini's. So, this might be a plus, but it still isn't going to be enough to offset the disadvantages. TLDR: You're not alone in liking the cap stable basi, but I can't endorse it... for now. At Evesterdam, CCP said that they would be introducing Saviors (implants that reduce logi rep cycles), and rebalancing cap mods so that they have bigger effect sizes, but are subject to stacking penalties. This means that it may be possible to get basi's cap stable with fewer cap mods in the future. This, in turn, could free up slots for ReSeBo's and Sig Amps. Of course, all that being said, I think the fleet would probably get more benefit from logi with Savior Implants, than the elimination of the cap chain.
  45. 2 points
    Never not mute Carlos
  46. 2 points
    EMBRACE THE CHATTER!!! Seriously though, it's the people that get involved that make the community what it is. They are the people more likely to be around (helping keep fleets up), more likely to take roles (keeping us moving), and stick around enough to upgrade their ships (helping us run faster sites!). But..if it's not your bag, then mute the chatterboxes
  47. 2 points
  48. 2 points
    Very well written Victor. Good Job! I liked your idea for a brief summary of the tactics we use. It will be really useful for the new pilots. Here's something from me, specifically for the Vindicator pilots (my favorite ship) TPPH – Vindicator (DPS) First Room Be sure you got NULL loaded and <keep at range> is set to 5000m. After you land, turn left, turn on MWD, click Outuni Mesen or Ostingele Tectum and then click <keep at range>. NOTE: 1.Do not approach NPC’s at 0! Do not bump them! Turn off MWD when you get to 20km. 2.Don’t forget to broadcast for shields if you are yellow boxed and for capacitor if you got Ottuni. 3.Do not launch Heavy drones if FC say it. Lock Auga’s and start shooting them following tags. Launch your drones and assign them. Start locking Outuni Mesen and Ostingele’s. When Auga’s are down, swap to Void. When you reach webbing range of Outuni/Ostingele’s, start webbing and shooting them in order. Call what you webbing. If your target is already webbed/called, switch to next one. Approach them, shoot and kill them, following the FC order/tags. When last Ostingele left on grid, start approaching Acceleration gate. If there are still frigates on grid, start locking and webbing them. Swap ammo if needed. Approach the gate. Turn off MWD and align down the gate, when FC say it. Take the gate only when FC call it and swap to NULL. NOTE: 1.Use Q to align! Do not use gate for that! 2.Do not Leeroy gates! Second Room After you land, turn on MWD, click Deltole Tegmentum or Ostingele Tectum and then click <keep at range>. Lock Auga and start shooting it. Launch your drones and assign them. Start Locking Deltole, Ostingele’s and Romi’s. When you reach webbing range start webbing and shooting them (With VOID). Follow FC order/tag’s. If Romis are in your web range, web/call them. This will help HHH to kill them faster. Take the gate only when FC call it and swap to NULL. Third room Wave 1: After you land, turn on MWD, click Ostingele and <keep at range>. Start locking them. Launch your drones and assign them. Lock Romi’s also. Until you burning to your primary targets, you can web and shoot some Romi’s in range, while they still don’t have transversal velocity. When you reach webbing range, start webbing and shooting Ostingele’s (With VOID). Follow FC order/tag’s. Call your webs. Start burning to your next anchor point (Keep at range your VVV and don’t bump it) as soon as FC call it, or 2 BS left on field. Turn on your MWD and turn it off after two to three cycles, or when you get to 20km. from your anchor. Swap to NULL while you burning, if some targets left behind, out of your VOID range. Kill them. When you reach the spot, CTRL+SPACE to stop your ship (for better tracking). Reload Void and prepare for the next wave. NOTE: 1.Don’t forget to broadcast for shields if you are yellow boxed, and “In position” when they stop shooting you (yellow boxed again). 2.No web is needed if the target speed is 100 m/sec. or less. Wave 2: Lock Battleships and start webbing/shooting them following the FC order’s/tag’s. If Romi’s are tagged, web Romi and call it, before they run away. Use two webs per Romi. If target is already webbed/called, switch to next one. If they run away, use NULL to kill them. When last two BS left, anchor to VVV. He gonna move you to the spot 20k away of the tower. Reload VOID, CTRL+SPACE and wait for the next spawn. Wave 3: Lock Battleships and start webbing/shooting them following the FC order’s/tag’s. Check your drones for drone agro. When last two BS/Cruisers left on grid, start approaching the Battle tower. If there are still frigates on, start locking and webbing them. Kill what is left. Shoot tower. Send Drones to shoot tower. NOTE: 1.Don’t forget to broadcast for shields if you are yellow boxed and for capacitor if you got Ottuni. 2. Don’t web Vylade Dien. It has no propmod. 3. After tower bash, don’t forget to recall your drones, before you warp out. 4. There might be a different site tactics or target order for some or the all waves, at the discretion of the fleet FC!
  49. 2 points
    @Victor Victor Veritas very nice write up here, cool to see such care taken from someone not in command core. Good to see a "line pilot" that really gives a damn. Maybe it will be time soon for some other badges to add to your list :). Keep up the good work and its always a pleasure having you in fleet.
  50. 2 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.