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  1. 8 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. Not saying you will never use them, but chances are you will probably never use them. 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. They are just sitting there looking pretty anyway, and getting heat damage in case you are overloading the gun. Speaking of overloading: in case of contest you can easily continuously overheat your single gun during almost (if not) the whole site! You can train relevant skills for better results of course, but just try it out! Experience your personal limit with it! Just don't burn out your gun pretty please. Depending on fleet comp and fleet numbers you always want to adjust your targets. I know. This is actually "hard". But after a site or two you will get a good feeling about your fleet. If snipers need help, you shoot sniper targets. If DPS needs help, you shoot DPS targets. Its not a big deal if you make a mistake with this, don't worry. As long as you are shooting, you are good! But properly adjusting yourself for fleet needs with a Leshak means shorter site time. I will write a few examples later on. With multiple Leshaks in fleet you guys should try to 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 and harder with more and more Leshaks in fleet. I do understand that. Expect damage agro! If you are doing everything correctly with proper skill set and fit then don't be surprised that damage agro will often times land on you! Anticipate some agro switch on your ship, be on the lookout and please broadcast on time! Taking fleet roles with the Leshak is not the best idea. - You should never try to MTAC (gun range problem + possible niarja jam). - You should never try to AAA (you dont have enough range to shoot properly). - You should probably not try to DDD or HHH (lack of webs). - You might be able to VVV in it, but its not really optimal to do so (lack of agility and occasional gun range problem). - You already have a unique role in fleet. Its called "Leshak"! SITE BY SITE GUIDE: I'll try to give you examples here. Mostly just presuming you are the only Leshak in fleet. Sometimes you have to adjust your targets depending your fleet as i wrote above. I'm sorry this is not a sandbag ship, you actually have to use your brain, not just your eyes Hey now! Don't blame me! You chose to fly it. True Power Provisional Headquarters (TPPH) First pocket: Usually you start Mystic on Outuni and burn to Occult range of the second tagged Osti (in most fleets it should be tag 5). When you are there immediately switch to Occult and shoot it until its dead. After that use best judgement what to shoot meanwhile burning to The Second Gate. - If super-light on snipers then instead of Osti you do the same thing just with the Vylade. - If fleet is really light on numbers, then you do the same, just Occult the Outuni and then Occult the healthiest Osti! Second pocket: Again start with Mystic on first Antem and immediately burn to the second Osti (should be tag 4) switch and shoot with Occult when you can. After its dead burn to the Third Gate and spool on whatever you can best! - If fleet is sniper light you should burn to 2nd Antem and Occult it. If you are super-sniper light then i guess you need to shoot the Mara as well before Antems. Remember: do not burn much while shooting the Mara, cuz it ruins your tracking. - If fleet is low on numbers then kill Mara and then Occult the second Osti. Third pocket: - First wave: Mystic the last romi and start to burn! You can actually choose in between 2 things. If you feel like helping the HHH (cuz maybe they need some help) just keep shooting Romies backwards (skip the one that is actually being shot by HHH). When there are only 2 Osties left burn to your one and only anchor spot which should be 80 km from beacon and 20 km to the left from the tower (exactly where the last VVV spot is). The second thing you can do is try to Occult the last Osti that is not 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: 75 km from beacon, 45 km to the right from tower. Its roughly around the very last VVV spot, just about 5-10 kms from AAA. The goal is to be in Occult range of the spawning Yulais. - If light on snipers then you need to primary Vylades. If super-light on snipers, need to kill Maras as well. - If light on DPS then change your anchoring to roughly around DPS anchor spot cuz you gonna shoot Osties next wave! Second wave: Occult Yulais! Preferably backwards, but you should start shooting them even if there are no tags yet. Remember, spooling time is everything for this ship! After all the Yulais are dead shoot whatever is left and burn to next DPS anchor spot (you can look for VVV guide or for the actual on-site VVV for help). - If fleet is really light on DPS then you should shoot Osties backwards in this wave. Third wave: Occult Yulais first, then whatever is left! If there are only 3 ships left on grid you should start burning to exactly where you were anchoring the first time! (75 km from beacon, 45 km to the right from tower). Fourth wave: This is when it becomes a little bit tricky. you can easily find yourself out of position in this wave. Don't worry about it too much. Mystic the last tagged Outuni, even if there is only one. - Stay about 30km to AAA to ensure you are still in logi range and Mystic the Yulais backwards. Then Occult Osties backwards. - If fleet is DPS light or you have faith in Snipers to finish the job without you then you should simply shoot Osties backwards after your Outuni with Occult of course. - If fleet is low on numbers you should shoot the last Intaki after your Outuni. After that Last Osti and so on. Remember: never stop shooting until payout, please! True Creations Research Center (TCRC) After entrance Mystic the last tagged Outuni and start burning , keep at range 20 km on the tower. Lean a bit to left to evade the incoming Vindi Train! Be careful to not be completely out of logi range due to early burning! In all fairness that's actually pretty hard to achieve in this site. Nevertheless you should better check! After your Outuni dies Occult the tower ASAP and never stop until it blows up. In case of jam you re-spool on the tower and cry silently (F). When tower hits 50% hull lock up the warp disrupting ships (usually just Schmaels and Auga). At 20% hull you should recall drones and start to align to your FC's broadcast. After tower start shooting the "scrams". When "scrams are clear" and your FC tells you to warp you leave the site with the rest of the battleships. Be super careful in this site! Chances are if you are doing everything correctly, then at some point there will be a huge agro switch onto you! On-time broadcast is essential to stay alive in a TCRC! The Kundalini Manifest (MOM) After entrance you start burning to the Kundi and start shooting The first tagged Outuni if present. If not then the first tagged Arnon. If there are no Outunis and no Arnons then i guess you can try to shoot the Bombers while you are burning to the Kundalini. Do Not Bump It Pretty Please! Should keep at range 15 km! When you are in Occult range you start spooling on it ASAP. Its really important, because your ship is literally designed for something big, like this. In case of jam you start to shoot the Kundalini again. You never stop shooting it until its dead. And then enjoy the payout. 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!
  2. 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.
  3. 4 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.
  4. 4 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.
  5. 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.
  6. 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
  7. 4 points
    This is blobert deciding to help WTM out with a convenient place fore people to dock in HQ systems with repair functions and a clone bay. it is under wtm name and corp. no reason to be rude about somebody helping out commanders and line pilots. You don't have to dock there if you choose not to. We will still have the typical station docks as well.
  8. 4 points
    The LC, or "Logistics Commander" is responsible for setting the cap chain for the Basilisks and keeping track of free combat caps for the FC. LC’s Duties are: Set Up and Update Cap Chain Assign Remote Sensor Booster Targets Inform FC about the number of Combat Caps Setting up the cap chain is straightforward. You transcribe the names from Basi chat in the same order they are on the right of the chat window . Then put the Logi level to the left of each pilot's name. The color (combat cap status) of each pilot depends on the person below them. By default, that number is blue. However, every Logi 4 pilot needs a second permacap from the person above them, so above every Logi 4 pilot make the number for that person red. Also remember that the list wraps around, top to bottom; if the Logi 4 is at the top of the list, the person at the bottom is red. In the example Abrahm is a level 4 pilot, so we set the person above him to red. Since the list wraps around, that person is Tywin Maulerant, who is correctly set to red. There are no other Logi 4 pilots, so the remaining pilots are blue. Remember that for any Basilisk, your red/blue status has nothing to do with your own Logi level, but that of the Basi below you. At some point the cap chain may break down for some reason. This may happen when a Basi is stuck on a gate, died in the middle of a site, DC’d, or is being jammed for a prolonged period of time. Whatever the reason, the fix is the same: Step 1) Don’t Panic Step 2) Find out who is unstable: this can be done by doing a stability check in Basi chat. Write a line like "==========Stability Check=============". The Basi pilots will type ‘s’ for stable or ‘-s’ for not stable. Step 3) Fix the issue- they are either unstable because their incoming permacap from below is gone or they are an Logi 4 pilot who is now missing a cap from above. Step 4) If all else fails have the whole chain send 1 cap up 1 cap down while the issue is resolved until a new chain can be made. If at any point in the process of sorting out the cap chain issues you have a pilot not responding to you, feel free to call them out on comms to check basi chat. If a Basi is jammed, "Cap Around" them and have the person below them put a combat cap on the person above the jammed pilot. If a Basi is being neuted, they should type 'NNN' in BasiChat, broadcast for cap, and have their cap buddy put their combat cap on them as well as the standard cap chain permacap. Do not broadcast for cap if there are Outunis neuting other targets. The LC also needs to be able to tell the FC how many combat caps the fleet has. This is as simple as counting the number of pilots sending a single cap to the chain. You can count either the ‘5’s or you can count the Blue numbers; both options work. Finally, the LC needs to assign remote sensor boosters to targets. The first priority is the DDD. During a TCRC, the DDD should receive 2-3 resebos with Scan Resolution scripts to assist in locking the Niarjas. After the DDD has sufficient remote sensor boosters, the rest of them go to Basi above you in the chain ("Up") with Scan Resolution scripts. In a TPPH or NRF, all remote sensor boosters should go Up in the chain. In this picture you can see words to the right of the name of each member in the Basi chain that has a remote sensor booster. These words specify their respective remote sensor booster target. You’ll notice that 2 of the names have “DDD”, the other remote sensor boosters say “UP”. This is because the LC has determined that 2 remote sensor boosters should go to the DDD and the rest stay in the basi chain. If possible, you should choose to have BLUE names put their sensor booster on the DDD (that is, pilots providing combat caps). This helps minimize the number of locks required by default, freeing up more locks for reps. While LC there are a few ways you communicate with other logi. For the most part, Basi Chat should be your primary means of communication, Following that, there is Fleet chat for non-emergency issues, and if you cant fix the issue on either of those, call out on comms. Please do not make changes to the MOTD beyond updating the Cap Chain and Remote Sensor Booster targets. Thank you for helping the daily operations of WTM!
  9. 3 points
    Leshak has been approved today and will go on the WL shortly. It has a few restrictions, on top of our standard rules (damage control, 70%/100k, etc): Must Field T2 Weapons Must use 3 Tracking Enhancers Will be categorized as a sniper on the WL. You can expect to need upgraded invulns and 3x tank rigs to hit the requirements.
  10. 3 points
    I did my first run today with the Fleet and learn a tremendous amount and I think everything went well. Thank all of you guys for being so friendly and patient teaching me everything I needed to know.
  11. 3 points
    The corp is owned by me. Ive put up one sparta has put up one. Blob asked to assist so he joined warp to me inc corp and put up 2 or 3. Its like everything else around here. Its voluntary.
  12. 3 points
    Damage Control II Reinforced Bulkheads II Reinforced Bulkheads II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Some kind of MWD for the align trick if you dont have a webber alt. If you have a webber alt, more tank, like a T2 EM WARD FIELD. Capital Transverse Bulkhead II Capital Transverse Bulkhead II Capital Transverse Bulkhead II
  13. 3 points
    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.
  14. 2 points
  15. 2 points
    post dog pics in the topic!!!!!! We will start off with one of my dog
  16. 2 points
  17. 2 points
    My girl posing <3 doggos
  18. 2 points
    Never not mute Carlos
  19. 2 points
    Hello all; Good Luck and Fortune to'ya. I am hoping Vindi Vets and DPS Vets add some of their wisdom on top of this, and please take the liberty to correct anything as they see prudent. I fell in love with WTM culture of newbro friendly, ISK faucets of fun: I started this thread to remark on some of the things i picked up and allow info to be spread to newbro's (including me'self) As DPS, whether your in an Optimal Ship, or a Starter: remember the fleet counts on us: being efficient in removing dangerous DPS tags from the field, as We are the Sword of the fleet. 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! (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 close to the enemy Sansha to hit them effectively. So in every beggining of each room, You should be anchoring on your DPS Tags. Pay attention to how many DPS tags are left, as you Should be Keeping at Range on your 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> ------------------------------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------ Tips------------------------------------------------------------------------------------------------------- Vylaids DONT NEED WEBS (Fiona helped me know that) apparently they have no acceleration module. While your webbing, remember to keep focus fire on your DPS Tags 1-X Don't chase after tag 9's when the rest of the dps targets are killed. You should be K.A.R on your anchor when there are 2-3dps tags left. Remember 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 to not be shooting 9 or Z when 7-8 are still alive, or X Y 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. PRECALL Them Webs! Remembrer to shut your MWD when you are done using acceleration to close to targets. or when your done moving Tactical Overlay Helps me out in maneuvering around the field the Default hotkey is (Alt-D) You can also find a Press-button Bottom left of your Capacitor GUI Keep and mind: listen to your FC! If the FC calls full fleet Arnons + Outini, or DPS Auga Outini Deltole Start locking them! You Do Not need tags to lock Primary targets, When FC calls primaries you can lock the primaries and then lock the rest of your DPS tags when the numbers arive. Remember to keep focusing fire. Just be aware if you accidentally lock a sniper target to Unlock them. You want to help your DPS squad crush your targets before you hear Hoover telling the Snipers to "help the lazy dps out" we laugh as snipers are our friendly rivals. No worries about burning to final tags when there is another spawn to come, as it is much more important to be in position for the next wave Your 2 types of ammo will almost always be Long Range, or Short range. 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 of Optimal Range for Short Range, And to Void (short range) when close (Usually within 12k) Remember it takes 5 seconds to reload I have a blast flying with WTM (pun intended) these are just tips i gathered from learning, they are not manditory (exception: for DPS burn to your anchor spots, be with your VVV) I apologize in advance for any typos, as this was done from mobile device. Good luck n Fortune, I shall see you in Fleet! --VVR 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. "Make them sansha's go No-whear!"
  20. 2 points
    Guess I'll have to dissapoint you then @niki lasvegas
  21. 2 points
    on a walk in the snow
  22. 2 points
    @Cpt Tirel why are you so obsessive over this? I ran the graphs yesterday on your geddon. The tracking is so bad, you would only be effective at shooting capital sized ships. Load multi freq and your dps drops to near starter BS numbers. If you are going to compare the nightmare, compare it with pulse lasers. It’s not comparable my friend.
  23. 2 points
    So if you'd rather not use the shoddy LP Store websites that usually have incorrect information. Here is the simple equation you can apply to find how much ISK per LP you will get out of the LP store. Find open market value of item (buy orders) on https://evemarketer.com/ ~~ We'll call this variable G Find ISK cost in LP store ~~ We'll call this variable D Subtract D from G ~~ We'll call the answer variable H Find the LP cost in LP Store ~~ We'll call this variable LP Divide H by LP ~~ The answer to this is the ISK per Loyalty Point you will get on that item. Hope that was easy enough to follow along. Cheers o/
  24. 2 points
    If you're going to AAA a TCRC in a nightmare I suggest the following: Split your guns into 2/2, Load Gamma into all weapon groups before you enter. Alternatively, if you carry it, try Standard for slightly better range on the guns so you can hit the Niarja before it really accelerates. For a Normal Site: As soon as you land start locking the far Niarja then set yourself to fly approximately 20 degrees left of the tower (this is about halfway between the tower and the shield transfer arrays). Activate your prop module as soon as possible for 2 cycles then turn it off. AB - Leave your prop mod on for 4-5 cycles instead you aren't quite as fast as the MWD and every little bit helps. As soon as you have the Niarja locked fire one set of your guns then stagger your second set half way through the cycle. Start locking the tower as soon as you activate the first gun group. The Niarja is usually dead by the time you finish locking the tower if not cycle one group of guns off and switch to multifrequency ammo and turn it on the tower. As soon as the Niarja dies load multifrequency and turn your guns on the tower stagger them to reduce the time lag between your shots and maintain a more even DPS. You have two jobs first to consolidate as much of the aggro as you can, and second to hold that aggro as long as possible. As soon as you start getting webbed down pulse your prop mod 1 cycle on, 1-2 cycles off. Set yourself to keep at range 30km from the tower. For a Preload Site everything is close to the same except for your angle of approach on the tower: As soon as you land start locking the far Niarja then set yourself to fly approximately 60 degrees left of the tower (this is about halfway between the mtac facility and the shield transfer control tower). Activate your prop module as soon as possible for 2 cycles then turn it off you'll need to conserve your cap. AB - Leave your prop mod on for 4-5 cycles instead you aren't quite as fast as the MWD and every little bit helps. Regardless of prop mod type as soon as the first energy neutralizer icon shows up turn your prop mod off till logi help starts landing then pulse your prop mod as needed to make sure you're in position. As soon as you have the Niarja locked fire one set of your guns then stagger your second set half way through the cycle. Start locking the tower as soon as you activate the first gun group. The Niarja is usually dead by the time you finish locking the tower if not cycle one group of guns off and switch to multifrequency ammo and turn it on the tower. As soon as the Niarja dies load multifrequency and turn your guns on the tower stagger them to reduce the time lag between your shots and maintain a more even DPS. You have two jobs first to consolidate as much of the aggro as you can, and second to hold that aggro as long as possible. As soon as you start getting webbed down pulse your prop mod 1 cycle on, 1-2 cycles off. Set yourself to keep at range 30km from the tower. If your shields hit 50-55% overheat one of your invuls, if you hit 35-40% overheat the second, and remember heat one cycle, cool two cycles. Alternate so you're heating one invul and cooling the other. If you hit 20-25% shield heat both and keep em cooking till logi catches up, or you hit 75% heat damage on your invuls. It's far better to have your invuls working than to burn them out. Also, remember to separate your invuls on your ship fitting screen, and seperate your guns as well. For example, I put mine in the first mid slot and last mid slot and put my other modules between them. Then when you undock rearrange to your heart's desire to make things line up how you want. Visual Example In the fitting window it looks like this: Invul Prop Mod Tracking Computer Tracking Computer Tracking Computer Sensor Booster Invul When undocked it looks like this: Prop Mod Invul Invul Sensor Booster Tracking Computer Tracking Computer Tracking Computer This allows you to heat your invuls longer with less impact as a percentage of the heat damage is dissipated into space without any effect.
  25. 2 points
    Hello Gallente Pilot! WTM just loves attentive newbros trying to join into WTM fleets! You are indeed in the right place if you want to do some incursions. It is totally fine to join in-game chat for you. Actually it is even recommended. In the MOTD you will find a couple of really useful links for you. The 2 top being probably the Warp To Me Rookie Guide , and the WTM Fitting Website. These will probably answer most of your questions. But you can browse through the MOTD for other stuff too if you feel like it! For you (and for most of the newbros honestly) i'd recommend to look at the Hyperion first and try to get into one, it is a fairly cheap starter ship, and maybe you already have some skills for it! If you find out that you like incursions after some time and this is a thing you want to do and earned enough ISK, then you can look at the Vindicator and try to switch into it from the Hyperion. It is one of out optimal hulls and a really fun ship to fly. Welcome to Warp To Me!
  26. 2 points
    We chose option C, have standards and give input, but leave flexibility where we can. We use Regard cap transfers as our standard, which determines our stable threshold of -64.8 (324GJ / 5s). I can assure, as one who helped develop these fits, that they are stable in chain with All 5s. There's 5 specifically: Logi Cruisers, Shield and cap emission, Cap management and operation. Your numbers tell me there is more missing than Cap emission 5 alone. You are correct, we don't know exactly the skills that every pilot brings, probably at least half aren't at 64.8, so we have closer control on fits and with these fits we have been okay. Your fit is different as it had a T2 cap transfer, which is great but burns more cap and is going to make you less stable. At that point, we require you to confirm you meet the delta. Call it arbitrary if you wish. If you can hit -64.8 the T2 transfers are fine. Your options being more skills, cap implants, or Mindflood (which you can take without issue as a logi). If you want, feel free to suggest alternative fits if you feel our standards are bad.
  27. 2 points
    Starting in Milu, structures will be put up in every subsequent focus for people to dock, and repair in. They will also have a cloning facility that will be online until 24 hours after the focus goes down. If you would like to donate to support this project, send isk to Warp To Me Incursions corp
  28. 2 points
  29. 2 points
    There are a number of Astrahus'es that were set up by Foshkey; if you're in HQ system and see one named "Foshkey's Something-or-Other", that's what those are. The NGA and TVP ones are also pretty much safe to dock in.
  30. 2 points
    I recommend not annoucing your about to travel through a gank hotspot in a public channel, but feel free to let people know what was there after the fact.
  31. 2 points
    It's July now, so I could go and look at the total for June: One hundred and thirty six BILLION isk worth of incursion-loaded bowheads died last month. That's about 1/8 of the *total* isk generated by incursions during the month. Most of the kills were in Uedama or Niarja, but several were in Madirmilire, Sivala, and one in Bahromab (all adjacent to one of the Bad Systems, all 0.6). Stop paying for Kusions' subscription. Stop flying loaded Bowheads through the pipe systems. There are several ways to get around this problem. You can go "over the top" through Ammatar space. You can stop in Ashab/Kassigainen, unload the Bowhead, get it to Kaaputenen/Juunigaishi, and shuttle your battleships back and forth one by one. You can take the bling off your incursion ships, move the hulls in the Bowhead, and move the shiny bits separately in something sneaky. You can keep sets of hulls on each side of the Amarr/Gallente divide. There are probably other things you can do; goodness knows some of you are inventive enough with the battleship fits.
  32. 2 points
    If you're new, and you get in my logi wing, I'll say these things to you. Even if you've read this post, I'm gonna say them. Also, yes, that's how long it takes to say this stuff in voice; those speed runs through "Fox In Socks" finally paid off. -- Logi have four jobs: join your logi chat and do what they tell you, move, rep people who broadcast for shield, and basi's have to keep the cap chain going. Setting up As soon as you join fleet, hit the link in fleet MOTD to join basi-chat or scimi-chat. Say "Hi," give your Logistics Cruiser level and how many links/resebo's you have. Join and say hi even if you don't have any links, don't make me hunt you down and ask. Add AAA to your watchlist. If you're a basilisk, add your cap buddies. If your logi-chat gives you link or resebo targets, add them too. Make sure your fleet window's open. You'll need the "My Fleet" tab to find us for the first time, then switch to the "History" tab so you can see shield broadcasts. Move! The instant you land in a site, find your AAA in your watchlist and orbit him at 10km. Turn on your prop mod. Stay like this forever. First exception to this rule: In the first two rooms of a TPPH site, find the EXIT gate, and orbit that at 500m. When any battleship gets up next to the gate, switch your orbit to the battleship. Second exception: at times, the FC will send an "align" broadcast. Align and turn your prop mod OFF. This always happens at the end of a TCRC, and occasionally at other times. Rep people. Lock up every person who broadcasts for shield asap. Every last one, all of them, no exceptions. Use your judgement as to how much rep to drop on which people. Some folks just have a troll frigate nibbling them, some get the whole room. Try not to run all four reppers at once. It attracts aggro and makes you slow to help a new person when Sansha change targets. Stagger your reps. Don't drop several reppers on a person at once, do it like "REP one thousand REP two thousand REP". Cap chain Basilisks always cap up. Cap the person who's immediately above you in the user list of basi-chat; if you're the top of the list, cap the guy on the bottom. Basilisks ABOVE a basi with Logistics 4 also cap down. If the number next to your name in basi-chat MOTD is RED, you're above a L4 basi, use your second transmitter to cap them. Send cap to your cap buddies on gates! We hang eighty billion isk worth of battleships off that cap chain, testing it is important. Basilisks with a free cap transmitter send cap to fleet. Watch for cap broadcasts. If you have a free transmitter, type the first few letters of the guy's name in basi-chat, lock him, and start capping. If somebody types "FRED" just as you were planning to cap Fred, you can either find another cap target or just type "+" to say "I'm capping him too." If we get more cap broadcasts than we can handle at once, send each person three or four cycles of cap and move on to the next one. If you get neuted out or jammed, you can't send cap, and your friends have to deal with that. Tell basi-chat by typing "NNN" (for neuts) or "JJJ" (for jams.) Type "-NNN" or "-JJJ" when the effect ends. Some people also type "WWW" when they're webbed. If the basi you are capping gets neuted out, jammed, or blown up, deal with it by using your second cap transmitter to send cap to THEIR cap buddy. Sometimes this gets complicated and the LC has to tell people where to send their combat caps; when this happens, listen and do what they're telling you. Sites - Each site we do has a particular moment that gives the logi fits. Know them. TPPH - In the third room, on the third wave, there are three Arnons (which jam) and two Outunis (which neut). All combat caps go to the Outuni's target. NRF - The fourth and final wave contains 1-3 Outunis. All combat caps to the Outuni target! After 20-30 seconds, back off to two reps on the person getting hit, because in 45 seconds the entire room switches to a new target, all at once. TCRC - The instant you land, lock up AAA and start repping him. Two seconds later, we get attacked by Outunis, Deltoles (which do EVERYTHING) and Niarjas (jams). Aggro goes everywhere, half the fleet broadcasts for shields, and at least one basi gets neuted out or jammed. If a Scimitar takes aggro during this part, throw armor bots at them immediately, the room can alpha right through their shields and well into armor. Finish your coffee before we go in, please.
  33. 2 points
    Warp To Me Rookie Guide Introduction Welcome to Warp To Me Incursions! We are very happy that you are interested in running incursions with us, but as you might expect, you must know a few things before joining our fleets. Please read this guide thoroughly and verify everything is properly set up before attempting to join one of our fleets. Warp To Me Incursions Channel Our channel is the main base of operations and the central hub for our community. Joining Channel If you are not currently in the Warp to Me Incursions in-game channel you will need to join it! In order to join a new channel, you must open up your channels menu. If it is not already on your neocom, you will find this by opening the Eve Settings Menu (Giant E above your character portrait) and then navigating the menus to Social and then Channels. Once the Menu has opened, simply type “Warp to Me Incursions” into the text box and click join. WTM Requirements Warp To Me Incursions is a new player friendly environment. Therefore we ask that you to not talk about politics, religion or other sensitive topics in our channel. If you simply follow our #1 Rule: DON'T BE A DICK, you won't have any issues. Message of the Day (MotD) The Warp To Me Incursions Chat MotD is a source of the majority of the information you will need. At the top, you will find important links for WTM. We highly suggest you to join our forums today! Below those links, you will find a list of WTM's current leadership, officers, and active founders. Then we have our auxiliary channels, one for each optimal ship of our fleets, containing recommendations for fits and implants. If you find yourself a fan of these ships, you should join its respective channel! Then we have the current location of the fleet. Incursion states the constellation we are staging in. HQ states which system is the HQ incursion system Dock-up states which NPC Station you should dock in during this incursion. Note that this dock-up is the closest station to the HQ system, most of the time in the HQ system, but sometimes it is one or two jumps away when the HQ system doesn't have an NPC Station. Status states the current status of the fleet. When set to Forming or Running, the fleet is actively seeking new pilots! If you ever happen to lose track of the information in any MOTD you can always refresh it by clicking the cog/gear icon (in your channel window) -> click Reload MOTD (the very first option). Settings Before joining a Warp To Me Fleet you should change a few settings that aren't set by default. CSPA CSPA is a mandatory isk charge to any pilot attempting to contact you, either by private conversations, mail, or fleet invites. This is an attempt by CCP to prevent spam to new players. By default, this is set to 0 Isk (it used to be 2,950 Isk), but we still need you to verify it is 0 Isk. Fleet Commanders will not invite you to fleet unless CSPA is 0 Isk in the mail settings. Tags An efficient form of communication that our Fleet Commanders use are tags, to show which targets to shoot. By default, this column on your overview is not visible. To add the column, open your overview settings and navigate to the columns tab. Check the Tag column and drag it towards the top. Furthermore, if you do not have an overview that is set up to see the Sansha and the incursion sites, it is highly suggested that you either ask for one in Warp To Me Incursions chat that is specifically designed for incursions or create one yourself in the overview settings: Sansha ships are listed under NPC > Pirate NPC Incursion sites are listed under Celestial > Beacon Audio Alerts We highly suggest that you set up Audio Alerts for your ship. These alarms are not to be relied on but may save your ship if you become distracted while in fleet. To set up your audio alerts, open up the settings menu in the bottom right hand corner of your HUD and click on “Configure Ship Health Alert Settings.” In this menu, set your shield alarm to 95% (any higher and it might bug and not sound) and your capacitor alarm to 30%. Broadcast Settings Before joining one of our fleets there are certain settings in your fleet broadcast window that need to be set up. To change broadcast settings you will need to be in a fleet. The easiest way to do this is to right-click on your own name in a chat channel and select “Form fleet with…” This will create a fleet with only you in it. Once in a fleet, click on fleet settings and then navigate down to broadcast settings. In this menu, ensure that the following broadcasts are checked: Need Capacitor, Target, Warp to, Align to, Need Shield, and In Position at. Any other broadcasts you want to see you can check as well, but these should be the minimum. You will notice on the right hand side of your broadcast settings menu are small square menus that you can use to color-code your broadcast history. Changing the colors of your broadcasts to colors of your choice will make them easier to identify in the history tab. This is especially important if you are in a logistics ship or to easily distinguish between align to and warp to broadcasts. Finally, back on the Fleet window, at the very bottom, you should see a row of broadcast buttons. If you do not see these buttons, be sure to click the two small arrows in the bottom right of the window. Once the window is expanded there will be a symbol in the bottom right corner. This should be arrows pointing in all four directions that when the cursor is hovered over displays “Scope: Everyone.” If this is not the case, left click on it until it is. Finally, be sure to drop your own fleet when done adjusting your settings! Our FCs will not be able to invite you if you are already in a fleet, even if it's your own by yourself! Safety and Duel Settings Warp To Me Pilots are doing a wide variety of things in EVE when they are not flying with us. Therefore it is very important that our pilots ensure that their safety settings are always set to Green (enabled) whenever they join our fleets. There have been many instances where pilots have forgotten, accidentally aggressed another member of the fleet and lost their expensive incursion ship to CONCORD. If your safety is not Green, simply click the circle on the top left of your hud and select “Enable Safety.” You should also set your account to auto-reject duel invites. When you enter a duel, logi are unable to rep you due to flags and combat timers. To avoid accidentally entering a duel, you can block duels from ever coming up on your screen. From the settings menu (accessed using the Esc key), go to General Settings, and halfway down the left side find the dueling section. Simply check the box to block duel invites. Drone Settings Whenever you are in a Warp To Me Fleet, your drones need to be set to Passive and Focus Fire. You will be assisting your drones to another pilot, and these settings help this pilot control your drones. Comms (TS3) Warp To Me Incursions Fleet use TeamSpeak 3 as our primary means of communication with the fleet. We require every pilot to have teamspeak set up before joining fleet, and be connected and listening to the FC while in fleet. Please download it here. If you are a hearing impaired pilot you are still welcome to fly with us! Please read our guide here. Comms Information The server address for the Warp To Me TeamSpeak will be found On the wait list After you have posted a fit or in the MotD of Fleet chat. It does not matter if you have a microphone, but you must be able to hear the FCs, and pilots with their teamspeak muted (denoted by their icon) will be notified. For identification purposes, ensure your TeamSpeak name matches your in-game name, without corporation/alliance tags. If you are using a microphone it must be set to "Push-to-Talk." This can be found in Settings > Options > Capture > Push-to-Talk. From there, in order to talk, you must hold down a key (as chosen in the options, default is Ctrl) in order to open your mic and talk. Please do not Mute your speakers while in "join this" channel. The keyword "Check" is used to indicate the closing of open communications on TeamSpeak. In other words, stop talking if you hear "Check." For legal and safety purposes, we do not allow streaming or recording of comms in any form. For permission and more information on streaming, please contact your FC. Joining Fleet Of course, by reading this guide, you're looking to join one of our fleets! Arguably being the most important part of the guide here, we'll cover getting yourself a ship and how, exactly, you can get into one of our fleets with that ship! Ships & Fittings To fly in our fleets you need a fitted ship! Not only that, but a fitted ship that meets our minimum requirements. These requirements and fit suggestions can be found at our dedicated fitting webpage, which can also always be found in the WTM Chat MotD. In order for an FC to send you an invite, you must have a valid fit that meets minimum requirements. If it doesn't, then the FC will assist you in fitting to meet these requirements. Occasionally, however, our FCs make mistakes and allow invalid fits that other FCs will catch later. Just because you got in last time does not mean that your fit is correct. Also know that our volunteer Commanders are there to help you! Ask your questions in Warp To Me chat and off-duty Commanders (and maybe even some experienced pilots) will always be willing to help you with any questions you may have regarding your fit or otherwise. For further information, please read our Rules & Regulations or contact an Officer or a member of Leadership. Wait List Manager WTM is an HQ community, which means we can have a maximum number of 40 on-grid pilots in our fleets before receiving reduced payouts. This means that we sometimes have to tell people to wait. WTM has and always will invite on a first come first serve basis, within fleet needs. How we manage waiting pilots is through our Wait List Manager website. The link to this website can always be found in our channel MotD. All invites to the fleet (with a few exceptions) is done by this wait list manager, so to join our fleet, you need to know how to use it! Upon signing in to the website, you're presented with the X-Up form, and four columns down below: X-Up, Logi, DPS, and Sniper. X-Up are those that posted their fit and are waiting for approval from the current FC. Upon approval, they're moved to the appropriate waiting column (Logi, DPS, or Sniper). When spots in the fleet open up, they're replaced by those at the top of these three columns. How to X-Up Please make sure you are no more than 3 Jumps away from dock-up before you X-UP Invites can come fast and we do not wish to delay fleet by having to wait for pilots that are more than a few jumps away "X-Up" is an old term that means to post your fit for approval and potential invite. Here's how to do this: In the EVE client, go to the Ship Fitting Window. On the bottom right side is a Save button, click it. A Fitting Management window will open, that has a Copy to Clipboard button at the bottom, click it. Go to the Wait List Website. If you don't see the X-Up form, click the green X-Up button at the top. In the big text field, below Fittings, press Ctrl+V or right click and select Paste. Note that you can enter multiple fits! If Logi, enter your Logistics Cruisers Skill Level when prompted. If Rokh/Rattlesnake, enter your Caldari Battleship Skill Level when prompted. Click Enter On Waitlist. Your Fittings will now be queued up in the X-Up column for approval. Once your fit is approved, you will be moved to the bottom of a waitlist column: Logi, DPS, or Sniper, depending on what role your fit is. As pilots at the top are invited to fleet, they will be removed from the list, moving you up towards the top. Once a spot opens up in fleet and you're at the top, you'll get an invite! Note that your fleet invite is valid for 60 seconds. The wait list manager has a number of tools to notify you of this invite, including a poke on TS3 and a notification link that plays a sound when invited. If you miss the invite, don't worry! The FC will invite you again on the next wave of invites. However, if you miss three invites in a row, the FC may remove you from the waitlist and you'll have to X-Up again! Finding the Fleet in Space For your own safety, we ensure every pilot has the basics covered before they join us on grid. If it is your first time flying in a WTM, please inform the FC when you are invited to fleet. They will review a few topics and tell you where to go. Broadcasting For you to communicate effectively with the fleet, you must learn how to broadcast properly. Furthermore, you must be able to see broadcasts, as Commanders use them for communication as well. Sending Broadcasts There are three main broadcasts that you should know: Shield, Capacitor, and In Position. The buttons for these broadcasts can always be found at the bottom of your fleet window. If you don't see a row of broadcast buttons, click the two little arrows in the bottom right corner of the fleet window. You should broadcast for Shield when the Sansha first target you. Denoted by yellow boxes around the Sansha icons. A loss due to failure to broadcast for shield on time is considered a non-SRPable loss. You should broadcast for Capacitor if your capacitor falls below 30% or targeted by Outuni Mesens. We set an alarm for this earlier Do not broadcast for capacitor if there are Outunis on the field and you do not have aggro. The person who has aggro needs it far more than you, due to dangerous Outuni neutralizers. You should broadcast In Position if you no longer have aggression or no longer need capacitor. When the Sansha ships icons changed from yellow box to red box back to yellow box, you no longer have aggression. When your capacitor is greater than 70%, you no longer need capacitor. If you broadcasted for both, then no longer need one, broadcast In Position, wait one second, and broadcast for whichever you need. E.g. you have Outuni aggro, you broadcast for both shield and capacitor. Outunis die, you have >70% capacitor, but still hold aggression. Broadcast In Position, wait one second, then broadcast for Shield. Viewing Broadcasts You should always have the History tab active in your Fleet window to view the broadcasts of the fleet. For FC communications, there are two main broadcasts: Align to and Warp to. Align broadcasts are orders to align to a point in space. Right click on the broadcast and Align to. Warp broadcasts are orders to warp to a point in space, most of the time the next site. Right click on the broacast and Warp to at 0. Do not warp before FC orders via voice commands. If you are flying a logistics ship, you are required to lock every shield broadcast. This is most easily done by holding down the hotkey for locking and clicking on the broadcast. For more information on flying logistics ships, read our Logi Rookie Guide. Broadcast Hotkeys We discourage the use of hotkeys due to unreliability, while the fleet window buttons are 100% reliable, and we absolutely want every new pilot to use fleet window buttons instead of hotkeys. However, if you use hotkeys at your own risk, increase reliability by ensuring you do not have a window active (click in space) before pressing the hotkey. Furthermore, verify that your broadcast went through by looking in the Fleet History window. If you do not see your broadcast, the Logi do not see it either. Note that utilizing this method does not make Hotkeys 100% reliable. Using hotkeys is not an excuse for failure to broadcast on time. If this becomes a problem, we'd recommend to just use the fleet window buttons for broadcasting. Roles Individuals of the fleet have certain Roles, ranging from standard DPS ship to more specialized roles of Anchor and FC. In this section we'll cover basic roles and more specialized roles, what those roles mean, along with important roles to add to your watchlist. Basic Roles There are three basic roles in our fleet that you will automatically be grouped in: Short-range DPS, Long-range Sniper, and Logistics Cruisers. Logi is self-explanatory, you're flying either a Basilisk or a Scimitar and providing reps to the fleet. DPS and Snipers are the offensive part of the fleet, and you're classified based on what guns you have fitted to your ship. What tags you target are based on whether you're classified as a DPS or Sniper ship. Long-range Snipers Hybrid Railguns, Projectile Artillery Cannons, and Beam Lasers Targets are lettered tags: A, B, C, ..., H, I Do not shoot tag J Keep at range 5,000m on AAA Short-range DPS Hybrid Blasters, Projectile Autocannons, Pulse Lasers, Drone Boats, and all types of Missiles Targets are numbered tags: 1, 2, 3, ..., 9, X, Y, Z Keep at range 5,000m on VVV Logistics Cruisers Orbit at 10 - 15 km on AAA Read our Logi Rookie Guide If there are none of your tag type remaining on grid, then shoot the other. I.e. DPS shoot numbers then letters, Snipers shoot letters then numbers. Do not ever shoot tag J. This is used to designate a target that, if killed, would put fleet safety in jeopardy. Shooting tag J is a valid reason to get a kick from fleet! AAA and VVV are specialized roles assigned to members of the fleet. Where to find your AAA/VVV will be in the next section. Specialized Fleet Roles Certain pilots within the fleet have specialized roles. These roles include FC, LC, Anchors, Drone Bunny, MTAC, and Boosters, and are assigned by the FC of the fleet, but it's most commonly volunteer-based. If you have interest in these roles, read the guides and volunteer! Guides can be found by clicking the links below or in fleet chat. We're always willing to teach these roles, and if you ever want to be a Fleet Commander or Logi Master, best thing to do to get our attention is to take these roles whenever possible! FC: Fleet Commander - Gives commands to the fleet, be sure to listen! LC: Logistics Commander - Responsible for the Basi Cap Chain and keeping you alive! AAA: Sniper & Logi Anchor - If you're a sniper, keep at range 5,000m; if you're logi, orbit at 10-15km. VVV: Short-range DPS Anchor - if you're a short-range DPS ship, keep at range 5,000m. If no HHH is present, assist your heavy drones to this person. DDD: Drone Bunny - Assist your light drones to this person. HHH: Heavy Drone Bunny - Assist your medium & heavy drones to this person. MTAC: Performs a specific job in the TCRC site. Drones What do you with your drones? This section will cover just that. Light Drones will be assisted to the DDD Acolytes, Hobgoblins, Warriors etc. Medium & Heavy Drones will be assisted to the HHH Ogres, Berserkers, Geckos, Hammerheads etc. If you have multiple flights of different size, lighter is usually better, except for tower bashes. You assist your drones by Right Clicking on your Drones in Local Space > Assist > Watchlist > [Pilot Name]. A pilot can only have 50 drones assisted to him/her. If the DDD or HHH is full, then assist to the VVV. Watchlist The fleet watchlist is a very important tool to every pilot. To get this watchlist started, right click on your anchor in the Fleet MOTD (under Fleet Roles, AAA/VVV depending on Sniper/DPS respectively), go to Fleet > Add to Watchlist. This should open up your watchlist window, and place it somewhere accessible. You can click and drag other names into this watchlist as well, and it's recommended that you should at least have your Anchor, Drone Bunny, and FC in your watchlist. From there, you're able to easily right click on the name, keep at range > 5,000m, or whatever you need to do to anchor. Furthermore, when assisting drones, this adds a "Watchlist" submenu so you can easily assist your drones as well. Ship Replacement Program Warp To Me offers a Ship Replacement Program (SRP) to its pilots. SRP is like an insurance policy that covers the loss of your ship if the loss is not your fault. There are 3 coverage levels for all ships as well as a free option for logi ships: Free (Logi only) - Up to 300 million 10 Million - Up to 2 Billion 30 Million - Up to 4 Billion 60 Million - Up to 6 Billion Examples (but not limited to) of SRPable loss: FC Error (sometimes FCs mess up) Logi Error Examples (but not limited to) of non-SRPable loss: Failure to broadcast on time Taking a gate without FC permission (called "leeroying") Being CONCORDed (Please make sure your safety is set to green) Having a killright or wardec (please take care of those before joining fleet) Ganks are covered as long as you follow the FCs commands. In short, if you follow FC commands and broadcast on time, your ship will be covered. Note that your ship must meet our minimum requirements to be covered by SRP. Your SRP payment covers you from the time you pay until the next Down Time (DT-1100 server time). You may leave fleet and rejoin as many times as you wish during this time without having to repay every time you join fleet. Sounds pretty good, right? Well how do you sign up? Simply send the desired amount of coverage (10 million, 30 million, or 60 million) to the In-Game corporation with the name of "WarpTo SRP". This corporation will be linked in the fleet MOTD. This is the only official WTM SRP corporation and the only one you should trust. If in doubt check the CEO name for "Sparta Epic Cyno." WTM is not held responsible for scammers, although if one appears, please report it to a WTM Officer or a member of Leadership. [v4.1]
  34. 1 point
    VVV is tagged "Y" . the font makes it look like a V.
  35. 1 point
    for sparta, and isk, but mostly FOR SPARTA
  36. 1 point
    it's not the whole fleet it's certain people also the one that cannot use PRESS TO TALK for real are annoying AF, But I do enjoy flying WTM especially when Super hoover, Fiona and Ergon are around. Thanks <3
  37. 1 point
    As a logi pilot I love the idea, who doesn't like more isk? But I don't think we need to tip logi, everyone in fleet has their roles and we all do pretty well out of it. As much as I hate to say it, we do actually need snipers and dps otherwise each site would just be a bunch of logi ships forever flying round in circles repping each other but not doing any damage. Boosters are also handy to help keep us alive too & make the sites go quicker. If you want to help out logi, broadcast on time, broadcast in position and if you need to ask for anything over comms we don't know who "I" is. FC's also come in handy too.
  38. 1 point
    I'll TAKE YOUR ENTIRE STOCK
  39. 1 point
    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!
  40. 1 point
    Victor this is a fantastic write up - really captures what we try to do as commanders. I love all of these tips, and encourage everyone to add to it as you see fit. Thank you for being part of our community!
  41. 1 point
    I think this will be a good way to maybe get to know each other. So I will write down a bit about myself also I am Lester Loutte and most of the time, I am spending my time making ISK (make ISK for the whole month and spend them in 3 hours, rinse and repeat) In other games, I mostly experiment on what is best for me, but I like to talk and make friends. Spent the most of my eve time in null sec but now those big fights really cost money without anything in return and that is bad. For WTM related, I am currently thinking about training into a scimitar and will hop into a basilisk after I got the skills to fly the minimum fit. I got a bit of industrialist side, a trader side and big of a krabbing side on me
  42. 1 point
    This is the second thread of ur attitude if you don't like WTM you are free to go back to TDF no one is forcing you to stay leadership is not going to change just for you ....Sorry to add this.
  43. 1 point
    There's a name I recognize from way back. Not a lot has changed. Logi still keep getting dunked on during the TCRC entries, so that is something to particularly watch for if you are trying to be a next-level logi. Not overrepping and pulling aggro to yourself is also a must. There's 2 guides that cover most of what we ask logi to know today, most of which will be familiar to you: Best of luck and welcome back!
  44. 1 point
    someone call the heartless?
  45. 1 point
    Maybe this has been posted elsewhere, but one nice thing to do for the AAA before sending them into a TCRC is to remote cap in case there is a preload greeting party on the other side of the gate. I have benefitted from this more than once.
  46. 1 point
  47. 1 point
    I reported this issue to CCP by the recommendation. The issue id is EBR-153449.
  48. 1 point
    There is no such thing as a Former Marine. I am married to a Marine.
  49. 1 point
    Warp To Me Logi Rookie Guide Introduction Welcome to being a Logistics pilot for Warp To Me Incursions! This is a guide for flying Logistics Cruisers (Basilisks and Scimitars) in our fleets. If you haven't already, please read our Rookie Guide. Joining Fleet First, you need a ship! Please view our fittings webpage for our current fits for Logistics. Once you have a ship, please read our Rookie Guide or go to our Waitlist Manager to learn how to join our fleet. Fleet MOTD Once you're invited to fleet, take a look at our Fleet MOTD, containing very important information. Most importantly, note the Basi & Scimi Chat Links. Please join your respective channel, as those are used for communication purposes among your fellow Logi pilots. The MOTD will contain other bits of information, including Current System, TS3 Information, SRP Information, and the current specialized Fleet Roles. Of these fleet roles, note your AAA (Anchor) and LC (Logi Commander). Add both of these people to your watchlist. Orbit the AAA at 10-15km 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 will be capping up to Pilot E (Top to bottom). Pilot B, even though he is logi 5, is red and will be capping up and down as he has a Logi 4 pilot below him. Pilot C also logi 5 but has a logi 5 below him so he is blue. Pilot E is red as Pilot A is logi 4 (Bottom to top). 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 (Pilot Preference) x2 links VVV (Range) HHH (Range) Blasters (Range) Snipers (Tracking) 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 > 10-15km. 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. [v2.2]
  50. 1 point
    you can do other things in eve other than incursions?