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Showing content with the highest reputation since 11/29/2020 in all areas

  1. 11 points
    WTM has expanded it's Upgrade Policy. At 90 hours in fleet all battleships are expected to, along with being in an optimal hull, have T2 Guns, Deadspace Microwarpdrive, 4 Faction Damage mods (not including DDAs/TEs). Also now at 125 hours in fleet, we require all battleship pilots to be in the Optimal doctrine fits. This is to ensure efficiency and fairness in this ever competitive HQ Incursion climate. There will be a one week grace period before this goes into effect. (1/24/2021) If you are already over the time limit please take this time to upgrade your fit. If you have questions on how to fit your ship, feel free to reach out to a commander in WTM Local chat. Or mail a Council member found in the WTM Local MOTD.
  2. 7 points
    Hey Guys. This one has been a long time coming guide, with many requests. Finally it is time. What is a Capsprey? A Capsprey is a cheap Osprey focusing on helping out a WTM fleet and its great cap-hungriness, following them around and servicing capacitor on-grid, while not in fleet. Ideally this character is an alt of someone who is already in fleet and getting paid for site-completion. How to safely do this without blowing up? You have to play by a couple of really simple rules and you will most likely (99.99% chance) not going to get targeted at all, unless our CCP Overlords will decide otherwise (the 0.01% why you cant say something like "impossible or always/never" in EVE). Rules: 1. As always you have to listen to the FC. Nothing new here. 2. Unless you have an explicit permission from the FC you are not going into a TCRC. Only NRF and TPPH. To be fair TPPH is by far the most cap-hungry site anyway, and thats where you are needed the most. In TCRC there are a couple of frigs and cruisers who are not playing by the usual aggro rules, and sometimes its messy enough even without a Capsprey. Feel free to ask permission, but dont get grumpy if FC says no tho'. 3. In NRF and TPPH when fleet takes a gate you have to be a 100% sure that the initial aggro already happened (somebody is already getting shot), after that you have to take the gate really quickly, because you have to keep up with the fleet, and not be out of position when the next wave spawns! How to confirm aggro? Either check it with your in-fleet character, or if you dont have that wait 15 seconds after fleet took the gate, then catch up fast! 4. Anchoring: DO NOT ORBIT! You have to reach your anchor position before the next wave spawns, this is super important! When you are there then obviously you can turn off your prop-mod. I'll give you two options how to anchor yourself: a) In case you can move in 3D (Q+doubleclick) and have the capacity to choose a safe spot: anchor yourself! This is probably safer than relying on a booster that sometimes can be slightly out of position. -TPPH: last room 30 km left from the tower, 80 km from the beacon, your altitude (important) should be the top of the very highest spike of the tower. -NRF: 50 km right from the tower, 80 km from the beacon, your altitude (important) should be the top of the very highest spike of the tower. -TCRC: does not matter even if the FC lets you in, there are no waves after Outuni spawn, so you should be fine anywhere. b) In case you can not anchor yourself: You will anchor on the primary booster. You burn to it really close, keep-at-range 1000 meters. If the booster is not out of position you probably (99.99%) wont take new wave initial aggro. Okay, you survived. Nice. But how to effectively use a Capsprey, what is the job? It is rather simple because you should focus on your in-fleet character mostly anyway. You should service cap for the most cap-hungry boats in the fleet. Who are these guys? Blaster boats. Typically: all the Hyperions are cap hungry all the time. Vindicators who are burning around like madmen. Vindicators who are doing crazy DPS, pulling damage aggro. Hope they are not in fleet, but alas if they are: Rokhs. Honestly, all the blaster boats will be grateful for your deed. Some rare times if they notice you they might just tip some ISK as well for your service. I know i do. ;3 So you put 1 cap transfer on each of these guys (5 at a time), and you basically are good for at least 1 wave. I would recommend to maximize your focus on your in-fleet character. And only switch cap targets with the Capsrey if you still have spare time, which sometimes you probably wont have at all. Depends on the fleets nature, really. I would also recommend to just keep capping Hyperions (Rokhs...) all the time and never let them go. You can shuffle around the rest of your cap transfers on Vindicators if you want tho', cuz most typically they wont need them all the time, just a refuel every now and then. It is completely fine to just choose 5 ships and cap them for a whole site and to not pay attention to your Capsprey at all after you started capping and reached your anchor. What to do if you screwed up and failed to play by the rules or CCP decided you will be unlucky? AKA: if you are targeted by sansha. The tanky fit that i listed below most likely will hold and not blow up, if the in-fleet logi can catch you on time. If possible then you should voice it on comms, even target broadcast your own alt quickly. Overheat the tank, the prop-mod and try to burn away. Hopefully the commanders and logies are on the lookout on their own as well and will try to save you. Do not warp out with the tanky fit, please even if you are able to. It will just cause split aggro, which can easily result in losing some drones, and of course grumpy logi. Most likely you will survive, but even if you die, it is a cheap loss and a good lesson what not to do with the next Capsprey. If you are in the greedy fit then feel free to warp out, cuz you are not going to survive a full wave aggro. But that fit is only recommended for veteran pilots who are experienced multiboxers and confident enough that they wont screw up ever. Recommended tanky fit for everyone: Not recommended greedy fit for veterans who are experienced multiboxers and really confident: Why Small Cap Transfers? Small Cap Transfers will give enough cap for your targets, but they will not pull enough aggro to be targeted by the sansha. It is the perfect solution and these small Corpii A-Types are also really cost-effective. Alright thats enough to start. Not sure if i want to expand more on the why's and how's and make this another "book" of mine. I will update if there is something that i feel important enough. Off you go, and cap some mighty Vindicators!
  3. 6 points
    Scouting Guide Scouting is an invaluable part of running a fleet. In this guide we’ll go over what it takes to be an effective scout. Suggested Scout Ship Fit This Atron aligns in under 2 seconds, moves 4500m/s, warps at 7.85 AU/s, and costs under 5 mil isk. The cloak and MWD are important for not dying, the cap battery is for longer warp distances, the sensor booster helps to combat the drawbacks of the cloak, and the rep and gun are for occasionally scooping a payout with FC’s permission. Timing Sites It takes exactly 7 minutes, 15 seconds for a site to spawn after a site goes down. If you are on grid as the site finishes (a tower dying in a TPPH/TCRC, or the final ship dying in an NRF) set a timer for exactly 7 minutes and 15 seconds for the new site spawn. If you are not on grid, the beacon may appear to go down a few seconds after the site actually went down, so you may want to set your timer for a few seconds less (7m12s is usually good). Precise site timers that measure to the second will greatly improve both your ability and the FC’s ability to judge what the best course of action is for the fleet. Timing 7 minutes without seconds can lead to a large variance in spawn timers, as a site going down at 05:45 (minutes-seconds) would be timed as "12", when in reality it's actually "13". This can lead to the fleet sitting around doing nothing for an extended period, which is bad for everyone’s wallets and morale. For timing sites, use https://www.online-timers.com/multiple-timers. Make sure your settings match these: https://i.imgur.com/OgdwmHu.png. It’s important to ensure you have "close after 30s" activated; manually closing them will bug out the website. You can also time sites in a private conversation (with the FC). To do this, ensure you have timestamps enabled and put a character in the chatbox (most people use a period) and base your timers off that. As the scout, you will have the timers in front of you, and you will be responsible for informing the FC when a timer is coming up. For example, if the second TPPH gate is a few ships from spawning, and there’s a site spawn in 30 seconds, announce this over voice. Take into account where other fleets are in their sites, your fleet’s relative strength, the FC’s preferences and mood, and the potential isk/hr. Following Fleets Off-grid If for whatever reason you're off-grid then there are certain things to look for. In general, check for ship types, ship names, wrecks, and drones to identify which fleet you are scouting against and how far they are in their site. Occasionally there are salvagers that follow fleets around that will remove wrecks. TPPH If you don't see drones, they're probably in the first two rooms or about to bounce. Most fleets drop little or no drones in the first two rooms of a TPPH. There is one Deltole in the second room and another two in the third room on the second wave. If there is 1 Mara or 3 Augas, they are at least in the second room. If you see 2 or more Deltoles, they are at least in the third room on the second wave. Arnon wrecks indicated they’re at least in the middle of the final wave, and likely on the tower. NRF If you see two Uitra wrecks, they are at minimum midway through the second wave. If you see more than 2 Mara wrecks OR more than 2 Vylade wrecks, they are at minimum on the third wave. An NRF has between 2 and 4 Maras. If you see any Intaki or Eystur wrecks, they are on the final wave. TDF kills Intakis first; shield fleets kill Outunis first. TCRC If there are no wrecks, the fleet just entered. 5 Deltole wrecks / 2 Outuni wrecks / large amounts of drones out means they are on the tower. As the site progresses, Niarjas will spawn (Beginning with 2 and spawning an extra one every approximately 60 seconds). You can count the Niarja wrecks to judge how long a fleet has been in a site. On-grid Scouts should be on-grid with opposing fleets whenever possible. Scouts will use their cloaks, MWDs, and positioning knowledge to avoid taking aggro. Be aware that the beacon you land on will decloak you. There are significant advantages to being on grid: the ability to see what ships are left in a wave, what the opposing fleet’s drones are doing (are they out going towards other ships, are they coming in or are they literally just out and orbiting), and if the opposing fleet is aligning anywhere. All of this is vital information that can significantly impact the FC’s decisions. Never deliberately pull aggro. TPPH Room 1 & 2 Burn straight down and cloak once you’re clear of the ships. At that point you can align yourself with the next gate. Once the gate spawns, decloak and burn. TPPH Room 3 Burn straight up and cloak. If you’re with the Dominix Boxer fleet, burn a bit further, as that fleet sits on the beacon, and the Sansha will come in to orbit and potentially decloak you. Once the tower spawns, burn at the tower and lock it. NRF Burn in any direction other than forward or back and cloak. TCRC, when you can enter with the fleet Wait until the fleet has taken gate and warp in with them. Burn to just before the spot where the DDD normally sits, cloak, and stop your ship. Sansha sometimes choose the fastest moving ship as their target; cloaking will remove you from the aggro table until you decloak. Once you see aggro switch to someone on the tower, decloak and lock the tower. At this point you can stay still or keep at range on one of their boosters. Do not bump the boosters. TCRC, when you cannot enter with the fleet Burn in any direction other than forward or back and cloak. Moving too fast will most likely get you blown up. Watch for drones starting to come in to judge the status of the tower. There are visual indicators you can use to determine roughly what the health of the tower is. There will be shield effects for when it still has shield left. Strobe lights will flash when it's in hull. Lack of both the shield effect and strobe lights means the tower is in armor. If you cannot cloak If you are locked by a member of the fleet you are scouting, you won’t be able to cloak. In this case, anchor on their primary booster to ensure you don’t get aggro. Also inform your FC that you’re being locked and who you are being locked by. Communicating with the FC Open a private conversation with the FC. Use this to relay the compositions of other fleets. https://dscan.info/ and https://adashboard.info/intel are both fine to use. Make sure to include with the link the number of marauders and the number of ships in the fleet. Timing is also important. The FC has a lot they have to focus on; try not to overload them with information at a time where they’re already calling things. After the start of a wave or nearing the end of a site is a more appropriate time. Try to avoid talking over the FC or others. Preloading TCRCs To preload a TCRC, take the gate. If the fleet is with you, make sure to voice that the gate is red as you’re going out so no one follows you. If there is another fleet in system, only preload sites when asked to by the FC. If you warp in and the site is already preloaded, communicate this to the FC and booster, especially if the Outunis are within 25km of the beacon. This may affect how the fleet enters the site. Optional (for Advanced Scouts) If you feel comfortable with preloading, consider doing the initial tagging for the site. As you land, use your tagging hotkey to tag respawning Schmaeels and the Auga. Warp out or cloak immediately. The respawning Schmaeels are circled here: https://imgur.com/a/p5iQgQW Identifying Other Fleets TDF This is the main armor fleet you’ll see. Look for Eoses and Nestors. They need at least 3 Nestors to take a TCRC; if they have 2 or fewer, relay this information to the FC. Dominix Boxer Look for lots of Dominixes. They usually stick to TPPHs, but will steal the occasional NRF. They cannot do TCRCs. NGA Another shield community, you can look for Basilisks. Many of these ships will also have Cyrillic names. They also tend to carry several Rattlesnakes, while WTM does not. Make sure it’s not your own fleet that you see! Chinese Fleet Another armor fleet with a very similar comp to TDF. Look for lots of ships with Chinese names. If you can get on grid with them, many of them are in the corp “ss disintegrator” with ticker “[ss-p]”. Candeez This fleet will run nearly all marauders and have only Lokis for logi. They also do not run very often. Tagging Site Beacons Sites with fleets in them should be tagged with a letter to indicate which fleet is in the site. Do not tag a site until the fleet has taken the gate. D - TDF X - WTM B - Multiboxer G - NGA Z - Chinese Fleet Y - Candeeze J - Don't go here (Kundalini, Wormholes, Observatory, etc) For unoccupied sites, tag them with a unique number. Do not use “8”, as it’s too visually similar to “B”. Having unique identifiers for sites will help you talk to the FC intelligently about where the fleet should go or where another fleet is heading. If a fleet abandons a site after partially clearing it, leave the tag as-is and let the FC know. Working with Multiple Scouts If you’re fortunate enough to have multiple scouts, make sure each scout is following a different fleet, sticking with that fleet as closely as possible. An additional scout can tag sites and preload TCRCs. If you are the first scout in the fleet, you will be responsible for assigning roles to scouts that come later. Only one scout should be assigned to preload sites. Scouting when WTM is Alone Sometimes WTM will be alone in the system. In this case, having a scout is still useful. Continue to keep timers, tag sites, and preload TCRCs as normal. Keep an eye on in-game channels of other communities to see if they’re forming. TDF - "TDF-Official" NGA - "New Galaxy Age" D-scan Settings Your directional scanner should be set to scan at 1AU, 360 degrees. It should match this image: https://imgur.com/a/5DHltiv. For an overview, make sure you have a tab where you can see beacons, and another where you can see ships, wrecks, and drones. You should use the latter for d-scanning.
  4. 6 points
    I am not the first and foremost expert on ganking, but I have a moderate amount of experience as a line member in ganking fleets, a small amount of experience ganking solo and in 2 man teams, and have plenty of experience in not getting ganked. But, like, whatever man. General Tips Don’t fly what you can’t afford to lose Don’t autopilot Don’t go AFK – 3rd room of TPPH is fine because you’re deep in a site, and have a significant amount of logi support. Buffer tanks are better than active tanks – Ganks are very quick, which gives active tanks very little time to repair EHP. Thus amount EHP repaired during a gank is usually less than the extra EHP you’d get from fitting a straight buffer tank. Use Eve Gatecamp check, scouts, the in-game map, or any other intel tools that you have at your disposal to see if gankers are currently active along your route. Sometimes systems with ganker activity can be avoided with a negligible amount of extra jumps. Sometimes you’re better off waiting until later to haul. Sometimes you can count on being an unprofitable gank target. Don’t fly on wardecked characters Turn off dual requests if you haven’t done so already. I have received random fleet invites from gankers on a few occasions (presumably to warp me away from gate guns, or to give a good warp in, idk). Regardless, be very careful about what you click on. Don’t shoot gankers – neutral logi can’t rep you if you pick up a limited engagement timer. Don’t loot yellow wrecks – logi can’t rep you can’t rep you if you go suspect. Keep abreast of current events – Read dev blogs, watch podcasts, read reddit, and/or don’t socially isolate yourself. Don’t get caught with your pants down because you didn’t realize that a 90% loot drop event was going on (i.e. Trick or Treat). Burst Jammers will get you concorded. Don’t use them in HS. Hauling Strats One hauling strategy is to fit enough tank that the ships required to gank you would cost more than the value of your expected loot drop. Examples: use a buffer tank travel fit on your vindi and flying a properly tanked bowhead. One hauling strategy is to be as slippery as possible (usually best for moving small, high-value cargo like BPO’s and blingy mods). This is achieved through things like 2 second align times, covert ops cloaking devices, and the MWD cloak trick. Some people keep multiple sets of incursion ships strategically placed around HS, and use interceptors to get between areas. This means that they usually don’t have to move their incursion ships very far. It also means that they are far less likely to need to move their ships through popular ganking systems. This practice is probably even a better idea since the fall of Niarja. Note that killing gankers is not a viable strat. Yes, your double web vindi is technically capable of deleting catalysts from the field. But (1) it will also take you a relatively long time to lock them, (2) some gankers will actually fit remote sensor damps to their ganking ships, (3) they will likely use enough ships to kill you regardless, and (4) you will no longer be able to get reps if you are in fleet. Warp Core Stabs aren’t the best strategy for bigger ships. Bigger ships are preyed upon by fleets, which can throw multiple pilots at you and use ships like suicide point gnosis’s, which have multiple warp disruptors fitted. Gankers regularly fit scripted sebos. Thus, anything slower than a 2 second align is not a defense in and of itself. Example Hauling Strats The Standard Vindicator has a relatively modest loot drop (Faction Web, Pith-C EM resist mod, and the rest is T2), and three tanking rigs help him to squeeze out even more tank. Thus, a good strat is using a travel fit. This will approximately double your tank, which, in turn, will double the amount of ships required to gank you, or require that the gankers use much more expensive ships. Using a travel fit, however, is not the best strat for moving an optimal fit vindi. Don’t get me wrong, it’s better than not doing anything at all, but your tank size will still be within the engagement profile of a lot of ganking fleets, and the bling will most certainly make you an attractive target. Thus, you might consider throwing most of your bling in a covops capable T3, and hauling it separately from your vindi. Once again, covops ships are susceptible to DC’s, lag, and getting decloaked by “gate trash” (i.e. a large gank fleet causing a bunch of wrecks and faction police to litter a gate). But these risks can be minimized by using intel tools. Moreover, it is most certainly safer than flying it around in a fat bottomed vindi. This example fit uses the same subsystems as the WTM fit. You can, however, get better travel times by using different subsystems. Moreover, I would feel more comfortable with a faster align. The main strategy used by the fit is to not get caught in the first place, but the tank can move you out of the engagement profile of smaller/less prepared fleets. Do note that T3’s can swap rigs without destroying them. And just in case it wasn’t clear, I don’t advocate for buying bling to put on travel fits. For example, the two Pith-A’s increase would increase the number of T2 cats required to gank you in a .5 system with a concord pull by 4. However, they also increase your potential loot drop by 775mil, which would pay for approximately 250 T1 Catalysts, 64 T2 catalysts, 15 Purifiers, 4 Tornados, or 3 polarized Taloses. Thus, the bling used here is only here because it’s part of what is being hauled (i.e. the bling from the optimal vindi). Here’s a bowhead fit. Do not think that you’re too big to fail. Overload it with stuff at your own peril. Anyway, the MWD will reduce your align time to 10 seconds as long as you’re starting from a complete stop (i.e. just jumped through a gate). Initiate warp, toggle the MWD (turn autorepeat off), and as soon as the MWD cycles off, you will enter warp (your max speed will suddenly drop, which also reduces the speed you need to be going in order to enter warp. However, you will already be moving faster than that). And yes, you can squeeze out more tank by dropping the MWD, but it’s such a small amount that I don’t consider it to be worth it. Better to just not overload the ship with too much value. The bulkheads do not affect the cargo capacity of the fleet hangar, only of the main hanger. However, that will still leave you with approximately 2k m3 (iirc). So, they’re definitely worth it. Unfortunately, Damage Control Mutaplasmids saw a huge increase in price after invasions ended. But they’re still probably worth it (especially T2 + Decayed). Plus, you’ll have a fair amount of wiggle room on the CPU. And do note that if you have to choose, prioritize thermal and kinetic resists. How to Bling Well, optimal fit requirements will limit your options. But this is good information to have anyway. Anyway, I made a video a while back. I wish it were better, but this post is long enough. So, check out the video. Ignore the formulas for determining if you're a profitable gank target or not. They are old. I also need to talk about using mutaplasmids to make cheaper faction variants. https://www.youtube.com/watch?v=QDulgSXOHaI Abyssals You can, of course, use mutaplasmids to make god mods, but you can also use them to make cheaper faction variants. Here’s how. Use Jita buy order to buy mutaplasmids. Sell god rolls, and use mods with “dump stats.” For example, incursion battleships tend to have plenty of spare CPU. Thus, you don’t need the all around god rolls for your damage mods –the CPU savings do nothing for you. So, sell those mods, and use the ones with crappy CPU, but really good damage modifiers. This strat will greatly reduce costs (and depending on prices and luck, perhaps even turn you a profit). T2 Mods + Decayed Mutaplasmids are the cheapest option. They can get as good as faction with a perfect damage and ROF roll, but this is super rare. T2 + Gravid can get better stats than faction relatively easily, and can even cost you less money. Note that the increase to broker's fees that happened a while back has severely discouraged frequent price changes (no more .01 isk war). So, now it's easier for casual traders to get their orders filled without babysitting them. Of course, it used to be easier to pop over to Jita to setup/update orders before Niarja flipped. Finally, some people like to "gamble" with mutaplasmids. They roll a handful of expensive modules in the hopes of getting a Zeus roll, and then suffer from something called "roller's remorse" when things don't go their way. I advise against gambling with mutaplasmids. Personally, I treat it like a probability problem. Depending on what I'm rolling, and how many I need, I'll roll between 20 and 100 mods at a time. I then expect a percentage of them to be sell candidates, a portion to satisfy my requirements, a portion to be worth saving for other fits, and a portion of them to be straight up garbage. Complacency Just because you got away with it before, doesn’t mean it’s safe. No one is too big to get ganked. Fleet numbers can rise and fall, and depending on when they scan you and how fast you move, they may even have time to reship into something that can take you on. Moreover, if you provide a juicy enough of a target, they may decide to actively hunt your ass. Covert ops capable ships are not uncatchable. They stand a fair chance of getting decloaked on gates where gankers have been active (they will be surrounded with wrecks and faction police), and are still vulnerable to smart bombs, lag, and DC’s. Ships with 2 second aligns are not uncatchable. They are vulnerable to lag, DC’s, smart bombs, and insta lockers. I am of the firm opinion that most people who die to ganks do so because they are lazy, impatient, and/or unknowledgeable. If you’ve read this far, you’ve taken care of the last point. Now it is up to you not to get complacent. Always use best practices. If that means waiting, then wait. If it means making two trips, then make two trips. Never underestimate the threat, or fly what you can’t afford to lose. Bonus Safe Travel/Hauling Tips Use instant undock and insta-dock bookmarks when appropriate. If you web your freighter, always send duel requests to the webber, and never to the freighter. Everyone sees dual requests, and if they see dual requests going to the freighter pilot, they’re going to try to send him one in hopes of getting a limited engagement timer with him. Some guys will try to kill your webbing alt. But better to lose that than the freighter. Be wary of corps that have friendly fire turned on, especially if they’re lose with their recruitment policy. If you can’t haul it safely, pay someone to haul it for you.
  5. 6 points
    Command Structure Badges Grand Poobah - Special Founder Badge for Sparta93 Canyon's Badge - Special Founder Badge for Canyon Vjourytant Leadership - Elected Leaders of WTM incursions and part of Commander Council. Officer - Selected assistants to leadership and part of Commander Council. Certified Trainer - Certified Trainer Fleet Commander - WTM Fleet Commander. The Fleet Commander commands the fleet by doing the Voice, Fleet Composition and Tagging. Training Fleet Commander - WTM Fleet Commander in training. They are also Line Commanders as a prerequisite. Line Commander - WTM Line Commander. They are the masters of standard incursion mechanics and all individual ships on grid (meaning Battleships, Boosters, and Logistics). They are here to watch the fleet for safety, perform any necessary roles, and train everyone that needs it, especially Line Commanders in training, which are the Residents (supersedes Trusted Logi). Resident - WTM Line Commander in training Ship/Fitting Badges Clyde - Earned by Flying an Optimal Nightmare or Optimal Machariel in Fleet. Must be currently in fleet in the ship to get the badge. WEBS - Earned by Flying an Optimal Vindicator in Fleet. Must be currently in fleet in the ship to get the badge. Field Medic - Earned by having both an Optimal Scimitar and Basilisk available for Fleet (X-up with both). Must be currently flying one of them in fleet to get the badge. Flush - Collective Badge for earning each Progress Ship Badge (WEBS, Clyde, Field Medic) Bastion - Earned by Completing the Bastion Training Program (Never Overridden) Golem - (Temporary) Golem specific Bastion badge. Shows the pilot passed the Golem specific skillcheck and can fly the Golem in fleets, doesn't include other Marauders. MASSIVE DPS - Earned by flying a Kronos with 4100 DPS Gun damage (cold/sober). Fitting Window Screenshot Required. Must be currently in fleet in the ship to get the badge. BRRRRRRT - Earned by flying a Vargur with 3350 DPS Gun damage (cold/sober). Fitting Window Screenshot Required. Must be currently in fleet in the ship to get the badge. DISCO - Earned by flying a Paladin with 3350 DPS Gun Damage (cold/sober). Fitting Window Screenshot Required. Must be currently in fleet in the ship to get the badge. 3 of a Kind - Collective Badge for earning each Marauder Ship Badge (Massive DPS, BRRRRRRT, DISCO). All of the Cards - Collective Badge for earning all Ship related Badges (Flush, 3 of a Kind) Ability/Skill/Implant Badges Dual Logi - Earned by Completing the Dual Logi Program (Never Overridden). Trusted Logi - Earned by demonstrating Exceptional Logi ability. Must regularly lock all shield broadcasts and rep appropriately, catch pilots who are out of position, catch pilots who broadcast late or don't have hardeners on (Overridden by Approved T3 or Line Commander). Approved T3 - Earned by meeting requirements to fly T3 Logistics Cruisers (supersedes Trusted Logi, Never Overridden). Hunting Rabbits - Earned by demonstrating Exceptional DDD Abililty. Fleet must have 15+ Marauders during observation. JumpTAC - Earned by demonstrating Exceptional MTAC Ability. Minimum 3x Correct MJD Jumps and Getting MTAC before others. Ascendancy - Earned by flying a clone in fleet that contains Slot 1-5 ascendancies and WS-618 or Ascendancy Omega for slot 6. Screenshot required. Fun Badges Under the Influence - Earned by joining the first WTM fleet that is formed during the influence grind and remaining in a WTM fleet until influence reaches 0% or a WTM HQ Fleet is formed. Wall of Shame - Earned by getting the bonus LP payout in a focus. Must show Journal Screenshot. One of the Few - Earned by submitting a Top 5 Leaderboard Hit in the Discord channel Island Vacation - Earned by flying in a WTM fleet on a High Security Island. Get Them All - Collective Badge for earning all other non-commander badges (All Badges on this list except those listed as Command Structure and the temporary Golem badge).
  6. 5 points
    For a few weeks in a row optimal hours have been suspended. This means more pilots in non-optimal hulls and fits joining the WTM fleets, but it also means the fleet is less able to take contests in the heavily-contested EUTZ, resulting in more waiting, bouncing and losing contests. Recently a few people discussed the problem, different interests that need to be balanced and possible solutions that could improve the current situation. This post was written together with Thomas Neoo and Xoceac. The problem During EUTZ there are four groups running HQ sites. WTM, TDF, NGA and recently a Korean group has started running HQ sites. These groups generally play nice with each other, but TDF can and will contest other groups to raise their own ISK/hr, lowering the efficiency at which the other groups can run sites. Running the WTM incursion fleet on a first com, first serve basis during these highly contested hours (from DT through early EUTZ) results in a serious loss of income for the entire fleet. The interests There are two conflicting sets of interests. On one hand everybody likes more ISK. On the other hand WTM wants to be a community open to newer members without requiring a multi-billion ISK investment up front. For each suggested solution we will try to balance these two sets of interests. Possible solutions Limiting non-optimal hulls in fleet Set a hard cap on the number of non-optimal hulls that are allowed in fleet until there are no more optimal hulls on the waitlist. This would make WTM fleets harder to contest, but the tradeoff would be making it harder to join WTM fleets for new pilots. A less harsh version of this would be only accepting optimal and preferred starter ships. This would remove some of the more... interesting hulls from fleet. Expansion and stricter enforcement of the upgrade policy Currently the upgrade policy requires pilots to upgrade to an optimal hull after 30 hours in fleet and to T2 guns after another 90 hours or 4 months, whichever comes first. Using the low estimate of 100m/hr you're looking at 3b for 30 fleet hours. That is enough ISK to (currently) buy PLEX for one month + upgrade to one of the non-Leshak optimal hulls. The suggestion here is requiring damage mods to be upgraded after 20 hours in fleet after getting an optimal hull. Assuming four damage mods that would be approximately 400 million ISK of the 2 billion people should've made in that timeframe. If possible it'd be great to expand upon the waitlist tool showing pilots they might have to wait for a long time to get in fleet because they are lagging behind on the upgrading policy. More guidance for new pilots Make a clear and easy guide on how to upgrade your ship, starting from a starter ship and covering all improvements until the pilot is in an optimal hull and fit. Preferably with an explanation for each upgrade. This gives pilots a clear path to contributing more to the fleet. This can also be combined with other suggestions. Also, Xoceac already started implementing this it seems! Newbro-focused assault fleets Another idea floated around in the Discord conversation was running assault fleets focused on non-optimal pilots. Newer pilots could get some incursions practice running assault sites, making ISK without having to deal with the higher stress and contesting resulting from the high competition for HQ sites. Obviously these fleets could only be run during very active hours (like EUTZ during weekends), but it would be a solution that would be beneficial to all (except if there aren't enough FC's to run assaults that is). One of the FC's seems to have already stepped up to organize this Bringing back optimal hours This solution speaks for itself. Bring back the optimal hours during the most highly-contested time (11-16 approximately). Perhaps combined with having a minimum number of x newer pilots in fleet. Waitlist notifications for non-optimal fits Another way of informing people they can and should upgrade could be through the waitlist, showing notifications for pilots to remind them to upgrade their ships. Summary There are a bunch of ways to improve WTM fleets without hurting the goal of being new-player friendly. We were wondering what other people thought. Let us know
  7. 5 points
    Warp to Me has made the decision to no longer allow characters under 4 weeks old to join fleet. These new players should spend time training up skills and learning the game before jumping straight into high level content like Incursions. Older players making new alts for incursions may be an exception if they can prove their in-game experience with another of their characters and fly an optimal hull. Any questions can be directed to Council found in the Warp To Me Incursions ingame MOTD.
  8. 5 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 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. Currently the Waitlist is where Fleet Statuses will be posted. 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 center section. Simply check the box to block duel invites. Also under General Settings, Inflight section set the Auto Target Back to 0 Targets. This will ensure you are not auto-locking logi and other pilots who may lock you up during site. 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. Enable Emergency Warp Settings Make sure that you do not have the Disable Emergency Warp option selected in the General Settings. If you disconnect, we want to make sure you get offgrid safely. Before logging back in, you must get back onto TeamSpeak and ask the FC if it is safe for you to log back in. 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. We also expect you to be actively using everything fit onto your ship. That means that your guns should be firing, missiles launching, drones going out, and prop mod burning whenever these actions are appropriate. Most importantly, it is crucial that your Shield Hardeners be actively cycling and staggered whenever you are in space. 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 and for those that meet our Upgrade Policy.. 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 six columns down below: X-Up, Logi, DPS, Sniper, Mar DPS, and Mar 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, Sniper, Mar DPS, or Mar Sniper). When spots in the fleet open up, they're replaced by those at the top of these five 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,Sniper, Mar DPS, or Mar 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! 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: 20 Million - Up to 8 Billion New Pilots are automatically paid into SRP for their first day in fleet. 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 payment (20 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. 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 broadcast 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 (Ctrl) 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 four basic roles in our fleet that you will automatically be grouped in: Short-range DPS, Long-range Sniper, Bastion Marauders 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. Bastion Marauders are an extension of these two roles, shooting their relevant tags. What tags you target are based on whether you're classified as a DPS or Sniper ship. Long-range Snipers Projectiles and Lasers Targets are lettered tags: A, B, C, ..., H, I Do not shoot tag J Use your MJD to anchor as specified in the Anchor Guide Short-range DPS Hybrid Blasters, 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 km on Booster 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. If you are late on grid and don't see any tags, feel free to ask FC for "Tag Refresh" so they can update them for you. Your FC's voice commands always override the tags you see on grids, so be sure to be on comms and listening closely! 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! VVV/Booster are specialized roles assigned to members of the fleet. Where to find your VVV/Booster will be in the next section. Specialized Fleet Roles Certain pilots within the fleet have specialized roles. These roles include FC, CCC, Anchors, 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 Commander, 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: Logi Commander - A designated Commander to lead the Logi in place of the FC. VVV: Short-range DPS Anchor - if you're a short-range DPS ship, keep at range 5,000m. HHH: Heavy Drone Bunny - Assist your medium & heavy drones to this person. DDD: Light Drone Bunny - Designated Vindi to prioritize the frigates, Assist your light drones to this person. MTAC: Performs a specific job in the TCRC site. Booster: Provides Command Bursts for the Fleet and acts as Logi Anchor. Logi Orbit at 10KM. Snipers without an MJD will use this person as their anchor temporarily, keep at range 5000m. Drones What do you with your drones? This section will cover just that. Light Drones will be assisted to the DDD Acolytes, Hobgoblins etc. Medium & Heavy Drones will be assisted to the HHH Ogres, Praetors, Geckos, Hammerheads etc. If you have multiple flights of different size, try and use the most of your bandwidth, heavier is usually better! 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 DDDs or HHH is full, then assist to the VVV. If the VVV is also full, let your FC know, so they can assign additional bunnies! 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, Booster or VVV depending on your ship type), 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(s), 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. Finding the Fleet in Space This is one of the most important processes to learn, and if done wrong, could see you losing your ship! So pay attention. The first step is to look for your current FC, this information is found in the fleet chat MOTD. You want to warp to this person, then after landing, warp a second time. If you are at the correct site, the game will confirm this for you by giving you what is called, the Natural Phenomenon Error message. This lets you know that the fleet is in that site. Once you have this error message, you can ask your FC for "Gate Status", only use this phrase. You can ask over comms or in the fleet chat. FC will answer in 2 ways Gate is RED: Do not take the acceleration gate, hold and wait at least 30 seconds before asking again. Gate is GREEN: You may take the acceleration gate. (Keep in mind in the TPPH site there are 3 gates total. You always ask for the first gate, then listen for FCs call on what to do for the next two, typically you will ask again on the third gate, named "Gate to Headquarters".)
  9. 4 points
    Hi there Eliz here. I kindly ask for permission to hold a logi school on Saturday 1115 Eve Time (should the focus last that long.) I understand that should there be fleet forming at the said time; I will stand down the logi school after all isk is king. This logi school while do not require specific ships to attend but if you could bring your incursion ships or logi ships; that will be ideal to understand how sites being run from logi/dps/fc perspective.
  10. 4 points
    Hello all! Recently while mucking about in my little corner of space and talking with EDI (Edencom Defense Initiative) / Edencom I was wondering about content I haven't done much of or touched upon in Eve. There is no shortage of things to do in eve, fun or...not. I was playing around faction warfare when the Triglavian content started. I joined up with a ragtag group that grew quickly that most of you now know as EDI and in the end, I became the director, a title of which I still hold today. We are not AS active now with that content being on the backburner and CCP kinda shafted the whole thing but that's another story. Some of my line members and FC's suggested Incursions. So, I plopped into one of your entry fits and made my way up a few weeks ago to test things out. Being no stranger to fleet dynamics, I sat quietly, followed directions, listened to my newbro speech and VERY MUCH enjoyed the fleet and it was very well done. After about 3 fleets and me getting more chatty in the in-game channel I was recognized however heh and people seemed to be happy to see me in content again and made me feel very welcome. I cant say I have met a bad pilot/fc (yet ) with your group and this has been some fun content. I wanted to thank you all for accepting me into your community and if anyone needs anything, please dont hesitate to ask. I've enjoyed taking some fleet roles now and I'm considering working towards being a USTZ FC (as some of you have discussed in discord with me) once I feel more comfortable and get more hours under my belt in your fleet comps. Thank you again all. Fly safe everyone o7
  11. 4 points
    "What is my goal to reach?" People were asking about DPS numbers for Optimal Hulls (Fits) over and over again. Here are your minimum numbers to reach, Ladies and Gentlemen. Disclaimer -These are not by far the end-game numbers. These are minimum numbers to reach, and say: "Nice, you are really useful for a fleet with your boat!" -There are a lot of pilots who already are well over these numbers. For them i just want to say: Thank You! -Achieving these minimum numbers is one thing. Learning how to use it effectively is another. Learn how to anchor yourself, learn how to use your ship and its modules (including guns / cap transfers / MWD / webs / tracking comps) effectively! -The numbers below do include drone damage ('Augmented' Ogre), but exclude overloading and boosters (cold and sober). Vindicator: 2400 DPS (Void L) Nightmare: 1600 DPS (Conflagration L) Leshak: 1350 DPS (Occult L without spooling) - i do realize this is by far the hardest to reach out of the 3, but it is with good reason. Obviously these numbers can change with game patches in the future. I'll try to keep track.
  12. 4 points
    This is a guide to Roles in Fleet So what are Roles? They are the thing that keep fleets moving and operating smoothly making that wallet of yours fat. 'BUT WAIT!' you say,'I thought that was the FC?' Well they do exactly what I just described but here the meaning takes on a more hands on flying ships pew pewing and repping meaning. The FC cannot do everything, I know a horrible concept to grasp, so we lowly scrubs must do our part! Without these Roles that have been painstakingly devised by people with way more time in game than you or I we wouldnt make anywhere near the isk we can now in Incursions. These Roles are everything from being an anchor to others, to commanding vast mini fleets of drones, to being overlord of your own little chatbox kingdom or even preventing enemy battle towers form living longer than necessary. All you need to do to take part in these glorious activities yourself is X up in Fleet chat when the FC asks. Really, that's it. Below are summaries of each Role with links to the awesomely written guides where they exist. Anchoring Roles VVV- This is the Short Range DPS Anchor. The Pilot performing this Role will, in TPPH 3rd room and NRF, be the Vindicator that the Short Range DPS will follow when a wave is about to finish, any other time Vindis should be burning out to Web and Kill their targets, so they are in range to apply their most damaging ammo and Web targets down to help in that endeavor. Please remember to KEEP AT RANGE 5KM and not APPROACH because if you bump the VVV out of place you risk moving the entire Short Range DPS ball out of optimal range. The VVV is also the backup Heavy Drone Bunny and when assigned drones is to follow the HHH target priority. AAA-This is the Sniper Anchor. The Pilot performing this Role will, in TPPH 3rd room and NRF, be the Nightmare/Leshak that the Snipers will follow at all times. The AAA will ensure that the Snipers are in position to deliver the most amount of DPS possible.Please remember to KEEP AT RANGE 5KM and not APPROACH and bump your AAA. In TCRC the AAA's primary job is to be the Second into the Room and the First to aggress the Tower to ensure that the Sansha aggro is consolidated on the AAA to help make this Site as safe as possible. The AAA is NO LONGER the Logi Anchor. BOOSTER-Now you may be thinking what in the hell is the Booster doing in the Anchor Rolls? The Booster is now the Logi Anchor. Greater minds than ours have theorycrafted this so just roll with it. The Logi are to Orbit the Main Booster at 10KM. The Main Booster will ensure that the Logi are in position to apply the most effective amount of reps to the Fleet as possible. See bottom of page for more Booster info. Drone Bunny Rolls DDD-This is the Light Drone Bunny (and the most fun roll in Fleet). Every Logi is to Assist their Light Drones to the DDD upon entering a site room, except in TCRC. In TCRC we DO NOT use light drones unless the FC ASKS. The Pilot performing this Role is tasked with killing the Sansha frigates. The preferred ammo type is Antimatter becasue it gets no tracking penalties. The DDD gets 2xTracking and 1xOptimal Range Links to assist them in this endeavor and should also be able to refit their DDAs to Tracking Enhancers to assist them as well. As DDD it is preferable to be moving as little as possible for when in motion your tracking falls off considerably. Get in range of the initial spawn of sansha in TPPH and NRF rooms then sit still until they are dead swapping ammo as necessary afterwards ensuring you are in position for each subsequent wave. In the TCRC the DDD is to Focus on Niarjas only killing the untagged Schmaels after the first two Niarja are dead, you may sit still and kill Schmaels until they are out of range on aggro switch or move to your Niarja Spawn position and continue killing them when no Niarja are on grid. The optimal spot to be to blap Niarja is inbetween the Shield Transfer Control Tower and the Sansha Tower slightly behind both. If our DPS is killing frigs at a pace where a competent DDD cannot keep up or a NewBro DDD is struggling the FC may assign a 2nd DDD. If you as a DPS Pilot see frigs up with your last target do everyone a favor lock them up and kill them. HHH-This is the Heavy Drone Bunny. Every Battleship is to Assist their Heavy Drones to the HHH upon entering the 3rd room of the TPPH and the NRF. DO NOT ASSIST DRONES IN TCRC. The Pilot performing this Role will in TPPH and NRF be killing Uitras, Vylades, Romis and DPS Tags in reverse order. Your main goal is to keep the Heavy Drones one one target for as long as possible to maximize the application of their DPS. Specifics on what Sansha you are to prioritize in what site and wave are to be found in the following link. When full Heavy Drones are to be assigned to the VVV. TTT-Rarely when our VVV is full on Heavy drones the FC will assign a tertiary Heavy Drone Bunny in the form of a TTT. Tips-Remember that Drones will always attack the last target you use an offensive module on. In last wave of TPPH and NRF the Drone Bunnies should ALWAYS, unless FC specifies differently, prioritize the last tagged Outuni. SSS-This is the Sentry Drone Bunny used in VG Fleets. The Pilot performing this Role will follow normal Sniper Tags and can fit a Target Painter to help the Drones apply DPS. Logi Coordinator Roles CCC-This is the Cap Chain Coordinator. The Pilot performing this Role will manage the Basi Chat MOTD, Set Up and Update Cap Chain, Assign Remote Sensor Booster Target and Inform FC about the number of Combat Caps. Scimi Link Coordinator-This is, as the title suggests, the Scimi Link Coordinator. The Pilot performing this Role will manage the Scimi Link Chat MOTD. Follow what the MOTD says in assigning links. FC preference will always trump normal assignments but the DDD ALWAYS gets at the least 2xTracking and 1xOptimal Links. Special Snowflake Roles MTAC-This is the only Role that has but one job in one site, without this being performed we could not complete TCRCs. The Pilot performing this Role will ferry the MTAC from the Concord MTAC Factory to the Shield Control Transfer Array to prevent the Sansha Tower from receiving reps. BOOSTER-The Booster provides the Fleet with boosts to our tank and propulsion. The Booster is now also the Logi Anchor. The Pilot performing this Role has to be approved by Command to do so. The Booster moves in such a way as to insure the Logi can apply the maximum amount of reps to the fleet at any given time. In VGs the Booster is also the main Logi pilot. Please Go Out and X Up! o7
  13. 3 points
    This is the Cheaper Marauder Initiative. Marauder prices are stupidly high, because of industrial players inflating t2 mat prices twice in a row. This project aims to make it easier for incursion runners to get into a marauder by making those available at almost build cost. Project status: Running (click to see waitlist) How does it work: No upfront cost! Hull deliveries at Jita, unless i find a good, cheap and reliable logistic group to move things to dock-up for a correct price! Price calculated at contract creation. Price is Build Cost +5%, to fund a bigger stockpile of base materials. Contract is up 1week. Price Estimation (before +5%): Kronos: 1.113 B Paladin: 1.172 B Vargur: 1.183 B Golem: 1.256 B Price updated: 2021/06/24 Frequently Asked Questions! 1. How do I order a hull? Project is ran by J3di Master Yoda, and graciously hosted by Xoceac in his Incursion Supplies discord, in the #marauder-initiative channel, feel free to come take a look there. Everything will be run from discord, this topic is here for publicity sake. Check pinned messages in channel for more informations. 2. What happens if I don't accept the contract while it's up? Well first it's going to make me fukken sad to have 1+ Billion ISKs lying around like that doing nothing. And if you do not accept the contract while it's up, the hull will be contracted to the next person in line for that specific hull, and i'll bump you back to the bottom of the wait-list at least once. 3. How long can we expect to wait? Current estimate is 12 days for 4 hulls. See how much hulls at standard priority there are on the list and do the calculation. 4. Can I get multiple hulls/what does low priority means? You can ask multiple hulls, but additional ones are set to low priority. Low priority means it goes up the waitlist as normal, but build will only start if there are no standard priority hulls to be built. 5. It's my first hull but I'm still training. FC, what do? Ask for low prio and mention it is your first hull, and poke me again when you're done training to let me know I can remove the low prio flag. If you're already on top of the list by then, I'll start the build as soon as the current batch is done. 6. Can I ask to have my hull changed for another one? Sure! But if you were in the current building batch, I'll swap you in the next batch for someone that wanted the hull I was building for you. How do I contribute? Any donation is appreciated. If you want to donate ISK or materials (full list available here), please send to corp 'Marauder Initiative' (ticker is 'X.UP').
  14. 3 points
    The fit changed to improve our quality of life. The payment for this improvement is that we are ALL NOW MTACs. Please read the MTAC guide listed below. Please do the thing EVERY TCRC ALWAYS! If you cannot handle this find something else to fly.
  15. 3 points
    The recent change to Basilisk fits means that you all have two combat caps. This raises an issue that hasn't come up for line pilots much before: if you have more than one combat cap, SPLIT THEM between different targets. This is especially critical when there are multiple broadcasts up. Two battleships at 30% cap, both getting cap, will both stay functional. If two are at 30% and only one gets capped, that one falls behind. Double-capping Ajax doesn't do a thing for Benvenuto. Even if you're just randomly capping people, the way cap regeneration works as a game mechanic makes putting multiple caps on the same target inefficient. Every bit of cap you add to somebody's pile past 29.6% reduces their cap regeneration.. Capping someone who is already above 70% or so just means that you're just replacing their own native regen, which doesn't delay their next broadcast at all. So, the cap hit that takes a guy from 30 to 35% adds more TIME for him, than the one taking him from 35 to 40. It's easy to see this when flying a battleship yourself; just warping to site takes you down to 75%, just doing the first burn takes you down to 50%, but then you just.. stay there, almost? The second way that putting multiple caps on a target causes inefficiency is rapid target switching. Switching any module from one target to another takes between three and five seconds. There's a whole process: you hit the button to turn the module off, wait for its cycle to end, make sure you've got the right new target selected, hit the button again, and wait for the server to acknowledge the change. If you put both caps on the same person, you're dumping 30% cap into them in about fifteen seconds and need to switch after three cycles, and you lose between 20-30% of your total output while you push the buttons. If you split your caps, you can switch every thirty seconds, lock two targets at the same time, and lose only 10%. Also, you'll have more free time to do stuff like checking to make sure people are in the right positions. All of this goes out the window if there's an Outuni on field because its target gets all caps, but even there you need to STAGGER your caps. You're not going to be able to keep people from getting zeroed out by the Outunis by dropping more cap on them when they're still full, but if you stagger them you reduce the amount of time they have hardeners off from a max of about seven seconds to about five. WAIT two seconds, two full seconds, before firing that second cap transmitter. tl;dr: For maximum effectiveness treat your two cap transmitters as two separate things, not as one double-sized xmit.
  16. 3 points
    Please join scouting school tomorrow at 15:00 eve time.
  17. 3 points
    Intro Once again, I seem to have unusual ideas of what constitutes "fun." In this case, it's the notion of "optimizing fleet performance." The phrase keeps coming up... "too many Hyperions." But this is EVE, and the way to win fights in EVE is to bring more people. Too many Hyperions is a strength, and I'd like to see if we can use that strength. Of course, at the end of a site what we want is forty on grid, but up until the last few seconds? The more firepower, the merrier. My initial idea about how to do this is to divide the fleet into a command group, and then multiple wings of battleships + logi. Everybody piles into a site, we kill stuff as normal, and then about twenty seconds before the end all of the "extra" wings warp off, leaving forty to get maximum payout. We keep payouts fair by staggering which wings leave early between sites; if Able and Baker go this time, Charlie and Delta go next time, or whatever. This should have several advantages over our current fleet structure; it'll be safer because we'll have a billion logi on grid right up until the end, there won't be any huge waits to get into fleet, and contesting us becomes very interesting. I'm going to try and run this on Tuesday January 5, immediately post-downtime. Fleet Organization ON GRID wing, voice FC commanding (this is the command group) -Logi squad, with 3-4 Basi and one 3-link Scimi. Scimi links to DDD. I -DPS squad, with VVV, DDD, HHH -Sniper squad with AAA ABLE, BAKER, CHARLIE, etc. wings, with a battleship in wing command. -Logi squad, two logi. Two Basi, two Scimi, or one Scimi + one Loki. Scimi should link to wing members. -DPS squad with 6-7 battleships OFF GRID wing -Booster squad with various boosters -one or several scout squads With a ten-man command group and three battleship wings, we get 9-10 logi and forty people getting payout; it's our current fleet, with a funny-looking structure. With fifty people, we have four battleship wings, one warping out at the end of sites. With sixty... you see how it goes, but also, can I get a second booster and y'all early leavers go claim the next site? MAYBE. We'll probably try it. So what do I DO in this fleet? Most of the time, same as normal. Drop your drones, shoot the things, broadcast on time, all that good stuff. There is one important difference; you are going to have to KNOW YOUR WING. Somebody will probably tell you after you get in, but also, check the top of your fleet window occasionally: A minute or two before end of site, FC will announce which wings are leaving. About thirty seconds before, they'll drop an align broadcast. Get your drones and align! Ten seconds before the site ends, your wing commander will WING WARP you; take the wing warp. These times are approximate, I've never done this, I have no idea what I'm doing. What about PAYOUTS? If we're running 50% too many people (so only 2/3 of you get payout), we should also be running sites 50% faster (so payouts come 3/2 as fast). I think we'll even out. Ammo costs even out too; you get fewer payouts, but also have to fire fewer rounds/site. You *do* have more chances to lose drones, pay attention, don't lose your drones. All in all, Individual line pilots should be making the same amount of isk/hour as normal, just without having to lay around in Polstodur for several hours first. So, that's the idea. There's a lot of stuff I don't know yet. What do we do with people who x-ed up with multiple ships? What if there's four people left over from building wings, how do we fit those guys in? Probably about six other things will come up. This is all highly experimental; I'm confident that I won't get everyone killed, but beyond that, *shrug*. If you've got any ideas, please say so. We'll see how it goes.
  18. 2 points
    I mean the only problem i had with the 5 link scimi is to get through tpph room 1 and 2 :grin:
  19. 2 points
    My two cents: Fully cap stable scimi is nice, but not as useful as a 4 link scimi. There should not be any situations where a scimi needs to use all 4 reps long enough to cap out. iirc, the optimal scimi is like 2 minutes cap stable with everything running, which should be enough for initial and first swap (Especially since at least one of those targets is probably gonna be a marauder who won't let you rep them anyways...). Its more helpful to the fleet to work towards getting a trusted logi badge and bringing the extra link for DDDs than being cap stable. Also you can make the scimi 4 rep stable without implants or drugs by fitting a C type hardener and 4 T2 CPRs
  20. 2 points
    Should we watch anime while doing incursion?
  21. 2 points
    I agree with Kate. (I know; I was shocked, too.) It's a bit analogous to asking what's better: water or beer? The answer entirely depends upon the context. If you want to host a party, I'd say "beer". But if you're trying to put out a forest fire, I'd have to go with "water". Since this question is usually posed by folks considering getting into logistics (and trying to decide which to start with), and since Blackbeard says they already have both ships, I kinda want to know what the purpose is for them posing the question.
  22. 2 points
    Welp, I voted, blank - Lokis is the "best" Logi. But then again, you can't run a HQ Fleet without Basi's So if your going for one, go for Basi first, then crosstrain to Scimi.
  23. 2 points
    Hello o7 Quick about me, a new pilot to WTM (I'm in the gross Macherial) and ex TDF line pilot left due to over toxic behavior. So after learning about how hated the Mach is and now the Leshak is has been removed from optimal (I'm not complaining I completely understand why they are seen that way) I was suggested to grab a Nightmare and fly that. I looked at the required skills and fit for an entry Nightmare, 1 day and 880mil Isk later I end up with around 773dps, I end up doing less damage than if I was in my Machariel. "Yeah yeah you have crap skills, get on with your point!" Well, I can fly a Vargur that I use for VGs but I can't fly the ship in WTM without another 80 days of training. Without Bastion I clock 1368dps. Can you see where I am going with this? Instead of wasting Isk and training time on a Nightmare, when I can already fly something that does nearly double the DPS?* The Nightmare had more tank, granted. But maybe we can look at having an Entry Level None-Bastion Marauder? Tank it up a bit and remove the Bastion and MJD? In a matter of fact, this fit now follows the guidelines on the WTM fits website. You can apply this fit to all three marauders. The reason I'm saying this is that I was told that the skills required are "skills I already should already have!", which seemed negative and subjective. Why should I train 21 days diverting my skill queue from the already 80-day long skill queue just to fly something that does the same DPS or less than something I can already fly? It's a waste of potential. I would rather bring the conversation than just sit on it and say nothing. Thank you for coming to my Ted Talk.
  24. 2 points
    To be fair you can keep bringing the Mach until you have the required skills for the Vargur. The only downside is that FC can (doesnt have to, but can) skip the Mach after 30 in-fleet hours if they see some other snipers who are playing by the "Upgrade Policy". Some FCs will, some wont. If they keep poking you to switch to NM, just tell them what you wrote down here: you are in fact skilling into the Vargur but until then this is what you can fly that helps the fleet most. A meta4 NM is indeed way less useful than a t2 gun Mach. Just make sure that you are indeed skilling towards the Vargur. Some LSI (Large Skill Injector) and +4 / +5 attribute implants also can help reducing the time. The other option is what Eliz wrote down: get a Vindicator, and even with meta gun you are going to do (worst case scenario) 1000+ dps and you will have a really useful web that helps the fleet greatly if used correctly. I personally would not switch into a meta NM in your case.
  25. 2 points
    Hammerheads get destroyed a *lot* more than Ogres do, no idea why. I used to put Hammers in my Claymore, and I usually didn't get all five back from a TCRC bash. I don't think anybody is going to kick you off the waitlist for bringing them, but it's not profitable
  26. 2 points
    I agree man, Arthur been slacking, he needs a Nightmare
  27. 2 points
    In my opinion, we should do everything we can to help our brothers and sisters in these sites to achieve the ultimate goal of clearing sites faster. This will not be done on zero capacitors and I think Devin is absolutely right here, and to be honest, the urge to burn between anchor will not be fulfilled with 3/4 speed (extra room for error).
  28. 2 points
    Now we also want to know, what are the bling numbers?
  29. 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! 'Keep At Range' on the primary/Tag1 (Turn on your MWD) You do not need to be attached by the hip especially at the beggining of a room (*exeption TCRC) remember almost all FC's want Focus fire 1-X so you will generally be in the same place as the anchor anyhow. As a Blaster ship, you must get close to the enemy Sansha to hit them effectively. So in every beggining of each room, You should be anchoring(K.A.R) on your DPS Tags. This insures optimal range, and maximum potential damage application. **Pay attention to how many DPS tags are left, as you Should be Keeping at Range on your VVV-Anchor when DPS tags are low, or when FC calls for DPS burn to anchor spots* This applies in 1st rooms where the sancha are already on field, tags are up, and DPS is warping in: What I do 1st (example TPPH turn left go fast) i am spam 'E+Click' on tag 1 and as soon as i see warp meter ~40% i hit my MWD to start the burn. Then start locking your tags, i find im already hitting max speed just as the rest of the tags come in -Just remember the closing rate is fast! don't Bump nor overshoot your target (~20k out kill your MWD) and keep spamming that keep at range so you do not 'bump the targets' If your not still burnin' you can actually start to "keep at range"(E+click) to Tag 2, IF T2 is within 10k and IF Tag one(T1) is webbed.. this will help you apply more dps to T1 as you slowboat to T2(tag two) Get familliar with the Keep at range mechanic, as you get more experienced you'll notice how to apply more efficient DPS, and help the fleet and you make more ISK/hr as well as BE safer. - Eve University has a great thread on Transversals, angular velocity, and general gun dynamics, as a blaster you could benefit greatly from checking it out <https://wiki.eveuniversity.org/Turret_mechanics> --------- Sliding: aka "Using Momentum"------- So: In reference to landing in a pocket (aka Taking a Gate with FC's authorization) avoiding painful Mathimatical Calculations, what if i told you, that there is a way to use the warp speed you had to burn towards Sansha after you take an accelleration gate? Im not kiting you, it is possible. As you play, start to pay attention to your velocity Bar, especially while beginning to warping/ landing from warping. After awhile, you'll notice that the "Warp Bar" (The velocity bar that has WARPING shown across) enters warp at a certain point, (75%-90%) and exits warp, at about (40%) (Thats why we have you aligning full speed to quicken the warp) and although thats usuful, Im focusing on Landing from warp. * Id suggest to you to pay attention to when your ship Exits 'WARPING' (Aproximately 40% ) you'll notice it switches from saying "Warping" to the regular display (100m/s for example) ** This is the exact server tick/time that your ship is free to Move/aproach/keep at range, activate modules, lock targets, recieve links etc. if you desire it. And i would say you do! Why?? Because it allows you to carry that momentum! It is a lot easier for your ship to Burn to Max velocity from 100m/s vrs from a dead standstill. You "slide" from out of warp. ------------------------------------------------------------------------------------------------------- Webs------------------------------------------------------------------------------------------------------- Precall webs always. Every Situation 2 webs are needed when Sansha start their burn. Remember, you can limp away with 1 kneecap, if you lose 2 kneecaps? "You're goin' NoWheahr'!" In TPPH's, NRF's - when you Land&Slide, call Your Webs! You have all that time to burn towards them, so VVV will probably web tag_1, there are all the others out there, So call them! this will give plenty of time for your fellow pilots to grab the rest. So break the sansha's kneecaps and start shooting em in the face, the rest of the DPS train will come along following 1-> X, and they shall not have to travel far because you webbed that sansha down. [<3 Imelda <3] Webs help the whole fleet, especially DPS squad; in the pre-spawned pockets, down to when your VVV brings you to the next spawn, you want as many DPS targets webbed down as possible. - don't call webs after you web them imho -i would suggest precalling webs, it allows your fellow DPS to not waste time switching web targets wasting precious cooldown seconds. Be aware and know what will be in web range, and what will not. If your gonna lose a web on something, call it. WTM culture will not mind if you were mistaken, if you call "6 got away" it may allow another dps to try and catch it. Foshkey wrote an excellent article that includes pictures) regarding BS that need webs that are doing 100m/s or more. Dont forget if BS are webbed, go for them cruisers (Rommi's usually) as well, and help the HHH out. Remember when the FC calls for 'DPS burn your anchor spots' turn your MWD on and keep at range on your anchor (Be aware not to bump any objects (Tower, Rocks, etc), the fleet and your VVV needs Your blasters and webs ready and in range for the next wave.* again Spread those webs! Precall, and if there are no tags yet, STILL WEB. You can coordinate what you have webbed when the tag numbers appear. If you have a tag that is just outside web range, remember you can -Overheat your web- to reach out and stop them (To Sansha: "whear you Goin'?!!") And if your K.A.R on that one trying to get away, you should be within standard web range within 1-2 overheat cycles (so you dont damage your Mid slots too much) Remember to be shootin' some'thin ------------------------------------------------------------------------------ Tips------------------------------------------------------------------------------------------------------- Unlock Tag J if FC/LM calls one on the field, make sure you are not shooting it. Vylaids DONT NEED WEBS (Fiona helped me know that) as the Vylaid has no Propulsion module. Put that web to good use on some'thin else If you are HHH: and Vylaide is your Primary: 1 web on Vylaid will help Heavy Drones apply damage bettah While your webbing, remember to keep focus fire on your DPS Tags 1-X Don't chase after Trigger Tags (tag 9's OR tag Z's (TPPH last room))when the rest of the dps targets are killed. You should be K.A.R on your anchor when there are 2-3dps tags left. Remember Shoot in order. In a TPPH Final Room, Tag 9's Or Z's Ostingales are the Trigger for the next wave. It is important that tags before the trigger are killed first. * If the final Osti's are killed before the rest, there is a good chance You and your Fellow DPS members will not be waiting in ambush for the Next Wave spawn. ---Split your Guns 4/4 and stagger them, you will not regret it. You will apply more DPS, get armor shots without trying, and not waste volleys when Sansha's Pop. You can do this by holding shift, and dragging and dropping your gun group modules to the next module slot. It will start 7/1 and the next it will be 6/2. Get it to 4/4 and you will notice a difference. And dont worrie! You can always regroup them on tower bashes if you like seeing full damage ;] Precall Your Webs! Remember to shut your MWD off when you are done manuevering. Tactical Overlay Helps me out in maneuvering around the field the Default hotkey is (Ctrl-D) You can also find a Press-button Bottom left of your Capacitor GUI. -- then use HoldQ+LClick, (1st Lclick is direction, second LeftClick is elevation.) Keep and mind: listen to your FC! If the FC calls full fleet Arnons + Outini, or DPS Auga Outini Deltole Start locking them! When FC calls primaries : lock the primaries and then lock the rest of your DPS tags when the numbers arive. Remember to keep focusing fire. Just be aware if you accidentally lock a sniper target to Unlock them. You want to help your DPS squad crush your targets. Hotkey for Unlocking a target (CTL+SHIFT : CLICK) No worries about burning to final tag when there is another spawn to come, as it is much more important to be in position for the next wave/Room. (Except the end of the NRF) Your 2 types of ammo will almost always be Long Range (NULL/Faction Tungston, or Short range(VOID/Faction Antimatter. Try to pay attention to how far your targets will be, and Load the Appropriate ammo for the Task at hand. Remember it takes 5 seconds to reload *Niki's simple ammo change rule: " i always tell ppl with blasters: -if its more than 15 km away, change to long range -if its less than 10 km away, change to short range (hopefully this will be the case most of the times) -if its between 10 and 15 km just keep shooting with whatever you have loaded currently. This is good to follow until you get so experienced that you can figure out the exceptions yourself." [<3Niki<3] \m/ Try grouping your guns in a 4/4 setup, and stagger them on your DPS tags (in order), this will allow maximum amount of DPS/less cool down Active Brawl. Imho it is Much more fun and engaging than simply latching onto your VVV and not letting go. Remember: You must listen to your FC, as some things change, and WTM commanders are trained to see things you dont, coukd it safety situation, or a more efficient way than S.O.P (All written things are subject to change of the current Voice FC ) I have a blast flying with WTM (pun intended) these are just tips i gathered from learning, they'are not manditory (exception: for DPS burn to your anchor spots, be with your VVV) But they certainly go a long way to helping fleet, as well as yourself to have fun, safe fleets. I apologize in advance for any typos, as this was done from mobile device. Good luck n Fortune, I shall see you in Fleet! --VVR P.S Whether you are a Hyperion, rohk, or vindi -* if you have blasters*- and have any questions or would like to know more feel free to message me me in game mail, or give me a poke on TS "Victor Victor Rothwulf" - Me' door is open if im around. And I will find the time. \m/ "Make them sansha's go No-whear!" \m/
  30. 2 points
    Considering Vylades have the sig radius of a barn, and move like a zamboni, pretty easily I think.
  31. 2 points
    The 4th community is not Korean. They are Chinese. I feel offended. Please fix. Thanks. <3
  32. 2 points
    Here we are in Rancer, completely obscuring one of the gates with fireworks and cynos.
  33. 2 points
    Line Pilots are now allowed to fly T3 Logistic Cruisers. Currently, only the Loki will be accepted into fleets. In order to Fly a T3 Cruiser, a pilot must first prove that they are a capable Logistics pilot by earning the Trusted Logi badge from a WTM Line Commander. Once a pilot has the Trusted Logi badge, they may apply to fly T3s. The application includes a skill check and some questions regarding the differences between flying T2 and T3 Logi. Pilots who are approved will receive an “Approved T3” badge from a Certified Trainer on Teamspeak. Only those with the badge are allowed to fly T3s. Please ensure you are connected to the WTM Teamspeak when you x-up your T3 so the FC can confirm your badge. Rep Application: T3 Logi use 8 Medium Remote Shield Boosters vs the T2 Logi’s 4 Large Remote Shield Boosters. The medium reps have a much shorter optimal range (7km vs 32km), and less repping power per rep than the Large but the additional modules (8vs4) allow the T3 logi to outrep T2 logi at any distance. When applying reps, 1.5 medium reps are equivalent to 1 Large Rep; so, in a situation where you would normally apply 2 large reps, you want to use 3 medium reps. T3 cruisers get large bonuses to Overheating: the Offensive subsystem skill increases the benefits of overheating by 50%. T3 pilots therefore should expect to use heat far more liberally. Anchoring: For the TPPH and NRF it is not really necessary to do anything different than T2 Logi (orbit Booster at 10km). For the TCRC, enter as normal and set up orbit on Booster. Once the tower bash starts, orbit a ship closer to the tower. T2 vs T3 Benefits: T2 logi bring utility to the fleet in the form of Combat Caps, Remote Sensor Boosters and Remote Tracking Computers. T3 logi do not bring any utility. T3 logi rep harder than T2 logi. T3 logi are also more tanky than their T2 counterparts; therefore, they can more freely use their reps. Getting aggro in the T3 is not as dangerous as a T2 logi. Skill Requirements: T3 cruisers require extensive skills to perform at their best. All of the following skills are mandatory for T3 pilots. Ship skills: Strategic Cruiser IV Subsystems: Offensive V Core V Propulsion IV Defensive I Engineering Capacitor Management V Capacitor Systems Operation V CPU Management V Hull Upgrades IV Power Grid Management V Shield Emission Systems V Thermodynamics IV Nanite Interfacing IV Navigation Navigation V Acceleration Control IV Afterburner IV Evasive Maneuvering IV Fuel Conservation IV Shields Shield Management V Shield Upgrades IV Tactical Shield Manipulation IV Targeting Advanced Target Management III Other Rules and Regulations: All Tech III Logistics ships must use 8x Pithum A-Type Medium Remote Shield Boosters. All Tech III Logistics ships must be 6 rep stable. All Tech III Logistics ships must use Tech II Afterburners, at minimum; MWD’s are not permitted. All Tech III Logistics ships must meet or exceed 75% in all shield resistances without Command Bursts. All Tech III Logistics ships must be capable of reaching 50,000 Effective Hit Points (EHP) without Command Bursts. The Loki requires the Dissolution Sequencer subsystem. Fits: T3 Application
  34. 2 points
    Warp To Me Logi Rookie Guide See our Fittings Webpage for current Logistics fits. Once you have a ship, please read our general Rookie Guide. Fleet MOTD The Fleet MOTD contains important Information. At the bottom of the MOTD are the Fleet Roles. The pilots assigned to these roles are linked so they can be easily added to the Watchlist. Ensure you have the FC and the Booster on your Watchlist. Warp only to the FC if separated from the Fleet Orbit the Booster at 10km with afterburner on Exceptions: For TCRC, burn towards tower and only orbit Booster after FC instructs In TPPH, you are burning straight to the outgate, only in the last room do you orbit. 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 Booster DDD (if you have light drones) FC Newbros / Aggro Magnets Scimi Pilots Pilots you are giving RTCs to Booster DDD pilots (All links should be going to the DDD / DDD2) FC Newbros / Aggro Magnets Entering Site Logi ships should try to avoid taking the initial aggro to reduce their risk of death. This means that you should be aligned but wait until you see a few battleships in leave the grid before you activate the gate yourself. You do not want to be the only target on an otherwise empty grid with no backup. Upon entering a site, there is a pattern that you should follow: Orbit the Booster with your Afterburner on (this stays on at all times) Exceptions: For the TCRC site, first burn to within 30km of the Tower when you land on grid. Only anchor on Booster when FC explicitly instructs In TPPH sites, there are 3 gates, in the first couple rooms you are just burning straight to the outgate, then stop your ship and align down the gate as the wave is close to being finished. Lock up the Pilot you need to be linking (Scimi) Lock up all Shield Broadcasts Apply staggered reps to pilot taking aggro Orbit the Booster Once you land in site, get moving! In the TPPH (last room) and NRF, right click the Booster in your watch list and select Orbit > 10km. In the TCRC, burn directly towards the Tower and only anchor on your Booster after FC specifically instructs you to. Always ensure you are orbiting the Booster with your Afterburner on. This will ensure that you are in the right spot as the Booster 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 link buddies Once you have landed and have set your orbit around the Booster, lock your Link buddy and give tracking links (Scimi). These tasks need to be done each time you land in a 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. Apply Reps 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. If Target is dropping past 50% shield, apply a third rep and then the Fourth when they drop below 25% shield. Remove the 3rd/4th reps as soon as the target has stabilized. Applying more reps than needed will cause you (the logi) to get aggro. Be ready to switch the reppers off of one target onto the next once the aggro switches. Always try to have a repper in reserve for this aggro switch. Remote Capacitor Transmitters Also referred to as "Combat Caps" Basilisks will lock all Capacitor broadcasts as well, and apply both cap transmitters for 3 cycles and then move on to the next broadcast. If there is an Outuni Mesen on grid, the cap broadcast of the Outuni target is top priority and All combat caps go to that pilot. If there are very few cap broadcasts, pick random T1 battleships like hyperions, or marauders out of bastion, and top them up proactively. 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). Logi Should not be orbiting in the first 2 rooms of TPPH, just burn directly for the Gate. NRF - Multiple waves. Relatively low DPS throughout until the final wave. Final wave has 1-3 Outunis and 1-2 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 immediately, and afterwards, Deltole victim will need cap. The Ostingeles and Yulais (with whatever remaining Deltoles) 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. Logi Should be prepared for both initial aggro and then the switch at 60s for each wave. Initial aggro is based on positioning and those who enter grid first. Switches after the initial are based on highest applied damage, then weighted towards remote reps/caps, remote assistance, and ewar/webs. Expect Marauders with their high dps to grab damage switches regularly. Bastion Marauders Marauders are special high DPS ships in our fleet that use a unique module called 'Bastion'. While in bastion their DPS is doubled, but they can't receive remote reps or cap. In the case they get aggro while in bastion, they will broadcast for shield once, then broadcast once more when they come out of bastion. While they are in bastion they can use their local rep to keep themselves alive until they exit bastion. Be aware of when they come back out and be ready to catch them. Additional Logi Tactics There are times in which everything does not go according to plan. We expect our logi to be able to quickly adjust and correct any such circumstances. Too Many Targets There will be times when more people will broadcast than can be locked up at once. If you are out of available locks and a new broadcast appears, unlock pilots who are not taking damage for the new broadcasts. Get in the habit of managing locks so you can be ready to lock up the next broadcast! Remember that aggro does not carry over between waves, so if all Sansha are killed you may unlock/stop repping everyone. Advanced Target Management III, is a highly recommended skill for logi pilots, so you can lock up to your ship's maximum lock limit of 10. No Broadcasts Pilots will fail to notice they are being shot, we expect out logi to learn to catch/save these pilots even without the broadcast. Practice, watching the direction of the Sansha Lasers, Scram Notifications and your watchlist in order to identify these pilots. Once you find them, Start Locking them and Broadcast/Voice who the pilot is for the other logi. Once you are more comfortable in your ship you can practice watching for this, be confident in what you call though, calling out the wrong target can distract from who is really in trouble! If you are catching up to the fleet or land late on grid, you will likely have missed the broadcast from the person who took the initial aggro. In this case feel free to ask for a rebroadcast. Its better to ask, than to try and spend extra time looking for it yourself. And if you are failing to lock up this person, you may find yourself under scrutiny for not doing your job! Overheating Occasionally, more repping power than is available is needed to save a pilot (Normally in the case of a late broadcast or multiple Logi or Booster Disconnect). When this happens we expect our logi to be able to comfortably overheat in order to reduce their repper cycle time and save the pilot. It is suggested that you set up hotkeys to overheat your modules (default Shift + Module Activation key). Other modules can be overheated as well. Shield Hardeners to increase Tank, Prop Mod to Increase Speed. Overheating your prop mod a couple cycles can help you keep up when the fleet is burning through empty TPPHs. When you are overheating a module, it will generate heat that damages the overheated module as well as those around it. Be careful not to let modules generate too much heat or they will burn out and become unusable.
  35. 2 points
    Implant Guide This guide will go over the Implant's we suggest at Warp To Me for the ships we use. It will go over Implant's for Skill Hardwiring(slots 6-10) which are most important for optimizing your clone and Attribute Enhancing(slots 1-5) which will add utility over regular learning Implants. Cybernetics You need this skill to use any of the implants below. We suggest training Cybernetics to V, this allows you to use 6% implants which can be purchased with the Concord LP we earn from running Incursions. These implants are purchased for 250m ISK and 250k LP at Concord Stations. Tips If you fly several ships, like a DPS and a Logistics ship, try getting implants that help both fits, such as Capacitor, Shield or Ship speed implants. Getting a whole set of attribute enhancing implants(slots 1-5) is worth more than just get 1 or 2 as the effects stack. If you are just starting with WTM and are short on ISK we suggest purchasing 3% implants as they only run about 20m ISK each at the major trade hubs, after running Incursions for a while you should have earned enough ISK and LP to purchase 6% implants at Concord LP stores. Attribute Enhancing Implant Sets We at WTM are a new bro friendly community and do not require specific Implant sets to meet doctrines. We do however suggest these implant sets as they greatly help out on fleet performance. High-Grade Ascendancy Set This set of implants is great of making you more ISK! You warp in site faster, you warp to structures faster, you warp from site to site faster, and you move foci faster. Getting these help you train skills faster as well as make ISK faster. The best investment you'll ever make. SLOT 1: High-grade Ascendancy Alpha Primary Effect: Boosts perception by 4. Secondary Effect: Gives a +1% Warp Speed bonus, 15% bonus for set SLOT 2: High-grade Ascendancy Beta Primary Effect: Boosts memory by 4. Secondary Effect: Gives a +2% Warp Speed bonus, 15% bonus for set SLOT 3: High-grade Ascendancy Gamma Primary Effect: Boosts willpower by 4. Secondary Effect: Gives a +3% Warp Speed bonus, 15% bonus for set SLOT 4: High-grade Ascendancy Delta Primary Effect: Boosts intelligence by 4. Secondary Effect: Gives a +4% Warp Speed bonus, 15% bonus for set SLOT 5: High-grade Ascendancy Epsilon Primary Effect: Boosts intelligence by 4. Secondary Effect: Gives a +5% Warp Speed bonus, 15% bonus for set SLOT 6: Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 Effect: Gives a +18% Warp Speed bonus (Great for every pilot!) Bling: High-grade Ascendancy Omega Genolution Set If you are a Logi only person and you really don't want to buy the above-mentioned set, then this is the implant set for you! Also even though each Implant has a different bonus, they do have a stacking bonus and running a full set boosts all bonus's to 4.25%. SLOT 1: Genolution Core Augmentation CA-1 Primary Effect: Boosts perception by 3. Secondary Effect: Gives a +1.5% powergrid and capacitor bonus, 50% bonus for set 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, 20% bonus for set 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, 30% bonus for set SLOT 4: Genolution Core Augmentation CA-2 Primary Effect: Boosts intelligence by 3. Secondary Effect: Gives a +1.5% CPU and capacitor recharge bonus, 40% bonus for set SLOT 5: Low-grade Rapture Epsilon Gives an increase of cap recharge by 5% Alternative: Mid-grade Ascendancy Epsilon Gives an increase in warp speed by 5% Skill Hardwiring Implants Hybrid ship Implants These are the Implants we suggest you run for a Hybrid ship or a lesser % equivalent you can afford. SLOT 7: Ogdin's Eye Coordination Enhancer Gives an increase to turret tracking speed of 6% SLOT 8: Inherent Implants 'Squire' Capacitor Management EM-806 Gives a capacitor capacity boost of 6% SLOT 9: Inherent Implants 'Lancer' Gunnery RF-906 Gives a boost to all turret rate of fire by 6% Alternative: Eifyr and Co. 'Gunslinger' Surgical Strike SS-906 Gives a boost to all turret damage by 6% (less cap and ammo usage, slightly less dps) Bling: Pashan's Turret Customization Mindlink Gives a boost to all turret rate of fire by 7%(Higher DPS at the cost of increased capacitor and ammo usage) SLOT 10: Zainou 'Deadeye' Large Hybrid Turret LH-1006 Gives a boost to large hybrid turret damage by 6% Laser ship Implants These are the Implants we suggest you run for a Laser ship or a lesser % equivalent that you can afford. SLOT 7: Ogdin's Eye Coordination Enhancer Gives an increase to turret tracking speed of 6% SLOT 8: Inherent Implants 'Squire' Capacitor Management EM-806 Gives a capacitor capacity boost of 6% SLOT 9: Inherent Implants 'Lancer' Gunnery RF-906 Gives a boost to all turret rate of fire by 6% Alternative: Eifyr and Co. 'Gunslinger' Surgical Strike SS-906 Gives a boost to all turret damage by 6% (less cap and ammo usage, slightly less dps) Bling: Pashan's Turret Customization Mindlink Gives a boost to all turret rate of fire by 7%(Higher DPS at the cost of increased capacitor and ammo usage) SLOT 10: Inherent Implants 'Lancer' Large Energy Turret LE-1006 Gives a boost to large energy turret damage by 6% Bling: Pashan's Turret Handling Mindlink Gives a boost to large energy turret damage by 7% Projectile Implants These are the Implants we suggest you run for an Autocannon ship or a lesser % equivalent that you can afford. SLOT 7: Ogdin's Eye Coordination Enhancer Gives an increase to turret tracking speed of 6% Alternative: Zainou 'Deadeye' Trajectory Analysis TA-706 SLOT 8: Inherent Implants 'Squire' Capacitor Management EM-806 Gives a capacitor capacity boost of 6% SLOT 9: Inherent Implants 'Lancer' Gunnery RF-906 Gives a boost to all turret rate of fire by 6% Alternative: Eifyr and Co. 'Gunslinger' Surgical Strike SS-906 Gives a boost to all turret damage by 6% (less cap and ammo usage, slightly less dps) Bling: Pashan's Turret Customization Mindlink Gives a boost to all turret rate of fire by 7% SLOT 10: Elfyr and Co. 'Gunslinger' Large Projectile Turret LP-1006 Gives a boost to large autocannon turret damage by 6% Logistic ship Implants These are some of the implants logistic pilots should use. Primarily slot 8 capacitor implants as most logistics pilots will also be flying damage dealing ships which will benefit from increased capacitor stability. While scan resolution and shield capacity can also benefit a damage dealing ship, they are typically better off using a tracking implant. As for slots 9 & 10 you are better suited getting Implants that will bonus your damage dealing ship as there are no specific Implants that directly improve Logistic ships. SLOT 6: Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 Alternative: Inherent Implants 'Squire' Capacitor Systems Operation EO-606 SLOT 7: Zainou 'Gypsy' Signature Analysis SA-706 Gives an increase to scan resolution by 6% Alternative: Zainou 'Gnome' Shield Management SM-706 Gives an increase to shield capacity by 6% Basilisk only Pilots: Inherent Implants 'Squire' Capacitor Emission Systems ES-706 Gives a 6% reduction in need of capacitor for modules that require the Capacitor Emission Systems skills SLOT 8: Inherent Implants 'Squire' Capacitor Management EM-806 Gives a capacitor capacity boost of 6% Alternative: Zor's Custom Navigation Hyper-Link Gives an increase to Afterburner & Microwarpdrive speed by +5%
  36. 1 point
  37. 1 point
    Depends. If you plan on getting a marauder later, definitely not, because they are CPU tight and you'll want a gist in there to have as much CPU as possible for damage mod abyssal rolls. If you don't plan on getting a marauder, then it depends if you're still struggling with capacitor. If yes, then maybe it's worth upgrading, as the Core consume less per cycle. But I'd probably go upgrade damage mods/shield hardeners before switching the prop mod, as honestly the Gist-X is totally fine.
  38. 1 point
    Lefath Blue and myself (Some Pilot) will be holding logistics school should there be sufficient interest. We'll have practice ships to loan to you to practice all the different mechanics to be used when flying Logistics for WTM. Next Logi School will be coming Tuesday 1900hrs EVE Time (when focus up) @ new Dock up for Logischool @ pre DT late USTZ, do reply here for interest. Should there be enough, I'll org one. Topics to be covered (more to be added as we move forward) 1. Site Mechanics & Anchor Positions 2. Logi Reps & Utility 3. Aggro/Sansha Information/Situational Awareness 4. Q&A.
  39. 1 point
    plz watch blue exorcist and um i wonder why this post is in wtm news channel :eyes:
  40. 1 point
    yeah im not worry about Marauder at the moment...i still have some skill to train to use T2 ammo and some other skill to improve shield res as well.. i did buy 4 sansha laser already...just cant use the T2 ammo at the moment next thing to upgrade will be abyss heat sink, implants and save for Basi ofc
  41. 1 point
    Tell to Line commander when you are in fleet as that ships.
  42. 1 point
    If you want to find a "good, cheap and reliable logistic group," just use public courier contracts. You can get things shipped for about 1m isk/billion in value/jump; this comes out to 4.7% of cost to Amarr, 2.7% to Rens, 1.6% to Dodixie. I've been doing it for years, getting isotopes to Jita and modules out to the hinterlands. For more particulars, check out the "Haulers Channel" chat channel in-game.
  43. 1 point
    Missiles are bad, marauders good. Necro also bad, beep boop locked.
  44. 1 point
    It's been taken care of.
  45. 1 point
    In order to complete the TCRC, a CONCORD MTAC must be moved from the CONCORD Factory to the Shield Transfer Control Tower. Since the CONCORD MTAC is too large to fit in a battleship cargo hold, this is accomplished by creating a jetcan by jettisoning any item (such as a piece of ammunition), putting the MTAC into the can and ferrying it to the control tower using a tractor beam. This process is then repeated until the tower explodes. FC calls the fleet into site, you take the gate as normal. Align your ship towards the MTAC Factory. Once your ship is perfectly pointing in the correct direction, activate the MJD. You land close to the MTAC Factory. If you didn't, burn there with MWD. Jettison one ammo, lock up the can, and activate the tractor beam on it. Do not shoot your can. Drag the MTAC from the factory to the can. Approach Shield Transfer Control Tower, activating MWD for one cycle. Open the cargo window of the tower. Drag the MTAC from the can into the tower. Begin Droning the tower and Shooting the Deltoles, being careful not to shoot your can. Burn back to the MTAC Factory. Wait for the next MTAC to spawn, then repeat. Keep doing it until the site is over. When the tower explodes, you are free to start warping off.
  46. 1 point
    It was awesome testing this with you... However, I also find it very difficult with most cap buddies is they dont burn or they just dont pay attention and I completely agree with everything you have said.
  47. 1 point
    I am kinda miffed that a muppet christmas carol isn't on here
  48. 1 point
    Hey guys. I had a random convo on Slack the other day asking me to give out my POV about the DDD role. As per usual it triggered me (in a good way this time) and i got drawn into the convo more and more, turning it into one of those hour-long teaching moments of mine. It is a really raw copy-pasted format and kind of "niki-blunt" . But maybe it turned out to be something sharing worthy. If its useful for you then im glad. But im not really looking for anything else with this topic. I just wanted to share. Without further comment here is the convo itself: Anonymous [6:12 AM] You're probably offline atm, but any advice / suggestions on DDD after tonight? niki [6:13 AM] could you copy your fit here Anonymous [6:20 AM] [Vindicator, Vindication] Damage Control II Domination Tracking Enhancer Domination Tracking Enhancer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer 500MN Abyssal Microwarpdrive Pithum B-Type Adaptive Invulnerability Field Abyssal Stasis Webifier Abyssal Stasis Webifier Pithum B-Type Adaptive Invulnerability Field Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Large Anti-EM Screen Reinforcer I Large Hybrid Burst Aerator II Ogre II x5 Null L x5180 Nanite Repair Paste x500 Void L x10036 Agency 'Pyrolancea' DB3 Dose I x17 niki [6:21 AM] so whats the abyssals strength and % ? i mean range and strength % Anonymous [6:21 AM] what do you mean range? niki [6:22 AM] web range and web strength Anonymous [6:22 AM] the webs are 15.5km each and 82.7,81.4% web niki [6:22 AM] the web Anonymous [6:22 AM] (on the vindi, of course) niki [6:22 AM] gal bship 5 or 4 ? Anonymous [6:23 AM] (base strength is ~63% each) gallente 5 niki [6:23 AM] 15+ kms and 60+ % webs are pretty awesome to ddd with. and minmatar bship level? Anonymous [6:23 AM] only 3 =/ niki [6:23 AM] yeah so 2 things first and foremost get faction (cal navy is the most common to use) antimatter its better than nul whenever the frigs are closer than 20 km and its always better than void if its frig shooting 2nd thing get minmatar bship to 4 at least 5 would be better ofc also needless to say gunnery support skills and blaster spec is important too Anonymous [6:26 AM] all support at 5, blaster spec 4 niki [6:26 AM] thats pretty good... obviously all relevant skills on 5 would be best with the suggested implants included as well for vindis. that is the high-end. Anonymous [6:26 AM] (just bumped min BS to 4) niki [6:28 AM] gameplay wise i split my guns 4-4. if you kill one maybe you can spare 4 guns for the next which is a huge deal. webbing 2 different frigs shoot 1 until it dies shoot the other one but meanwhile start webbing a 3rd cuz you need the webs to actually apply. essentially you always need 1 more frig to be already webbed so you can instablap it or close to doing so. dont forget to always fill your locks thats actually one of the biggest mistakes a battleship can do. specially true for DDD. you can tell that you are doing a good job if you always feel like you are racing with yourself. guns vs webs. a close race. Anonymous [6:29 AM] ok. I've tried doing that in the past, but I've worried about wasting the drone effort, with them continually chasing new targets. but then, the drones are just bonus anyway... niki [6:29 AM] forget the drones. they dont exist. Anonymous [6:29 AM] ok niki [6:29 AM] just trust in yourself. you can do it without drones. and if you train yourself then after a while it doesnt matter if you dont have any drones. in some fleets you actually will lack light drones anyway. relying on them is a mistake imo. they are just a little extra/bonus. Anonymous [6:30 AM] tonight, I did have my guns split, but I wasn't leapfrogging targets. I was staggering webs and guns though, so I'd have a new half more often niki [6:30 AM] try to not burn too much around . just some cuz it ruins your tracking. Anonymous [6:30 AM] right I did notice that niki [6:31 AM] if the frigs are not on the way where you are needed to go and more than 20 kms away then just stop, load null and hope for best. if you are not moving your tracking is much better. sometimes ppl will pull the frigs away. if its temporary then dont even switch to null cuz in 20 seconds they are going to burn back anyway. if you feel like its gonna be more than 20-30 sec then switch to null. if the frigs are actually on your way then try to burn just 1 cycle and then slowboat and stop when they are in webrange the drones are actually helpful when you cant reach out with webs and you are shooting with null cuz then it takes ~10+ sec to kill 1 frig you can try to overheat web if you feel like you are behind on the schedule and you need just a few extra kms to reach out. webs dont burn out easily and just a few paste is enough to rep them while in warp Anonymous [6:34 AM] ok niki [6:34 AM] and they stop overheating after the frig dies anyway TPPH all first waves i'd burn 1 cycle to exitgates or anchorspot . then slow down and if you are in webrange stop NRF is easiest site as DDD just gotta make sure you have a good tempo in first 2 waves TCRC is an interesting site you can try go greedy kill schmaels before you reach the tower but its actually hard to complete . and also sometimes you need to switch to niarjas anyway or just try to kill niarjas only, burn into position and then try to schmael at the tower. somewhere in between is still fairly easy Anonymous [6:38 AM] yea, I was doing something in between tonight on the TCRC niki [6:38 AM] in tpph i always try to kill schmaels first cuz its easiest to web the first few frigs before aggro switch, and schmaels are hardest to kill as far as frigs go also forget about acronyms if you cant reach some frig with webs, always target the one that you actually can. webs are ensuring you gonna kill that frig really really fast if its not webbed its gonna die significantly slower. so range is more important than some "shooting order". except ofc if FC wants to bounce from site then scrams are priority. if i can choose freely cuz a lot of frigs are in range and we are not bouncing i prio webbers whenever i can (1st schmael 2nd renyn) cuz it helps the fleet the most. but obviously niarja must die first, no matter what. Anonymous [6:40 AM] right niki [6:40 AM] but yeah antimatter is a great help. nowadays i do 8k null 10k anti the rest void in vindi shoot antimatter most times, null if you need to constantly kill frigs more than 20 kms away . void is okay in tpph last wave and nrf 3rd 4th wave cuz you shoot only very few frigs in those. you have tons of time and you will probably be on top of them and you can web them anyway. and in those waves you will shoot cruiser or bship too Anonymous [6:43 AM] ok niki [6:43 AM] in tcrc i usually switch to void after all the schmaels are dead and im just chilling shooting tower and looking for respawner niarja niarja is a really easy frig to kill. Anonymous [6:44 AM] yea, the niarja blap easy niki [6:45 AM] tough frigs order : schmael >>> eystur > renyn >>> tama >>> niarja hardest to easiest to kill. (not a shooting order ofc, lol) Anonymous [6:46 AM] ok thanks for all this. I'll keep at it. hopefully I have more opportunities to take DDD =P niki [6:49 AM] no problem its fun. i actually enjoy ddd in tpph. otherwise its a pretty boring site. but i still really enjoy doing even that one if i can snatch ddd Anonymous [6:50 AM] yea. it was fun to race the rest of the fleet niki [6:56 AM] oh and always ask for 2xtracking . if they offer a 3rd ask for 1 range. but 1 tr 1 opti is not as good as 2xtr no matter who says what. Anonymous [4:17 PM] ok. one other question is if there's ever anything other than frigates that the DDD shoots before frigates? Like does the DDD follow full fleet calls for the Arnon/Outuni in TPPH 3rd-3rd, the Mara/Vylade in NRF 3rd and Outuni in 4th, and the Outuni in TCRC? I'm pretty sure the HHH does follow those calls (right?) but what about DDD? niki [5:07 PM] for DDD tpph 3rd 3rd shoot 2nd outuni then frigs . nrf 3rd mara(s) then frigs , nrf 4th if there are 3 outunis. then the 3rd outuni . TCRC niarjas are more important to shoot than the 2 outuni. if niarjas are down you can shoot 2nd outuni if you want but fleet should be pretty close to kill them. HHH : TPPH 3rd 3rd you should shoot second outuni then vylade then leftovers. NRF 3rd you should shoot mara(s) then vylade. NRF 4th vylade , except if there are 3 outunis. then the 3rd outuni first. TCRC you should not have any drones assigned, so you are just a vindi, not HHH. shoot in order. Anonymous [5:10 PM] ok, cool UPDATE: After Surgical Strike Patch Void is more powerful. If you are confident with your tracking (better be close to 20 at least) you can try to use Void more often to blap them frigates. At the moment (2020 May) I am usually bringing 8k Null, 5k Anti and the rest is Void to fill up cargohold to max. But you know... im pretty confident :smirkcat:
  49. 1 point
    Add: "Coming Soon to a thread post near you:" Narrator Voice* "..in a world, of walls of text. where headaches, claim more capsuleers, - than sansha. A group of Incursioners ... WILL RISE." DpS School: "Now You See: Now You Do" where all those words, come together in Form! NOW IN COLOR! In partnership with WTM Incursions, "the VvR Show: Sansha Slappin Adventures" on WTMI 96.6 TS and audio preformed by THX (I wish) Available this Summer! tickets, given away at select locations. reserve your tickets now, by UpVote/Likes. [but seriously: Ill be making a Video and/or Gifs hope to be out soon, or summer the latest. Title subject to Change] P.S The origional Post is Updated constantly. Dont forget to look at Sliding, and new section under webs<3 Good Luck and Good Fortune \m/ WTM \m/ -VvR
  50. 1 point
    Foshkey's Tips with Incursion Travelling From years of experience and not losing a single ship to gankers Tip #1: Don't AFK. Don't Autopilot. Don't do anything that will leave your ship in space. Whenever I hear about somebody losing their ship to ganks, 9/10 times it's due to AFK or not paying attention. If a ganker sees your shiny vindicator sitting in space on a gate, or warping in at 15km and slowboating towards the gate, you will become a target. Gankers are capable of planning in advance and are extremely experienced in judging general routes, even from incursion to incursion. It doesn't take a genius ganker to figure out where that vindi is going by looking at their journal. Tip #2: Avoid known ganking systems (Niarja, Uedama, etc.), especially at prime time. Every time we have a new move up, I check my possibilities of routes. This is only really concerning going from amarr to minmatar space, but there is generally a route that goes through Devoid that is probably the most quiet route known in eve, and it only adds 3-8 jumps most of the time. Anyway, point being, check your routes, check your time. If you have to go through Niarja at 19:00, three options: wait until a more quiet time, reroute, or bite the bullet. ---------------------------------------------------------------- If you follow those 2 tips, you will not lose your ship to a ganker 99% of the time. So, most people don't even change their fits. If, however, you want to cover as much of that 1% as possible, I'll keep on going with these tips. ---------------------------------------------------------------- Tip #3: If you're going to refit for tank, refit for hull tank. Easily the most cost effective way to brick tank your ship is to fill your lows with DCU II and Reinforced Bulkheads. That alone will probably demotivate a ganker if they see that on your ship. Tip #4: Inertia Stabilizers / Nanofibers / Warp core stabilizers are worthless I've heard all the brags from the pilots claiming their battleships can go into warp in 4 seconds. Cool. How about that 2 second lock time of the disrupter pilot? Furthermore, it takes all of a single day to get a trial account to get a 2 second lock timer and fit a warp disrupter. If your vindi is a target, and they discover that you have warp core stabilizers, they're just going to log in more alts if they really want you. And nothing motivates a ganker more than a potential kill. Inertia Stabilizers and Nanofibers should only be used for cutting down on travel time, not avoiding ganks. Tip #5: The absolute safest way to travel between incursions is with a bowhead. This is my bowhead fit. There are many others like it, but this one is mine. If you're going to ask for a bowhead fit, you'll see some sort of variant of this. Now, putting your vindi in a bowhead with that fit is much, much safer than just flying the vindi. Why? Check out that EHP. 530k. Do you know how many catalysts are needed to take that down? 40-50. The Talos number is something like 25, maybe 20 if they have really good skills and T2 fitted. Another thing that may be confusing is that MWD. Believe it or not, that helps your warp faster than loading the bottom row up with inertia stabilizers. There's a slight trick with huge, industrial ships, that if you initiate warp, cycle your MWD once, you'll actually warp at the end of the cycle. Neat. So, standard pattern I go here is: Initiate warp, F1, F2, F3, F1 (MWD, Invul, Invul, MWD). This will turn on your tank and get yourself warping as soon as possible. Tip #6: Scout ahead I wouldn't recommend this if you don't have an alt. I have a convenient setup where I move my bowhead, orca, and vindi with my 3 characters. The orca and vindi always go on ahead, and since they're the cheaper stuff, they're convenient scouts to check out local before my bowhead gets there. Tip #7: If you're really concerned about losing your stuff, get a webber alt. I personally have never done this for moving between incursions (only really done it with my jump freighters), but I know people who do. Something to get your bowhead warping even faster than the MWD method is to web the shit out of it from a corp member. And there you have it. Follow these tips and you too will never have to worry about those dreaded gankers