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  1. 4 points
    This is blobert deciding to help WTM out with a convenient place fore people to dock in HQ systems with repair functions and a clone bay. it is under wtm name and corp. no reason to be rude about somebody helping out commanders and line pilots. You don't have to dock there if you choose not to. We will still have the typical station docks as well.
  2. 3 points
    I did my first run today with the Fleet and learn a tremendous amount and I think everything went well. Thank all of you guys for being so friendly and patient teaching me everything I needed to know.
  3. 3 points
    The corp is owned by me. Ive put up one sparta has put up one. Blob asked to assist so he joined warp to me inc corp and put up 2 or 3. Its like everything else around here. Its voluntary.
  4. 3 points
    Damage Control II Reinforced Bulkheads II Reinforced Bulkheads II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Some kind of MWD for the align trick if you dont have a webber alt. If you have a webber alt, more tank, like a T2 EM WARD FIELD. Capital Transverse Bulkhead II Capital Transverse Bulkhead II Capital Transverse Bulkhead II
  5. 3 points
    The LC, or "Logistics Commander" is responsible for setting the cap chain for the basis and keeping track of free combat caps for the FC. LC’s Duties are: Set Up and Update Cap Chain Assign Remote Sensor Booster Targets Inform FC about the number of Combat Caps Setting up the cap chain is straightforward. You transcribe the names from basi chat in the same order they are on the right of the chat window. Then put the Logi level to the left of each pilot's name. Every Logi 4 pilot needs a red number next to the person above them. If the logi 4 is at the top of the list, the person at the bottom is red. All other numbers are blue. Every level 4 needs a red number above them. In the example Abrahm is a level 4 pilot. So Tywin Maulerant is the red number above Abrahm. This is because the pilot at the top of the list is the down cap for the pilot at the bottom, and the pilot at the bottom is the up cap for the pilot at the top. At some point the cap chain may break down for some reason. Whether it’s because a basi died in the middle of a site, they DC’d, or is being jammed for a prolonged period of time. Whatever the reason, the fix is the same. Step 1) Don’t Panic Step 2) Find the person who is unstable: this can be done by doing a stability check in Basi chat. Write a line like "==========Stabity Check=============". The basis will type ‘s’ for stable or ‘-s’ for not stable. Step 3) Fix the issue- they are either unstable because their up cap is gone or they are an Logi 4 pilot who is now missing a down cap. Step 4) If all else fails have the whole chain send 1 cap up 1 cap down while the issue is resolved until a new chain can be made. If at any point in the process of sorting out the cap chain issues you have a pilot not responding to you, feel free to call them out on comms to check basi chat. If a basi is jammed have person below them put their combat cap on the jammed pilot's up cap. If a basi is neuted by anything other than outunis, have their cap buddy put their combat cap on them as well as the on already being used for the cap chain. The LC also needs to be able to tell the FC how many combat caps the fleet has. This is as simple as counting the number of pilots sending a single cap to the chain. You can count either the ‘5’s or you can count the Blue numbers; both options work. Finally, the LC needs to assign remote sensor boosters to targets. The first priority is the DDD. After the DDD has sufficient remote sensor boosters, the rest of them go to the chain. A Loki DDD should get 1 remote sensor booster, battleships should get 2. In this picture you can see the words “DDD” to the right of the name of each member in the basi chain. This is the remote sensor booster target. You’ll notice that 2 of the names have “DDD”, the other remote sensor boosters say “UP”. This is because the LC has determined that 2 remote sensor boosters should go to the DDD and the rest stay in the basi chain. If possible, you should choose to have BLUE names put their sensor booster on the DDD (that is, pilots with combat caps). This helps minimize the number of locks required by default, freeing up more locks for reps. While LC there are a few ways you communicate with other logi. For the most part, Basi Chat should be your primary means of communication, following that, there is Fleet chat for non-emergency issues, and if you cant fix the issue on either of those, call out on coms.
  6. 2 points
    Hello Gallente Pilot! WTM just loves attentive newbros trying to join into WTM fleets! You are indeed in the right place if you want to do some incursions. It is totally fine to join in-game chat for you. Actually it is even recommended. In the MOTD you will find a couple of really useful links for you. The 2 top being probably the Warp To Me Rookie Guide , and the WTM Fitting Website. These will probably answer most of your questions. But you can browse through the MOTD for other stuff too if you feel like it! For you (and for most of the newbros honestly) i'd recommend to look at the Hyperion first and try to get into one, it is a fairly cheap starter ship, and maybe you already have some skills for it! If you find out that you like incursions after some time and this is a thing you want to do and earned enough ISK, then you can look at the Vindicator and try to switch into it from the Hyperion. It is one of out optimal hulls and a really fun ship to fly. Welcome to Warp To Me!
  7. 2 points
    We chose option C, have standards and give input, but leave flexibility where we can. We use Regard cap transfers as our standard, which determines our stable threshold of -64.8 (324GJ / 5s). I can assure, as one who helped develop these fits, that they are stable in chain with All 5s. There's 5 specifically: Logi Cruisers, Shield and cap emission, Cap management and operation. Your numbers tell me there is more missing than Cap emission 5 alone. You are correct, we don't know exactly the skills that every pilot brings, probably at least half aren't at 64.8, so we have closer control on fits and with these fits we have been okay. Your fit is different as it had a T2 cap transfer, which is great but burns more cap and is going to make you less stable. At that point, we require you to confirm you meet the delta. Call it arbitrary if you wish. If you can hit -64.8 the T2 transfers are fine. Your options being more skills, cap implants, or Mindflood (which you can take without issue as a logi). If you want, feel free to suggest alternative fits if you feel our standards are bad.
  8. 2 points
    Starting in Milu, structures will be put up in every subsequent focus for people to dock, and repair in. They will also have a cloning facility that will be online until 24 hours after the focus goes down. If you would like to donate to support this project, send isk to Warp To Me Incursions corp
  9. 2 points
  10. 2 points
    There are a number of Astrahus'es that were set up by Foshkey; if you're in HQ system and see one named "Foshkey's Something-or-Other", that's what those are. The NGA and TVP ones are also pretty much safe to dock in.
  11. 2 points
    It's July now, so I could go and look at the total for June: One hundred and thirty six BILLION isk worth of incursion-loaded bowheads died last month. That's about 1/8 of the *total* isk generated by incursions during the month. Most of the kills were in Uedama or Niarja, but several were in Madirmilire, Sivala, and one in Bahromab (all adjacent to one of the Bad Systems, all 0.6). Stop paying for Kusions' subscription. Stop flying loaded Bowheads through the pipe systems. There are several ways to get around this problem. You can go "over the top" through Ammatar space. You can stop in Ashab/Kassigainen, unload the Bowhead, get it to Kaaputenen/Juunigaishi, and shuttle your battleships back and forth one by one. You can take the bling off your incursion ships, move the hulls in the Bowhead, and move the shiny bits separately in something sneaky. You can keep sets of hulls on each side of the Amarr/Gallente divide. There are probably other things you can do; goodness knows some of you are inventive enough with the battleship fits.
  12. 2 points
    I recommend not annoucing your about to travel through a gank hotspot in a public channel, but feel free to let people know what was there after the fact.
  13. 2 points
    The most important thing to do to win a contest is to listen to your FC closely. Everything else is just secondary. Linepilots can make some difference, but winning a contest is mostly on the FC. Also what Tohkay said. Optimal hulls are way way much more important that drugs or even implants.
  14. 2 points
    Warp To Me, Sandman Logan3 & Pick Pocket proudly presents CannonBall Run 2018 The Race to Purgatory Expect to be ambushed, shot and tricked by pirates in our hyperactive cross between Wacky Races,The Dukes of Hazard and Spaceballs. Fasten your seat belts and pit yourself against your fellow pilots in a race where the only rules are there are no rules! 7th April 2018 Some Faq's about cannonball - READ THIS Expect to lose ships, expect to lose several ships and die in a blaze of glory or a fizzle of a dying firework. Be faster than your opponent, be smarter or failing that... hit them with a bag or oranges. whatever it takes to win! How to Play Register with your compare at the beginning of the race. At the start of the race you will be given a destination where one of our commanders will be waiting. Present the commander with 'XDESTO' in local and receive your next checkpoint. At your final destination find the compare whom will be hiding somewhere in the final system. START LINE SHIP WILL BE A CRUISER You may reship as many times as you like, you may race in whatever ship you like, but you must finish in a ship even if that's a rookie ship. Rules There are no rules so long as you go to every system and collect the checkpoint. You start at the beginning and finish at the end. Sounds easy? Race registration is for one toon only, no alts allowed. Prizes Prizes are to be announced, but expect something spectacularly sandman! Remember to change your expensive incursion clone because podding is a genuine thing! Famous quotes from previous events “Last year i won the logi masters pack which included a set of corpse's so this year imma drag sandman logan3's year old smelling corpse around with me! This year the gloves are off i want 1st!” “Not only does death not disqualify you... getting yourself killed might be a valid tactic.” “I thought we were using our most expensive Incursion BSs with 6% + ascendancy clones?? No?” Disclaimer CannonBall Run 2018 is brought to you by warp To Me incursion Community. Ships will not be reimbursed if lost during the course of the race, so be wise on your ship of choice. Do not fly what you cannot afford to lose. The staging system will be announced on the day.
  15. 2 points
    1) Gotta have both. To run any of the HQ sites we need at least two spare cap transmitters -- "combat caps." Those come from the Basi. We like the Scimitar's remote tracking computers to give our Vindicators more range and better tracking. So what we really want is a mix, somewhere between two and four Basi's and the rest of the logi wing in Scimi's. 2) None of our listed fits need any sort of implants. You can get the EO-606 and EM-806 cap implants to make the Scimi more cap stable, and to let you use some advanced Basi fits, but wait on those for a while. For the attribute enhancers, I personally like Snakes-- speed is life, gimme more speed-- but none of the sets make all that much difference. 3) You can just show up, and you'll be fine. There's a speech we throw at people that covers the basics-- you can find my version in the "Logistics Tactics" section of this forum. The logi schools we run deal with those items, and also with some more advanced topics like "How do I organize the MOTD for the logi chat channels?" When one is scheduled, it will show up on the waitlist website.
  16. 2 points
    If you're new, and you get in my logi wing, I'll say these things to you. Even if you've read this post, I'm gonna say them. Also, yes, that's how long it takes to say this stuff in voice; those speed runs through "Fox In Socks" finally paid off. -- Logi have four jobs: join your logi chat and do what they tell you, move, rep people who broadcast for shield, and basi's have to keep the cap chain going. Setting up As soon as you join fleet, hit the link in fleet MOTD to join basi-chat or scimi-chat. Say "Hi," give your Logistics Cruiser level and how many links/resebo's you have. Join and say hi even if you don't have any links, don't make me hunt you down and ask. Add AAA to your watchlist. If you're a basilisk, add your cap buddies. If your logi-chat gives you link or resebo targets, add them too. Make sure your fleet window's open. You'll need the "My Fleet" tab to find us for the first time, then switch to the "History" tab so you can see shield broadcasts. Move! The instant you land in a site, find your AAA in your watchlist and orbit him at 10km. Turn on your prop mod. Stay like this forever. First exception to this rule: In the first two rooms of a TPPH site, find the EXIT gate, and orbit that at 500m. When any battleship gets up next to the gate, switch your orbit to the battleship. Second exception: at times, the FC will send an "align" broadcast. Align and turn your prop mod OFF. This always happens at the end of a TCRC, and occasionally at other times. Rep people. Lock up every person who broadcasts for shield asap. Every last one, all of them, no exceptions. Use your judgement as to how much rep to drop on which people. Some folks just have a troll frigate nibbling them, some get the whole room. Try not to run all four reppers at once. It attracts aggro and makes you slow to help a new person when Sansha change targets. Stagger your reps. Don't drop several reppers on a person at once, do it like "REP one thousand REP two thousand REP". Cap chain Basilisks always cap up. Cap the person who's immediately above you in the user list of basi-chat; if you're the top of the list, cap the guy on the bottom. Basilisks ABOVE a basi with Logistics 4 also cap down. If the number next to your name in basi-chat MOTD is RED, you're above a L4 basi, use your second transmitter to cap them. Send cap to your cap buddies on gates! We hang eighty billion isk worth of battleships off that cap chain, testing it is important. Basilisks with a free cap transmitter send cap to fleet. Watch for cap broadcasts. If you have a free transmitter, type the first few letters of the guy's name in basi-chat, lock him, and start capping. If somebody types "FRED" just as you were planning to cap Fred, you can either find another cap target or just type "+" to say "I'm capping him too." If we get more cap broadcasts than we can handle at once, send each person three or four cycles of cap and move on to the next one. If you get neuted out or jammed, you can't send cap, and your friends have to deal with that. Tell basi-chat by typing "NNN" (for neuts) or "JJJ" (for jams.) Type "-NNN" or "-JJJ" when the effect ends. Some people also type "WWW" when they're webbed. If the basi you are capping gets neuted out, jammed, or blown up, deal with it by using your second cap transmitter to send cap to THEIR cap buddy. Sometimes this gets complicated and the LC has to tell people where to send their combat caps; when this happens, listen and do what they're telling you. Sites - Each site we do has a particular moment that gives the logi fits. Know them. TPPH - In the third room, on the third wave, there are three Arnons (which jam) and two Outunis (which neut). All combat caps go to the Outuni's target. NRF - The fourth and final wave contains 1-3 Outunis. All combat caps to the Outuni target! After 20-30 seconds, back off to two reps on the person getting hit, because in 45 seconds the entire room switches to a new target, all at once. TCRC - The instant you land, lock up AAA and start repping him. Two seconds later, we get attacked by Outunis, Deltoles (which do EVERYTHING) and Niarjas (jams). Aggro goes everywhere, half the fleet broadcasts for shields, and at least one basi gets neuted out or jammed. If a Scimitar takes aggro during this part, throw armor bots at them immediately, the room can alpha right through their shields and well into armor. Finish your coffee before we go in, please.
  17. 1 point
    Hey Logibros, I've been experimenting with a proactive Cap Transfer to reduce cap calls in NRF and TPPH sites, this should not be worried about in a TCRC. So far it seems to be very successful, at keeping the fleet moving, and I'd like to get feedback from others on their experiences with it. The process is pretty simple: LC assigns as equal a distribution of DPS ships as possible to each basi pilot in fleet. If there are 10 DPS and 4 basi's, assign 3 dps to 2 basi's, and 2 DPS to the last 2 Basi's. The LC should always take a lesser number if there is one as he has other responsibilities. The Basi pilots add those DPS ships to their watch list at the very bottom. When no outuni are present on grid lock one of the DPS ships, cap 3-4 cycles, then unlock that one and lock the next one on your list, and rotate through. Explanation of Purpose: First, reduce fleet need to call for cap, increasing efficiency. Second, how often do you see someone request cap just seconds before an Outuni spawn? If that person pulls the Outuni aggro how much does their risk increase because of their already low capacitor? If they don't pull the aggro, then how much of their DPS can they apply to the Outuni extending the duration the Outuni is on grid? Third, how often do we see 3 or 4 broadcasts for cap at the same time or within seconds of each other? If one of those broadcasts gets missed DPS drops and fleet slows down. Before people try to defend the standard way, I too occasionally don't feel like this is necessary. If you're the LC ask your basi's if they're willing to do this in Basi chat, if they aren't skip over them, if they are balance the DPS with them as much as possible. The added advantage of this is often you can catch a switch much faster because you can see it on the watch list as it happens. I know a lot of people say they don't want to be slaves to poor cap skills, but remember this is a new bro community a lot of new players pushed skills hard to get into the minimum fits to be able to join fleets. Final Note: All cap requests take precedence over this as it is just a method of reducing the flood of demand. Just a thought I've been exploring and thought I would share it with you guys.
  18. 1 point
    I'm always down to fly logi, and strange/curious things are fun. I'm sure I can drag a friend or two to help as well.
  19. 1 point
    @Brododian not sure of the exact amount of time saved, but it would be the equivalent of having 2 vindicators when doing tower bashes. Great for TCRCs. To everyone, I am thrilled about the discussion that this has sparked. If it ends up not being viable then that's fine, I was hoping to provide maybe a long term goal for some WTM pilots who have experience running incursions. I know this ship or fit doesn't really align with WTM's goal of being a new bro friendly ship, but this community is a lot of fun and maybe a carrot on a stick might help some more experienced players stick around to have fun and help out the newbros
  20. 1 point
    Ok Niki next time I manage to fly with you as FC i'll bring the leshak and prove you wrong. For tank the numbers don't lie, for damage the numbers can be skewed due to application.
  21. 1 point
    The purpose of that requirement is so that our ships retain a bit of their EM resist when neuted out by Outunis.
  22. 1 point
    I think some of your reply got cut off.. either you are referring to base shield hp, or... it's missing a digit as the stats are 13,500 HP. I don't want someone to skim the thread see your response and jump to a conclusion.
  23. 1 point
    Hey guys, must be a year and a half since I have been gone. Just dropping in to say hi and see how you guys have been doing. I miss you guys, the fleets and the fun time with all of you. Wish I would have time for eve again, but I'm just too busy with life and things. Greetings Leriss o/
  24. 1 point
    if i had a guy that was on logi 3 and wanted to get logi 4 and REALLY wanted to be a logi, id buy him the small injector
  25. 1 point
    Just thought I’d drop in to say hi and see how everyone’s doing. I guess it’s been about a year since I slipped away from the world of EVE and WTM. Maybe ya’ll will see me in game again soon, maybe not, depends on how busy RL wants to treat me.
  26. 1 point
    I would like to start running Incursions but I don’t always have the free time for an extended session. To maximize my pew pew I was wondering if WTM generally tries to start/end an incursion on a certain day of the week. I understand there would be serval factors impacting these times but I wondering if there is a trend so I don’t waste time slow boating my ship over on a Friday night only to find that the group wraps the event Saturday morning.
  27. 1 point
    /me webs Skyler oh wait, that's not what he meant. Sorry, it's instinctive!
  28. 1 point
    Greetings, Spacehart; We here in WarpToMe are slaves to the incursion timer set forth by ccp itself. So what this means is that Incursions don't always show up on any given day/night. they just do when the timer set in the coding, randomly by the way, goes forth and populates anywhere in the known universe. So in short form to answer your fair question, No there is no certain day/night of the week where WTM begins or ends an incursion. Although we here in WTM do not actively go forth and end incursions before withdrawing mode has appeared, we do end them if there has been ample enough information to end the current focus and move to the next one. By the by, welcome to Incursions and the WarpToMe Family! Hopefully this has answered your question, if not please reply to this thread and anyone here can fill more in for anyone that has anything further. ps: Incursions are a very nomadic thing. meaning we will always be moving no matter what. this is half the fun of being able to see new and exciting places and meeting people along the way. -Talidar
  29. 1 point
  30. 1 point
    So, having fun with the Abyss. Join IG chat channel "Abyssal Mystics" and chat with other Abyss minded WTM pilots.
  31. 1 point
    anything! A battleship should hit 10k ehp and 70% resists, but other than that its up to you
  32. 1 point
    HAHAHHAHAHHA, im dieing over here.....Juan Carols' fleet.....tears just tears. Oh and i canna breathe.
  33. 1 point
    Greetings fellow community members, trolls, and various other schmucks, Since citadels have been released we have stayed away from them out of just being wary to their actual survivability and a few other concerns. Our current focus of Colelie we felt that this was a perfect place to do some testing now that the novelty has wore off of them a bit. If you would like to continue to use our current dockup you may or you may use the citadel named "warp to me" in system and is listed in the local motd as Citadel. Please be smart about it. if your going to afk either dock or log off. dont tether afk, you can be bumped off. At this time this is just a test, we are discussing to continue or not and all comments are welcome as long as you keep the salt in your kitchen. Sandman
  34. 1 point
  35. 1 point
    ^^ This. Should put this on our fitting site
  36. 1 point
    I understand what you're saying but over all if we want to be a better community (winning contests) optimal hulls are really the way to go. yes fly what you want of course as long as it's accepted but WTM will never recommend flying sub optimal ships so it's very doubtful this will go into any guides. As far as extra tank goes people are free to fit an extra LSE on their ship when there is ganking going on as long as FC allows it. And yes many FCs will of course avoid contests and that's fine. As you know we don't actively contest in wtm but that being said the best way to stop TVP from contesting us is winning contests which is very hard to do without optimal ships. Yes drugs help but I can assure you many TVP pilots also use drugs so a non optimal fleet using drugs vs an optimal fleet using drugs will still lose. Of course i'm not saying don't use drugs but I'm not one to ever condone using sub optimal ships and WTM commanders will always recommend using optimal ships to make fleets go faster and have better chances at wining contests when they come around. So fly what you like like always but optimal ships are always the better option.
  37. 1 point
    Sounds like a good fit, sorry that our goals didn't line up more closely. -Izumi
  38. 1 point
    39 Praxis and a Claymore will die very quickly. You might consider bringing a couple logi to the party
  39. 1 point
    OK, lets start with a couple of things: 1 - WTM has always run "Ships not skills." This is so that our fits are not difficult to get into. Our current method of accepting fits onto the waitlist and into fleet does not enable us to skillcheck. Nor does it enable us to check implants. That means we cannot confirm that a pilot flying a 4 link scimi has the ability to be 3 rep stable. It is the same reason we fit Basi's the way we do. 2 - WTM runs higher tank than strictly necessary across all fits to compensate for the newbro friendly aspect of our community. So a new pilot of any ship should be confident in the safety of their ship providing they broadcast on time, and that if that fails then SRP will ensure that they can fly again. 3 - WTM has advanced Logistics pilots, who run different fits. This is the advantage of being a Resident and LM. I love the passion and the thought that has gone into this. Consider joining the program so you can help shape future policy.
  40. 1 point
    4 link scimi: 7.6 shield ehp t2 invuln + dc2: 7.55 shield ehp pith c invuln: 7.79 shield ehp So unless i'm just reading the completely wrong numbers, I did take into account shield vs total ehp. And I even acknowledged that what you said about scimis are correct. However, as Knightandday said, this scimi fit would only be for people who actually know what they're doing. So on time broadcasts as well as possibly manual piloting. If your argument is "well my reps don't rep as much because that scimi doesn't have as high resists" then I would just point you in the direction of the LSE scimi. Despite not allowing it in WTM and some people having very strong opinions on it, that scimi fit does work and can tank a site just fine. The main issue with the 4 link is that if it gets super webbed or capped out and basically stops moving then its probably gonna die, just like most of the other scimis. And again, because this fit would be designed for knowledgeable pilots, they shouldn't be getting initial aggro in a tcrc anyway, all the other spawns they should be too far away to get instantly alpha'd or webbed. I am not advocating that this be allowed as a standard fit for us (at least not right now), just saying that this guy has some validity to his ideas.
  41. 1 point
    It's no secret that I am a fan of effectively applied DPS and there are few ships,(if any) that are capable of rivaling the raw destructive power that the 350MM Rokh can unleash on the battlefield. This being an undeniable fact, it is with great delight and baited breath that I reveal the "Eve's first True Superpower©" BEHOLD *MASSIVE Kilometer LONG CURTIN FALLS. I GIVE YOU THE 350MMROKH. "THIS KING OF THE BATTLEFIELD™" Offers the most robust weapon system mounted on the 1 of the most feared ships this side of the void. Combining the raw destructive power that the 350MM RAIL Gun in conjunction with the implementation of PIRATE FACTION *The crowd GASP. magnetic field stabilizers and supplemental tracking computers allow the pilot an unmatched sense of control and accuracy previously unheard of. The meticulously crafted Rokh supports a full complement of propulsion Including Standard warp, Afterburner, Microwarp, and, Microredacteddrive. Sorry folks some things have to be left to the ever so imaginative occipital processor. And finally what do-gooding pilot would be complete without a drone or 2 so we have thrown in custom made Caldari navy Wardens.
  42. 1 point
    thank you very much for the fun event!!! got drunk => check got a price => check had fun => check
  43. 1 point
    So now that I have Logi 4, I've been seriously considering purchasing a Scimi to join fleets with. Looking at the WTM doctrine fits I was attempting to maintain a stable 3 rep fit while still bringing as many links to the fleet as possible without breaking away from the doctrine too much and potentially causing a hassle for whoever is FCing. I've run into an interesting find while fitting and would like someone with power to look at, and confirm that I can go ahead and fit like this. I've found that cap rechargers provide less of a benefit than a faction cap battery. (this has been known around eve for awhile, so not sure why WTM doctrine doesn't account for it) I can get a stable 3 rep fit with a recharger, but the reason for this post is getting that 4th rep running when needed is my concern. As an MMO vet, getting the most out my character/fit with what I have access to has always been something I strive for... which means if that 4th rep is meant as a "holy shit button" I want to try and get it to run for as long as possible. So, the fits (Running a Geno CA-1 and CA-2 and nothing else. In game numbers, not Pyfa/EveHQ theory craft): FIT A [Scimitar, HQ Logi recharger] Power Diagnostic System II Capacitor Power Relay II Capacitor Power Relay II Capacitor Power Relay II Pithum C-Type Adaptive Invulnerability Field Cap Recharger II Remote Tracking Computer II Remote Tracking Computer II 10MN Afterburner II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Medium Ancillary Current Router II Medium Capacitor Control Circuit II Light Hull Maintenance Bot I x4 Light Armor Maintenance Bot I x5 Tracking Speed Script x2 Nanite Repair Paste x500 Optimal Range Script x2 This is the base fit, the one based on WTM doctrine as it stands. With this fit I am 3 rep stable. 4 reps will run for 1:04 ( 0:40 all overheat) FIT B [Scimitar, HQ Logi batt] Power Diagnostic System II Capacitor Power Relay II Capacitor Power Relay II Capacitor Power Relay II Pithum C-Type Adaptive Invulnerability Field Republic Fleet Medium Cap Battery Remote Tracking Computer II Remote Tracking Computer II 10MN Afterburner II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Medium Ancillary Current Router II Medium Capacitor Control Circuit II Light Hull Maintenance Bot I x4 Light Armor Maintenance Bot I x5 Tracking Speed Script x2 Nanite Repair Paste x500 Optimal Range Script x2 This is the base fit, with a battery instead of a recharger. With this fit I am 3 rep stable. 4 reps will run for 2:32 (1:14 all overheat) FIT C [Scimitar, HQ Logi L batt] Power Diagnostic System II Power Diagnostic System II Capacitor Power Relay II Capacitor Power Relay II Pithum C-Type Adaptive Invulnerability Field Republic Fleet Large Cap Battery Remote Tracking Computer II Remote Tracking Computer II 10MN Afterburner II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Medium Ancillary Current Router II Medium Ancillary Current Router II Light Hull Maintenance Bot I x4 Light Armor Maintenance Bot I x5 Tracking Speed Script x2 Nanite Repair Paste x500 Optimal Range Script x2 And finally, the step farthest away from doctrine attempting to push as much out of the capacitor as possible. This fit changes the rigs and lows for more power grid and fits a large battery instead of a medium/recharger. With this fit I am 3 rep stable, and 4 reps run for 5:04 (2:09 all overheated) Cost wise, They're all about the same as faction batteries are cheap. Now, fit C is probably unnecessary, and I would want to fit my Scimi with fit B as I don't think I need 4 reps for 5 minutes... we'd probably be screwed if I did. I'm also a cheap bugger, and would rather not have to re-rig when I get logi 5 and no longer need the battery/recharger for 3 rep stable. Thoughts?
  44. 1 point
    Yeah, I gave you the new guy speech. Was great having you mate, glad you had a lot of fun. Hope to have you in my fleet again.
  45. 1 point
    I mean, we have sent multiple groups to Sisi to test big upcoming changes in the past. It's just that (like cadre noted about above) this patch, while hopefully a nice quality of life improvement, doesn't substantially change how we run our day to day operations and thus doesn't need the energy and time spent on coordinating a test fleet.
  46. 1 point
  47. 1 point
    I get my bombers blown in solo roam attempts, then I come back to make more isk for more bombers
  48. 1 point
    Warp To Me Rookie Guide Introduction Welcome to Warp To Me Incursions! We are very happy that you are interested in running incursions with us, but as you might expect, you must know a few things before joining our fleets. Please read this guide thoroughly and verify everything is properly set up before attempting to join one of our fleets. Warp To Me Incursions Channel Our channel is the main base of operations and the central hub for our community. Joining Channel If you are not currently in the Warp to Me Incursions in-game channel you will need to join it! In order to join a new channel, you must open up your channels menu. If it is not already on your neocom, you will find this by opening the Eve Settings Menu (Giant E above your character portrait) and then navigating the menus to Social and then Channels. Once the Menu has opened, simply type “Warp to Me Incursions” into the text box and click join. WTM Requirements Warp To Me Incursions is a new player friendly environment. Therefore we ask that you to not talk about politics, religion or other sensitive topics in our channel. If you simply follow our #1 Rule: DON'T BE A DICK, you won't have any issues. Message of the Day (MotD) The Warp To Me Incursions Chat MotD is a source of the majority of the information you will need. At the top, you will find important links for WTM. We highly suggest you to join our forums today! Below those links, you will find a list of WTM's current leadership, officers, and active founders. Then we have our auxiliary channels, one for each optimal ship of our fleets, containing recommendations for fits and implants. If you find yourself a fan of these ships, you should join its respective channel! Then we have the current location of the fleet. Incursion states the constellation we are staging in. HQ states which system is the HQ incursion system Dock-up states which NPC Station you should dock in during this incursion. Note that this dock-up is the closest station to the HQ system, most of the time in the HQ system, but sometimes it is one or two jumps away when the HQ system doesn't have an NPC Station. Status states the current status of the fleet. When set to Forming or Running, the fleet is actively seeking new pilots! If you ever happen to lose track of the information in any MOTD you can always refresh it by clicking the cog/gear icon (in your channel window) -> click Reload MOTD (the very first option). Settings Before joining a Warp To Me Fleet you should change a few settings that aren't set by default. CSPA CSPA is a mandatory isk charge to any pilot attempting to contact you, either by private conversations, mail, or fleet invites. This is an attempt by CCP to prevent spam to new players. By default, this is set to 0 Isk (it used to be 2,950 Isk), but we still need you to verify it is 0 Isk. Fleet Commanders will not invite you to fleet unless CSPA is 0 Isk in the mail settings. Tags An efficient form of communication that our Fleet Commanders use are tags, to show which targets to shoot. By default, this column on your overview is not visible. To add the column, open your overview settings and navigate to the columns tab. Check the Tag column and drag it towards the top. Furthermore, if you do not have an overview that is set up to see the Sansha and the incursion sites, it is highly suggested that you either ask for one in Warp To Me Incursions chat that is specifically designed for incursions or create one yourself in the overview settings: Sansha ships are listed under NPC > Pirate NPC Incursion sites are listed under Celestial > Beacon Audio Alerts We highly suggest that you set up Audio Alerts for your ship. These alarms are not to be relied on but may save your ship if you become distracted while in fleet. To set up your audio alerts, open up the settings menu in the bottom right hand corner of your HUD and click on “Configure Ship Health Alert Settings.” In this menu, set your shield alarm to 95% (any higher and it might bug and not sound) and your capacitor alarm to 30%. Broadcast Settings Before joining one of our fleets there are certain settings in your fleet broadcast window that need to be set up. To change broadcast settings you will need to be in a fleet. The easiest way to do this is to right-click on your own name in a chat channel and select “Form fleet with…” This will create a fleet with only you in it. Once in a fleet, click on fleet settings and then navigate down to broadcast settings. In this menu, ensure that the following broadcasts are checked: Need Capacitor, Target, Warp to, Align to, Need Shield, and In Position at. Any other broadcasts you want to see you can check as well, but these should be the minimum. You will notice on the right hand side of your broadcast settings menu are small square menus that you can use to color-code your broadcast history. Changing the colors of your broadcasts to colors of your choice will make them easier to identify in the history tab. This is especially important if you are in a logistics ship or to easily distinguish between align to and warp to broadcasts. Finally, back on the Fleet window, at the very bottom, you should see a row of broadcast buttons. If you do not see these buttons, be sure to click the two small arrows in the bottom right of the window. Once the window is expanded there will be a symbol in the bottom right corner. This should be arrows pointing in all four directions that when the cursor is hovered over displays “Scope: Everyone.” If this is not the case, left click on it until it is. Finally, be sure to drop your own fleet when done adjusting your settings! Our FCs will not be able to invite you if you are already in a fleet, even if it's your own by yourself! Safety 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.” Drone Settings Whenever you are in a Warp To Me Fleet, your drones need to be set to Passive and Focus Fire. You will be assisting your drones to another pilot, and these settings help this pilot control your drones. Comms (TS3) Warp To Me Incursions Fleet use TeamSpeak 3 as our primary means of communication with the fleet. We require every pilot to have teamspeak set up before joining fleet, and be connected and listening to the FC while in fleet. Please download it here. If you are a hearing impaired pilot you are still welcome to fly with us! Please read our guide here. Comms Information The server address for the Warp To Me TeamSpeak will be found On the wait list After you have posted a fit or in the MotD of Fleet chat. It does not matter if you have a microphone, but you must be able to hear the FCs, and pilots with their teamspeak muted (denoted by their icon) will be notified. For identification purposes, ensure your TeamSpeak name matches your in-game name, without corporation/alliance tags. If you are using a microphone it must be set to "Push-to-Talk." This can be found in Settings > Options > Capture > Push-to-Talk. From there, in order to talk, you must hold down a key (as chosen in the options, default is Ctrl) in order to open your mic and talk. Please do not Mute your speakers while in "join this" channel. The keyword "Check" is used to indicate the closing of open communications on TeamSpeak. In other words, stop talking if you hear "Check." For legal and safety purposes, we do not allow streaming or recording of comms in any form. For permission and more information on streaming, please contact your FC. Joining Fleet Of course, by reading this guide, you're looking to join one of our fleets! Arguably being the most important part of the guide here, we'll cover getting yourself a ship and how, exactly, you can get into one of our fleets with that ship! Ships & Fittings To fly in our fleets you need a fitted ship! Not only that, but a fitted ship that meets our minimum requirements. These requirements and fit suggestions can be found at our dedicated fitting webpage, which can also always be found in the WTM Chat MotD. In order for an FC to send you an invite, you must have a valid fit that meets minimum requirements. If it doesn't, then the FC will assist you in fitting to meet these requirements. Occasionally, however, our FCs make mistakes and allow invalid fits that other FCs will catch later. Just because you got in last time does not mean that your fit is correct. Also know that our volunteer Commanders are there to help you! Ask your questions in Warp To Me chat and off-duty Commanders (and maybe even some experienced pilots) will always be willing to help you with any questions you may have regarding your fit or otherwise. For further information, please read our Rules & Regulations or contact an Officer or a member of Leadership. Wait List Manager WTM is an HQ community, which means we can have a maximum number of 40 on-grid pilots in our fleets before receiving reduced payouts. This means that we sometimes have to tell people to wait. WTM has and always will invite on a first come first serve basis, within fleet needs. How we manage waiting pilots is through our Wait List Manager website. The link to this website can always be found in our channel MotD. All invites to the fleet (with a few exceptions) is done by this wait list manager, so to join our fleet, you need to know how to use it! Upon signing in to the website, you're presented with the X-Up form, and four columns down below: X-Up, Logi, DPS, and Sniper. X-Up are those that posted their fit and are waiting for approval from the current FC. Upon approval, they're moved to the appropriate waiting column (Logi, DPS, or Sniper). When spots in the fleet open up, they're replaced by those at the top of these three columns. How to X-Up Please make sure you are no more than 3 Jumps away from dock-up before you X-UP Invites can come fast and we do not wish to delay fleet by having to wait for pilots that are more than a few jumps away "X-Up" is an old term that means to post your fit for approval and potential invite. Here's how to do this: In the EVE client, go to the Ship Fitting Window. On the bottom right side is a Save button, click it. A Fitting Management window will open, that has a Copy to Clipboard button at the bottom, click it. Go to the Wait List Website. If you don't see the X-Up form, click the green X-Up button at the top. In the big text field, below Fittings, press Ctrl+V or right click and select Paste. Note that you can enter multiple fits! If Logi, enter your Logistics Cruisers Skill Level when prompted. If Rokh/Rattlesnake, enter your Caldari Battleship Skill Level when prompted. Click Enter On Waitlist. Your Fittings will now be queued up in the X-Up column for approval. Once your fit is approved, you will be moved to the bottom of a waitlist column: Logi, DPS, or Sniper, depending on what role your fit is. As pilots at the top are invited to fleet, they will be removed from the list, moving you up towards the top. Once a spot opens up in fleet and you're at the top, you'll get an invite! Note that your fleet invite is valid for 60 seconds. The wait list manager has a number of tools to notify you of this invite, including a poke on TS3 and a notification link that plays a sound when invited. If you miss the invite, don't worry! The FC will invite you again on the next wave of invites. However, if you miss three invites in a row, the FC may remove you from the waitlist and you'll have to X-Up again! Broadcasts For you to communicate effectively with the fleet, you must learn how to broadcast properly. Furthermore, you must be able to see broadcasts, as Commanders use them for communication as well. Sending Broadcasts There are three main broadcasts that you should know: Shield, Capacitor, and In Position. The buttons for these broadcasts can always be found at the bottom of your fleet window. If you don't see a row of broadcast buttons, click the two little arrows in the bottom right corner of the fleet window. You should broadcast for Shield when the Sansha first target you. Denoted by yellow boxes around the Sansha icons. A loss due to failure to broadcast for shield on time is considered a non-SRPable loss. You should broadcast for Capacitor if your capacitor falls below 30% or targeted by Outuni Mesens. We set an alarm for this earlier Do not broadcast for capacitor if there are Outunis on the field and you do not have aggro. The person who has aggro needs it far more than you, due to dangerous Outuni neutralizers. You should broadcast In Position if you no longer have aggression or no longer need capacitor. When the Sansha ships icons changed from yellow box to red box back to yellow box, you no longer have aggression. When your capacitor is greater than 70%, you no longer need capacitor. If you broadcasted for both, then no longer need one, broadcast In Position, wait one second, and broadcast for whichever you need. E.g. you have Outuni aggro, you broadcast for both shield and capacitor. Outunis die, you have >70% capacitor, but still hold aggression. Broadcast In Position, wait one second, then broadcast for Shield. Viewing Broadcasts You should always have the History tab active in your Fleet window to view the broadcasts of the fleet. For FC communications, there are two main broadcasts: Align to and Warp to. Align broadcasts are orders to align to a point in space. Right click on the broadcast and Align to. Warp broadcasts are orders to warp to a point in space, most of the time the next site. Right click on the broacast and Warp to at 0. Do not warp before FC orders via voice commands. If you are flying a logistics ship, you are required to lock every shield broadcast. This is most easily done by holding down the hotkey for locking and clicking on the broadcast. For more information on flying logistics ships, read our Logi Rookie Guide. Broadcast Hotkeys We discourage the use of hotkeys due to unreliability, while the fleet window buttons are 100% reliable, and we absolutely want every new pilot to use fleet window buttons instead of hotkeys. However, if you use hotkeys at your own risk, increase reliability by ensuring you do not have a window active (click in space) before pressing the hotkey. Furthermore, verify that your broadcast went through by looking in the Fleet History window. If you do not see your broadcast, the Logi do not see it either. Note that utilizing this method does not make Hotkeys 100% reliable. Using hotkeys is not an excuse for failure to broadcast on time. If this becomes a problem, we'd recommend to just use the fleet window buttons for broadcasting. Roles Individuals of the fleet have certain Roles, ranging from standard DPS ship to more specialized roles of Anchor and FC. In this section we'll cover basic roles and more specialized roles, what those roles mean, along with important roles to add to your watchlist. Basic Roles There are three basic roles in our fleet that you will automatically be grouped in: Short-range DPS, Long-range Sniper, and Logistics Cruisers. Logi is self-explanatory, you're flying either a Basilisk or a Scimitar and providing reps to the fleet. DPS and Snipers are the offensive part of the fleet, and you're classified based on what guns you have fitted to your ship. What tags you target are based on whether you're classified as a DPS or Sniper ship. Long-range Snipers Hybrid Railguns, Projectile Artillery Cannons, and Beam Lasers Targets are lettered tags: A, B, C, ..., H, I Do not shoot tag J Keep at range 5,000m on AAA Short-range DPS Hybrid Blasters, Projectile Autocannons, Pulse Lasers, Drone Boats, and all types of Missiles Targets are numbered tags: 1, 2, 3, ..., 9, X, Y, Z Keep at range 5,000m on VVV Logistics Cruisers Orbit at 10 - 15 km on AAA Read our Logi Rookie Guide If there are none of your tag type remaining on grid, then shoot the other. I.e. DPS shoot numbers then letters, Snipers shoot letters then numbers. Do not ever shoot tag J. This is used to designate a target that, if killed, would put fleet safety in jeopardy. Shooting tag J is a valid reason to get a kick from fleet! AAA and VVV are specialized roles assigned to members of the fleet. Where to find your AAA/VVV will be in the next section. Specialized Fleet Roles Certain pilots within the fleet have specialized roles. These roles include FC, LC, Anchors, Drone Bunny, MTAC, and Boosters, and are assigned by the FC of the fleet, but it's most commonly volunteer-based. If you have interest in these roles, read the guides and volunteer! Guides can be found by clicking the links below or in fleet chat. We're always willing to teach these roles, and if you ever want to be a Fleet Commander or Logi Master, best thing to do to get our attention is to take these roles whenever possible! FC: Fleet Commander - Gives commands to the fleet, be sure to listen! LC: Logistics Commander - Responsible for the Basi Cap Chain and keeping you alive! AAA: Sniper & Logi Anchor - If you're a sniper, keep at range 5,000m; if you're logi, orbit at 10-15km. VVV: Short-range DPS Anchor - if you're a short-range DPS ship, keep at range 5,000m. If no HHH is present, assist your heavy drones to this person. DDD: Drone Bunny - Assist your light drones to this person. HHH: Heavy Drone Bunny - Assist your medium & heavy drones to this person. MTAC: Performs a specific job in the TCRC site. Drones What do you with your drones? This section will cover just that. Light Drones will be assisted to the DDD Acolytes, Hobgoblins, Warriors etc. Medium & Heavy Drones will be assisted to the HHH Ogres, Berserkers, Geckos, Hammerheads etc. If you have multiple flights of different size, lighter is usually better, except for tower bashes. You assist your drones by Right Clicking on your Drones in Local Space > Assist > Watchlist > [Pilot Name]. A pilot can only have 50 drones assisted to him/her. If the DDD or HHH is full, then assist to the VVV. Watchlist The fleet watchlist is a very important tool to every pilot. To get this watchlist started, right click on your anchor in the Fleet MOTD (under Fleet Roles, AAA/VVV depending on Sniper/DPS respectively), go to Fleet > Add to Watchlist. This should open up your watchlist window, and place it somewhere accessible. You can click and drag other names into this watchlist as well, and it's recommended that you should at least have your Anchor, Drone Bunny, and FC in your watchlist. From there, you're able to easily right click on the name, keep at range > 5,000m, or whatever you need to do to anchor. Furthermore, when assisting drones, this adds a "Watchlist" submenu so you can easily assist your drones as well. Ship Replacement Program Warp To Me offers a Ship Replacement Program (SRP) to its pilots. SRP is like an insurance policy that covers the loss of your ship if the loss is not your fault. There are 3 coverage levels for all ships as well as a free option for logi ships: Free (Logi only) - Up to 300 million 10 Million - Up to 2 Billion 30 Million - Up to 4 Billion 60 Million - Up to 6 Billion Examples (but not limited to) of SRPable loss: FC Error (sometimes FCs mess up) Logi Error Examples (but not limited to) of non-SRPable loss: Failure to broadcast on time Taking a gate without FC permission (called "leeroying") Being CONCORDed (Please make sure your safety is set to green) Having a killright or wardec (please take care of those before joining fleet) Ganks are covered as long as you follow the FCs commands. In short, if you follow FC commands and broadcast on time, your ship will be covered. Note that your ship must meet our minimum requirements to be covered by SRP. Your SRP payment covers you from the time you pay until the next Down Time (DT-1100 server time). You may leave fleet and rejoin as many times as you wish during this time without having to repay every time you join fleet. Sounds pretty good, right? Well how do you sign up? Simply send the desired amount of coverage (10 million, 30 million, or 60 million) to the In-Game corporation with the name of "WarpTo SRP". This corporation will be linked in the fleet MOTD. This is the only official WTM SRP corporation and the only one you should trust. If in doubt check the CEO name for "Sparta Epic Cyno." WTM is not held responsible for scammers, although if one appears, please report it to a WTM Officer or a member of Leadership. [v4.1]
  49. 1 point
    Warp To Me Logi Rookie Guide Introduction Welcome to being a Logistics pilot for Warp To Me Incursions! This is a guide for flying Logistics Cruisers (Basilisks and Scimitars) in our fleets. If you haven't already, please read our Rookie Guide. Joining Fleet First, you need a ship! Please view our fittings webpage for our current fits for Logistics. Once you have a ship, please read our Rookie Guide or go to our Waitlist Manager to learn how to join our fleet. Fleet MOTD Once you're invited to fleet, take a look at our Fleet MOTD, containing very important information. Most importantly, note the Basi & Scimi Chat Links. Please join your respective channel, as those are used for communication purposes among your fellow Logi pilots. The MOTD will contain other bits of information, including Current System, TS3 Information, SRP Information, and the current specialized Fleet Roles. Of these fleet roles, note your AAA (Anchor) and LC (Logi Commander). Add both of these people to your watchlist. Orbit the AAA at 10-15km The LC will manage Logi, including the cap chain for the Basilisks. Logistic Channels These sections will cover what to expect in your respective Logi channels (Basi chat or Scimi chat). Feel free to read only the section that pertains to you. Basilisks This is the chat channel that allows the Basilisk pilots to manage their cap chain to ensure cap stability and fleet safety. Upon entering this channel please state your logi level and post your fit. Once added to the cap chain you will check to see who you will be capping and who is capping you. Cap chains are needed to keep Basi pilots stable. You will use one or two of your cap transfers in the chain, depending on who is around you: Logi 5 Pilots need only one incoming cap transfer From the pilot below Logi 4 Pilots need two incoming cap transfers From pilots above & below Cap chains are always put in the order of names in the chat channel, and we always cap up to the person above us. If the LC has not had a chance to update the cap chain, use the chat window to determine your up cap. Pilots with a blue number before their name sets one cap transfer on the pilot above. The other cap transfer fulfills cap requests by the fleet. Pilots with a red number before their name uses both cap transfers One on the pilot above. One on the pilot below. A pilot who is above a Logi 4 pilot in the chain needs to cap up and down, not just up. This list also wraps around. For the pilot at the top of the cap chain, the person at the bottom is 'up'. For the pilot at the bottom of the chain, the person at the top is 'down'. Using the example image, here are the details. Pilot A will be capping up to Pilot E (Top to bottom). Pilot B, even though he is logi 5, is red and will be capping up and down as he has a Logi 4 pilot below him. Pilot C also logi 5 but has a logi 5 below him so he is blue. Pilot E is red as Pilot A is logi 4 (Bottom to top). After Basi Pilot names in the cap chain, there may be Remote Sensor Booster (ReSeBo) Targets. Most of the time, this will either state DDD or Up. DDD: Set the ReSeBo on the DDD. Up: Set the ReSeBo on the Basi Pilot above. Scimitars This is the chat channel that the scimitars use to manage their Tracking links to ensure they are given out with efficiency. Upon enter this channel please state the amount of links you have and who you are linking. If you are not linking anyone ask for someone to be assigned to you. Otherwise link with the default priority: Drone Bunny (Pilot Preference) Blasters (Range) Snipers (Tracking) Using the example image, here are the details. Scimi Pilot A has 0 links. Scimi Pilot B has 3 links and is giving them to Pilot 1/2/3. Scimi Pilot C has 2 links and is giving them to Pilot 4/5. Scimi Pilot D has 2 links and is giving both to the DDD. Watch List As a Logi pilot, you should make use of your watch list, as it is a quick reference for locking, orbiting, or watching members. To add members to your watch list, right-click on their name, go to Fleet > Add to Watch List. You should add the following pilots to your watch list. Basi Pilots Up Cap Down Cap (if necessary) AAA FC All Logi Squad Members Scimi Pilots Pilots you are linking (if necessary) AAA FC All Logi Squad Members Entering Site Upon entering a site, there are a number of things that you should do. As a general overview: Orbit the AAA with your Afterburner on (this stays on at all times) Lock up your Cap buddy (Basi) or Pilot you be linking (Scimi) Lock up all Shield Broadcasts Apply staggered reps to pilot taking aggro Orbit the AAA Once you land in site, get moving! Right click the AAA in your watch list and select Orbit > 10-15km. Always ensure you are orbiting the AAA with your Afterburner on. This will ensure that you are in the right spot as the AAA will take you where you need to go, and having the AB on will ensure your speed stays up so you can maintain your speed tank. Lock up your cap buddy or link buddy Once you have landed and are have set your orbit around the AAA, lock up your cap buddy and apply cap to set the cap chain (Basi) or lock your Link buddy and give tracking links (Scimi). These tasks need to be done each time you land in a room, and in the case of the Basi, it is imperative to fleet safety that this is done immediately upon landing in room. Lock up all Shield Broadcasts It is imperative that you lock all shield broadcasts every single time. The broadcasts will appear in the broadcast history window and can be color coded (as shown in the example image). A simple way to lock is hold down your lock hotkey and click on the broadcasts. Once you have them locked you will perform a threat assessment. In normal circumstances, you will lock up the person taking damage and give them 2 shield reppers. Try to stagger your reppers by about a second. This will ensure a steady stream of reps landing on the target. Giving 2 reppers will ensure that the person taking aggro is getting enough shield without endangering your own ship due to aggro. Be ready to switch the reppers off of one target onto the next once the aggro switches. Site Details TPPH - 3 rooms. First room has an Outuni (Neuts). Second Room has low DPS. Third Room has 3 waves. Final wave has an Arnons (Jams) and Outunis (Neuts). NRF - Multiple waves. Relatively low DPS throughout until the final wave. Final wave has 1-3 Outunis and 1-3 Deltoles. Heavy Neuts and Paint with a very hard switch. TCRC - Very High DPS at the start of the site. Including Outunis, Deltoles, Ostingeles. Outuni victim will need cap, and afterwards, Deltole victim will need cap. The Delotes will hard switch onto a new target shortly after the Outunis are killed. Deltole Target Painters are very dangerous when applied to Logi. At the end of the site, Logi stay behind with FC until all other Battleships are off grid and FC will call for Logi to warp. [v2.1]
  50. 1 point
    Anchoring Guide Anchors are special positions a person is heading towards or following, to get the maximum DPS out of the fleet and having everyone at their optimal ranges of the Sansha or the respective tower. The AAA has the job to get the snipers into their positions and it’s also the person that Logistics orbit on. The VVV has the job of getting the DPS ships into their positions. These anchoring spots have been tested several times, as I was not sure about the distances. They are correct, follow them and you will have no trouble anchoring on all three sites. TPPH Room 1 and 2 Everyone should be burning towards the outgate to go into the next room. For the final room, check the picture below. Room 3 AAA: 1. Burn straight left of the tower. 2. Height should be somewhere around the middle of the tower. (60km off the beacon) 3. 20 to 25 km off the tower. VVV: 1. Make a wide turn (as show in the picture) so everyone can shoot the Ostingales. 2. Burn towards the first anchoring spot. (2nd wave) 3. Height should be above the tower. (90km off the beacon) 4. About 20 km off the tower. NRF The most difficult VVV anchor. AAA isn’t that difficult. Check picture for exact references. AAA: 1. Burn straight towards the initial spawn of the Sansha, keeping the same altitude. Stop around 65km off the beacon and 45km off the tower. VVV: 1. Burn straight slightly right of the tower, between the mushroom (Sansha Deadpsace Outpost) and the smaller sansha tower (Sansha Starbase Control Tower). (60km off the beacon, 20 off the tower) 2. After the 2nd wave is almost killed, go towards the 3rd wave. (85km off the beacon, 20km off the tower) 3. After the 3rd wave is almost killed, go towards the 4th wave. (80km off the beacon, 45km off the tower) TCRC This is the most easiest anchoring for both AAA and VVV. AAA: 1. Burn straight towards the tower, keeping it at about 30km range. 2. Agress the tower to consolidate aggro. (This means that you will get all of the Sansha ships to agress you and keep fire away from other pilots) VVV: 1. When the FC tells you to Burn straight towards the tower, keeping it in your optimal range. DDD: 1. Burn towards the Drone Bunny spot. DDD Guide