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  1. 18 points
    WTM Upgrade Policy What is the policy and what does this mean for me? WTM Incursions welcomes new pilots to come try out incursions with us, and we have provided several affordable options for entry-level battleships that let you get into fleet without breaking the bank. However, over time we ask that you invest in making yourself and the fleet more effective, which includes getting set up in a ship that is well-suited for incursion running. Our list of Optimal ships includes the Vindicator, Nightmare, Leshak, Machariel, and Logi. If you aren’t flying an optimal hull yet, then we ask that you upgrade to an optimal hull with a proper fit (which can be found on our fitting website) within 30 in-fleet hours. Based on average fleet earnings, this should give you more than enough income to fit up a ship as well as helping towards covering your monthly Plex costs. After upgrading into an optimal hull, we ask that you begin training into Tech 2 guns for your preferred ship type. You will have 4 months of time frame or 90 in-fleet hours. Based on average fleet earnings this should give you enough time to train the skills naturally or earn enough to purchase skill injectors. If you are already flying an optimal fit, thank you! We recommend that you continue to upgrade your ship with better damage mods, tank mods, and implants. Feel free to ask questions in WTM Incursions on how to become better! Why: We want to run incursion fleets the best we can and in order to that requires investment from you! Many veterans have already invested in themselves and in fleet without this policy, however, some pilots have decided that sandbagging is okay. It’s not! For this reason upgrading is a requirement. This all sounds great but I ___ (been busy) and haven't upgraded yet, can I still join fleet? Yes! You can still x-up with any ship that meets our fitting requirements. However, out of fairness the FC may skip over you if there is limited space in fleet and others waiting in line who are following the policy. We understand that life can take some crazy and unexpected turns so please speak to a member of Command Core if you feel that you have exceptional circumstances. Thanks for improving yourself, improving fleet, and for flying with us! See you in fleet!
  2. 7 points
    Hello Everyone, Due to the current situation that’s going on in the world, people in the medical field are putting insane hours to fight the Covid-19 virus. To show our appreciation, we would like to gift all of the medical staff that fly with Warp To Me 1 month of omega (500 PLEX). The current list of people I know that work in the medical field as doctors,nurses,etc… are: Docz Izumi Noc Please reach out to Thrawn Lannister if you work in the medical field aswell and ISK Maintenance will send you one month of OMEGA aswell Thank you again for everything ISK Maintenance Managment
  3. 7 points
    Warp To Me Guide du débutant Introduction Bienvenue dans Warp To Me Incursions! Nous sommes très heureux que vous ayez choisi de faire des incursions avec nous, mais comme vous pouvez vous y attendre, il y quelques points à voir avant de rejoindre nos fleets. S'il vous plait, lisez ceci attentivement et vérifiez que tout est correctement configuré avant de tenter de rejoindre une de nos fleets. Warp To Me Incursions Canal Notre canal est la base principale des opérations et le hub central de notre communauté. Rejoindre un canal. Si vous n'êtes pas dans le canal in-game Warp To Me Incursions vous devez le rejoindre ! Pour rejoindre un nouveau canal vous devez ouvrir votre menu des canaux de discussion. Si il n'est pas déjà dans votre Neocom, vous le trouverez en ouvrant le Menu des Options Eve. ( Le E géant au dessus du portrait de votre personnage ) et naviguez dans les menus jusqu'à Social puis Channels. Une fois le menu ouvert, écrivez simplement "Warp To Me Incursions" dans la boite de saisie puis cliquez sur Join. WTM Prérequis Warp To Me Incursions est un environnement convivial pour les nouveaux joueurs. Dans ce sens, nous vous demandons de ne pas parler de politique, de religion ou de tout autre sujet sensible dans notre canal. Si vous suivez simplement notre Règle n°1 : NE SOYEZ PAS CON, vous n'aurez aucun problème. Message du jour. (MotD) Le MotD du chat Warp To Me Incursions est la source de toutes les informations utiles dont vous aurez besoin. En haut, vous trouverez les liens importants pour WTM. Nous vous recommandons vivement de rejoindre nos forums dès maintenant. Au dessous de ces liens, vous trouverez une liste des leaders, officiers et fondateurs WTM actuels. Puis nous avons nos canaux auxiliaires, chacun des vaisseau optimaux pour nos fleets, contenant des recommandations pour les fits et implants. Si vous êtes intéressé par l'un de ces vaisseaux, vous devriez rejoindre leurs canaux respectifs. Puis nous avons la position actuelle de la fleet. Incursion indique la constellation dans laquelle nous nous trouvons. HQ indique le système dans lequel se situe le HQ de l'incursion. Dock-up indique dans quelle station NPC vous devriez docker durant cette incursion. Notez que ce dock est, la plupart du temps, le plus proche du système HQ ( des fois dans le système HQ, des fois à un ou deux jumps si une station NPC n'est pas disponible ) Status indique l'état actuel de la fleet. Lorsqu'il est sur Forming ou Running, la flotte recherche activement de nouveaux pilotes ! Si vous veniez à perdre la trace du MotD, vous pouvez le rafraîchir à tout moment en cliquant sur la roue ( dans votre fenêtre de conversation ) -> cliquez sur Reload MOTD ( la première option ). Paramètres Avant de rejoindre une fleet Warp To Me, vous devez changer quelques paramètres qui ne sont pas réglés par défaut. CSPA Le CSPA est une taxe obligatoire lorsqu’un pilote essaye de vous contacter par conversation privée, mail ou fleet invites. C'est une tentative de la part de CCP pour prévenir le spam des nouveaux joueurs. Par défaut, cela est réglé sur 0 isk ( 2,950 isk auparavant ) mais vous devez vérifier que cela est réglé sur 0 isk. Les commandants de fleet ne vous inviterons pas à moins que le CSPA ne soit réglé sur 0 isk dans les options mail. Tags Une forme efficace de communication que nos fleets commanders utilisent sont les Tags, pour savoir quelles cibles engager. Par défaut, cette colonne n'est pas visible dans votre overview. Pour ajouter la colonne, ouvrez vos paramètres d'overview et naviguez jusqu'à l'onglet colonne. Cochez la colonne Tag puis glissez la en haut de la liste. De plus, si vous n'avez pas d'overview configurée pour voir les Sansha et les sites d'incursions, il est vivement conseillé d'en demander une sur le canal Warp To Me Incursions qui est spécialement conçu pour les incursions ou d'en créer une vous-même dans les paramètres d'overview. Les vaisseaux Sansha sont listés sous NPC > Pirate NPC. Les sites d'Incursion sont listés sous Celestial > Beacon Alertes Audio Nous vous recommandons de régler les Alertes Audio pour votre vaisseau. Ces alarmes ne sont pas relayées mais peuvent sauver votre vaisseau si vous êtes distrait en fleet. Pour régler vos alertes audio, ouvrez les paramètres en bas à droite de votre HUD et cliquez sur "Configure Ship Health Alert Settings". Dans ce menu, reglez votre Shield alarm à 95% ( le régler plus haut risque de bugguer et de ne pas lancer l'alerte ) et votre capacitor alarm à 30%. Paramètres de diffusion. Avant de rejoindre une de nos fleets, il y a certains paramètres dans votre fenêtre de diffusion qui doivent être réglés Pour changer vos paramètres de diffusion vous aurez besoin d'être dans une fleet. Le moyen le plus facile consiste à cliquer droit sur votre nom dans un canal de discussion puis de sélectionner "Form fleet with ... " Cela va créer une fleet où vous serez seul. Une fois dans une fleet, cliquez sur fleet settings puis naviguez vers le bas jusqu'à broadcast settings ( paramètres de diffusion ). Dans ce menu, assurez vous que les diffusions suivantes sont cochées. Need Capacitor, Target, Warp to, Align to, Need Shield, et In Position at. Vous pouvez cocher toute autre diffusion que vous voudriez voir apparaître mais les précédentes sont le minimum requis. Vous remarquerez que sur la droite de vos paramètres de diffusion se trouve de petits carrés que vous pouvez utilisez pour donner un code couleur à votre historique de diffusion. Changer les couleurs de votre diffusion pour des couleurs de votre choix la rendra plus facile à identifier dans votre historique de diffusion. Ceci est important si vous êtes dans un vaisseau logistique ou pour facilement distinguer les diffusions d'alignement ( align to ) et de saut ( warp to ). Finalement, retournez sur la fenêtre de flotte, tout en bas, vous devriez voir une série de boutons de diffusion.Si vous ne voyez pas ces boutons, assurez vous de cliquer sur les deux petites flèches en bas à droite de la fenêtre. Une fois la fenêtre déroulée, il devrait y avoir un symbole dans le coin en bas à droite. Cela devrait ressembler à des flèches pointant dans les quatre directions cardinales; le message au survol de la souris devrait indiquer " Scope : Everyone ". Si ce n'est pas le cas, continuez de cliquer gauche jusqu'à ce que ce soit le cas. Et enfin, assurez vous de quitter votre propre fleet lorsque vous ajustez vos paramètres ! Nos FCs ne seront pas capable de vous inviter si vous êtes déjà dans une fleet. Même si elle c'est la votre. Sécurité et paramètres de duel Les pilotes de Warp To Me ont un large éventail d'occupations lorsqu'ils ne volent pas avec nous. Il est donc très important que nos pilotes s'assurent que leur paramètres de sécurité soient toujours défini sur Green ( vert > activée ). lorsque vous rejoignez nos fleets. Il y a eu beaucoup de cas où des pilotes ont oubliés et ont accidentellement attaqués d'autres membre de la fleet, perdant ainsi leur onéreux vaisseau incursion au profit de CONCORD. Si votre sécurité n'est pas réglée sur Green, cliquez simplement sur le cercle en haut à gauche de votre HUD et sélectionnez "Enable Safety". Vous devez aussi régler votre compte pour qu'il refuse automatiquement les invitations de duel. Lorsque vous rentrez en duel, les logis sont incapable de vous rep à cause des timers de combats et des tags. Pour éviter de rentrer accidentellement en duel, vous pouvez bloquer les invitations qui apparaissent à l'écran. Depuis le menu de paramètre du jeu ( touche échap ), allez dans General Settings, et au milieu de la première colonne, cochez la case de la section dueling pour bloquer les invitations. Paramètres des Drones Lorsque vous êtes en fleet Warp To Me, vos drones doivent être réglé sur Passive et Focus Fire. En fleet, vous allez prêter vos drones à d'autres pilotes, et ces réglages aideront ces pilotes à contrôler vos drones. . Communications (TS3) Les fleets Warp To Me Incursions utilisent TeamSpeak 3 comme premier moyen de communication. Nous exigeons que chaque pilote ait teamspeak configuré avant de rejoindre une fleet, soit connecté et écoute le FC lorsqu'il est en fleet. Si vous êtes un pilote malentendant vous êtes toujours bienvenue pour voler avec nous ! Informations de communication L'adresse du serveur TS3 pour les fleets WTM peut se trouver sur la liste d'attente après que vous ayez posté votre fit ou dans le MotD du chat de fleet. Cela n'a pas d'importance si vous n'avez pas de micro mais vous devez être capable d'entendre le FC et les pilotes avec leur teamspeak en mute (reconnaissable à leur icone ) seront signalé. A but d'identification, assurez-vous que votre pseudo TeamSpeak corresponde à votre nom in-game, sans les tags d'alliance ou de corpo. SI vous utilisez un micro il doit être réglé en "Push-to-talk". Cela se trouve dans Settings > Options > Capture > Push-to-talk. A partir de là, vous devez maintenir une touche (comme choisie dans les options, touche contrôle par défaut) pour activer votre micro et parler. S'il vous plait, ne mutez vos hauts-parleurs lorsque vous êtes dans le canal "join this". Le mot-clef "Check" est utilisé pour indiquer la fermeture des communications libres sur TeamSpeak. En d'autres termes, arrêtez de parler lorsque vous entendez "Check". A but légal et de sécurité, nous ne permettons pas la diffusion ou l'enregistrement des communication sous aucune forme que ce soit. Pour les permissions et plus d'information sur la diffusion, veuillez contacter votre FC. Rejoindre une fleet. Bien sûr, en lisant ce guide, vous cherchez à rejoindre une de nos fleets! Sans doute la partie la plus importante de ce guide. Ici nous verrons comment vous trouver un vaisseau et comment rejoindre une de nos fleets avec celui-ci. Ships & Fittings Pour voler dans nos fleets vous avez besoin d'un vaisseau fitté ! Non seulement ça, mais un fit qui corresponde à nos critères minimum. Ces critères et suggestions se trouve sur notre page des fits dédiés (forum), mais également sur le MotD du canal WTM. Pour qu'un FC puisse vous envoyer une invitation, vous devez posséder un fit valide qui atteint nos exigences minimum. Si ce n'est pas le cas, alors un FC vous assistera pour atteindre ces exigences. Toutefois, occasionnellement, nos FCs font des erreurs et permettent des fits non valide que d'autre FCs pourraient refuser plus tard. Ce n'est pas parce que vous avez été pris la dernière fois que votre fit est correct. Sachez également que nos Commandants volontaires sont là pour vous aider! Posez vos questions dans le canal WTM et les commandants en charge (et peut être quelques pilotes expérimentés) font aideront toujours avec vos fits ou toute autre question. Pour plus d'information, lisez le forum dédié aux règles et à la régulation ou contactez un officier ou un membre du commandement. Le Gestionnaire de liste d'attente. WTM est une communauté HQ, cela signifie qu'il ne peut y avoir qu'un maximum de 40 pilotes sur le grid avant que le payement ne soit minoré. Nous devons donc parfois faire attendre nos pilotes qui seront toujours invités selon le principe "premier arrivé, premier servi" selon les besoin de la fleet. La gestion de l'attente des pilotes se fait par le site web de liste d'attente. Le lien vers ce site se trouve toujours dans le MotD de notre canal. Toutes les invitations en fleet ( à part quelques exceptions ) se font par le gestionnaire de liste d'attente, donc pour nos rejoindre vous devez savoir comment vous en servir ! Lorsque vous vous enregistrez sur le site, vous vous retrouverez sur la page X-UP form avec quatre colonnes en-dessous : X-Up, Logi, DPS et Sniper. X-Up liste ceux qui ont posté un fit et qui attende l'approbation du FC actuel. Une fois approuvés, ils sont réparti dans les colonnes appropriées (Logi, DPS ou Sniper). Lorsque des places se libèrent, les premiers de ces listes seront invités à rejoindre la fleet. Comment X-Up ? Assurez vous de ne pas être à plus de 3 jumps avant de X-Up. Les invitations peuvent arriver vite et nous ne souhaitons pas faire attendre la fleet pour les pilotes qui sont à plus de quelques jumps. "X-Up" est un terme ancien qui signifie poster votre fit pour approbation et invitation potentielle. Voici comment "X-Up" : Dans le client eve, aller dans la fenêtre Ship Fitting. En bas à droite, il y a un bouton Save, cliquez dessus. Une fenêtre de gestion de fit va s'ouvrir avec un bouton Copy to Clipboard en bas, cliquez dessus. Aller sur le site avec la liste d'attente. Si vous ne voyez pas la liste X-Up, cliquez sur le bouton vert X-Up en haut de l'écran. Dans la grosse case de texte, en dessous de fitting, faites Ctrl+V ou cliquez droit et sélectionnez Coller. Notez que vous pouvez entrer plusieurs fits ! Si vous êtes Logi, entrez votre niveau de skill Logistics Cruiser lorsque demandé. Si vous jouez Rokh/Rattlesnake, entrez votre niveau de skill Caldari Battleship lorsque demandé. Cliquez sur Enter On Waitlist. Votre fit est maintenant ajouté à la liste X-Up pour approbation. Une fois votre fit approuvé, vous serez déplacé en haut de la colonne d'attente de la file correspondante en fonction de votre rôle :Logi, DPS, ou Sniper. Lorsque des pilotes sont invités dans la fleet, ils seront retiré de la liste, vous déplaçant ainsi vers le haut. Lorsqu'une place se libère et que vous êtes en haut de la liste, vous obtiendrez une invitation ! Notez qu'une invitation en fleet est valide durant 60 secondes. Le gestionnaire de liste d'attente possède un certain nombre d'outil pour vous notifier cette invitation, incluant un poke sur TS3 et un lien de notification qui jouera un son lorsque l'on vous invite. Si vous ratez l'invitation, ne vous inquiétez pas! Le FC vous invitera à nouveau à la prochaine vague d'invitation. Malgré tout, si vous ratez trois invitations d'affilé, le FC peut vous retirer de la liste d'attente et vous devrez X-Up à nouveau! Trouver une fleet dans l'espace Pour votre propre sécurité, nous nous assurons que tous les pilotes ont acquis les bases avant de nous rejoindre sur le grid. Si c'est votre première fois en fleet avec WTM, informez en le FC lorsque vous êtes invité en fleet. Ils vous aideront à revoir quelques points et vous diront où aller. Diffuser Pour que vous puissiez communiquer efficacement avec la fleet, vous devez apprendre comment diffuser proprement. De plus, vous devez être capable de voir les diffusions, tout comme les commandant qui les utilisent pous les communications. Envoyer des diffusions. Il y a trois modes de diffusions principaux que vous devez connaître: Shield, Capacitor et In Position. Les boutons pour ces diffusions se trouvent toujours en bas de votre fenêtre de fleet. Si vous ne voyez pas cette série de boutons, cliquez sur les deux petites flèches en bas à droite de la fenêtre de fleet. Vous devez diffuser pour du Shield lorsque les Sansha commencent à vous cibler. Représenté par les boites jaunes autours des icônes Sansha. Une perte due à une erreur de timing pour le Shield est considéré comme non remboursable par le SRP. Vous devez diffuser pour du Capacitor si votre capa tombe en dessous de 30% ou lorsque vous êtes ciblé par un Outuni Messens. Nous avons réglé une alarme pour ceci précédemment. Ne diffusez pas pour du capacitor si il y a des Outunis sur le field et que vous n'avez pas l'aggro. La personne qui à l'aggro en a besoin bien plus que vous à cause du danger que représente les neutralizers des Outunis. Vous devez diffuser In Position si vous n'avez plus l'aggro ou que vous n'avez plus besoin de capacitor. Lorsque les icônes des vaisseau Sansha qui étaient en boites rouges repassent en boites jaunes, vous n'avez plus l'aggro. Lorsque votre capacitor remonte au dessus de 70%, vous n'en n'avez plus besoin. Si vous diffusez pour les deux et que vous n'avez plus besoin d'un des deux, diffusez In Position, attendez une seconde puis diffusez à nouveau pour celui dont vous avez besoin. Ex : vous avez l'aggro d'un Outuni, vous diffusez à la fois pour le Shield et le Capacitor, L'Outuni meurt, vous avez plus que 70% de capacitor, mais vous avez toujours l'aggro. Diffusez In Position, attendez une seconde puis diffusez pour du Shield. Voir les diffusions. Vous devez toujours avoir l'onglet d'historique ouvert dans votre fenêtre de fleet pour voir les diffusions. Pour les communications du FC, il y a deux diffusions principales : Align to et Warp to. Align sont des ordres d'alignement d'un point dans l'espace. Cliquez droit sur la diffusion puis Align to. Warp sont des ordres de saut vers un point dans l'espace. Cliquez droit sur la diffusion puis Warp to à 0 km. Ne warpez pas avant de recevoir l'ordre vocal du FC. Si vous volez dans un vaisseau logistique, vous devez vérouiller chaque diffusion de Shield. Cela se fait facilement en maintenant le raccourci de ciblage puis en cliquant sur la diffusion. Pour plus d'information sur les vaisseaux logistiques, lisez notre guide du débutant Logi. Raccoucis de diffusion. Nous vous déconseillons d'utiliser les raccourcis à cause de leur fiabilité, alors que les boutons de la fenêtre de fleet sont 100% fiables, et nous voulons absolument que nos pilotes utilisent les boutons de la fenêtre de fleet plutôt que les raccourcis. Toutefois, si vous utilisez les raccourcis à vos propres risques, augmentez la fiabilité en vous assurant de ne pas avoir de fenêtre active (cliquez dans l'espace) avant d'appuyer sur un raccourcis. De plus, vérifiez que votre diffusion s'est correctement affichée en regardant l'historique de diffusion. Si vous ne voyez pas votre diffusion, les logis ne la verrons pas non plus. Notez qu'utiliser cette méthode ne rend pas les raccoucis 100% fiables. Utiliser les raccourcis n'est pas une excuse pour justifier une erreur de duffusion dans les temps. Si cela devient un problème, nous vous recommandons d'utiliser uniquement les boutons de diffusion. Rôles Les membres de la fleet ont certains Rôles, depuis le DPS standard jusqu'à des rôles plus spécialisés comme les Anchor ou le FC. Dans cette partie, nous couvrirons les rôles basiques et ceux plus spécialisés, qui devront être ajoutés à votre watchlist. Rôles Basiques Il y a trois rôles basiques dans lesquels vous serez automatiquement groupés: DPS courte portée, Sniper longue portée et Croiseurs Logistiques. Pour les logis, vous volerez en Basilisk ou en Scimitar prodiguant des réparations à la fleet. Les DPS et les Snipers sont la partie offensive de la fleet et vous êtes répartis en fonction des armes embarquées sur votre vaisseau. Les cibles sont assignées en fonction de votre rôle en tant que DPS ou Sniper. Snipers longue-portée Projectile Artillery Cannons et Beam Lasers Les cibles sont notés par des lettres : A, B, C, ..., H, I Ne tirez jamais sur la lettre J gardez le AAA à 5,000 m. DPS courte-portée Hybrid Blasters, Pulse Lasers, Porte-Drone, et tous types de Missiles Les cibles sont notés par des chiffres et ces trois lettres : 1, 2, 3, ..., 9, X, Y, Z gardez le VVV à 5,000 m. Croiseurs logistiques Orbitez à 10 km du AAA Lisez notre Logi Rookie Guide Si il n'y a plus de tags correspondant à votre rôle, engagez alors les autres. Ex : Les DPS engagent les chiffres puis les lettres, les Snipers engagent les lettres puis les chiffres. N'engagez JAMAIS le tag J. Il sert à désigner une cible qui mettrai toute la fleet en danger s'il était détruit. Tirer sur le tag J est une raison valable pour être kické de la fleet ! AAA et VVV sont des rôles spécialisés assignés à des memblres de la flotte. Comment trouver votre AAA/VVV sera expliqué dans la prochaine partie. Roles Spécialisés de la fleet. Certains pilotes de la flotte ont des rôles spécialisés. Ces rôles incluent FC, LC, Anchors, Drone Bunny, MTAC et Boosters et sont assignés par le FC de la fleet, mais sont principalement assigné par volontariat. Si vous êtes intéressés par ces rôles et que vous êtes volontaires, des guides se trouvent en cliquant sur les liens ci dessous ou dans le canal fleet. Nous essayons toujours d'enseigner ces rôles et si vous voulez devenir FC ou maître Logi, le mieux pour attirer notre attention est d'apprendre ces rôles dès que possible! FC: Fleet Commander - Donne les ordres à la fleet, soyez sûr d'écouter! LC: Logistics Commander - Responsable de la chaîne de capacitor des Basi et vous garde en vie! AAA: Sniper et Logi Anchor - Si vous êtes Sniper, gardez le à 5,000 m; si vous êtes logi, orbitez le à 10 km. VVV: DPS courte-portée Anchor - Si vous êtes DPS courte-portée, gardez le à 5,000 m. Si aucun HHH n'est présent, mettez vos Heavy Drones en assist sur cette personne. DDD: Drone Bunny - Mettez vos Light Drones en assist sur cette personne. HHH: Heavy Drone Bunny - Mettez vos Medium et Heavy Drones en assist sur cette personne. MTAC: - Accompli un travail spécifique dans les sites TCRC. Drones Que faire avec vos drones, nous allons voir ça. Light Drones sont en assist sur le DDD Acolytes, Hobgoblins, Warriors etc. Medium & Heavy Drones sont en assist sur le HHH Ogres, Berserkers, Geckos, Hammerheads etc. If you have multiple flights of different size, lighter is usually better, except for tower bashes. Si vous avez plusieurs groupes de différentes tailles, les lights sont généralement préférable sauf pour les tower bashes. Vous mettez vos drones en assist en cliquant droit sur vos drones dans Local Space > Assist > Watchlist > [Nom du pilote] Un pilote ne peut avoir que 50 drones en assist sur lui/elle. Si le DDD ou le HHH sont pleins, alors mettez les en assist sur le VVV. Watchlist (liste de surveillance) La watchlist est un outil très important pour chaque pilote. Pour faire apparaître cette watchlist, cliquez droit sur votre anchor dans le MotD de la fleet (sous Fleet Roles, AAA/VVV en fonction de votre rôle), allez dans Fleet > Add to Watchlist. Cela devrait ouvrir votre fenêtre de watchlist, placez-la à un endroit accessible. Vous pouvez également glisser-déposer d'autres noms dans cette liste et il est recommandé que vous ayez au moins votre Anchor, le Drone Bunny et le FC. Depuis cette fenêtre, vous pouvez facilement cliquer droit sur le nom puis garder à distance > 5,000 m ou tout ce dont vous avez besoin. De plus lorsque vous réglez vos drones en assist, cela ajoute un sous menu à la watchlist qui vous permet de les manipuler facilement. Programme de remplacement de vaisseau ( SRP ) Warp To Me offre un programme de remplacement de vaisseau (SRP) à ses pilotes. Le SRP est comme une police d'assurance qui couvre la perte de votre vaisseau si ce n'est pas votre faute. 15 Million - jusqu'à 6 Milliard Examples (mais non limités à) de perte SRP-able: Erreur du FC (parfois les FC se trompent) Erreur de Logi Examples (mais non limité à) de perte non SRP-able: Erreur de diffusion à temps. Prendre une gate sans la permission du FC (appelé "leeroying") Se faire CONCORDed (soyez sûr d'avoir réglé votre safety sur vert) Avoir des killrights ou des wardec en cours ( prenez soin de vérifier avant de rejoindre la fleet ) Les ganks sont couverts tant que vous suivez les ordres du FC. Pour faire court, si vous suivez à temps les ordres du FC et la diifusion, votre vaisseau sera couvert. Notez que vos vaisseaux doivent correspondre à nos critères minimum pour être couvert par le SRP. Votre payement SRP vous couvre du moment où vous payez jusqu'au prochain Down Time (DT-1100 heure du serveur). Vous pourrez quitter et revenir autant de fois que vous voulez durant cette période sans avoir à repayer le SRP à chaque fois que vous rejoignez la fleet. C'est pas beau ça ? Bien, comment s'inscrire ? Envoyez simplement le montant de couverture (15M) à la corpo in-game au nom de "WarpTo SRP". Cette corporation sera linkée dans le MotD de la fleet. C'est la seule corporation officielle de SRP de WTM et la seule que vous devez croire. En cas de doute, vérifiez le nom du CEO > Sparta Epic Cyno. " WTM ne peut être tenu responsable des scammers, toutefois si l'un d'entre eux apparaissait, reportez le à un officier WTM ou à un membre du commandement. [v4.1]
  4. 7 points
    Hi everyone, As the topic title (and the Rolling Stones) says, after some time that I'm running incursion sites with WTM, I would like to introduce myself. I'm Mark Demartini ingame, Vindicator pilot that tries to suck as less as possible (and I'm not always successful in that) Unfortunately, despite of the 50/60 sites i already ran (THANKS FOR THE ISK!!! ), sometimes I still have tunnel vision and miss something (a classic is to forget to assist my drones to HHH). I'm trying to improve... I have to make my compliments to WTM: is a really nice community where the newbies and the veterans can co-exist. As I put myself in the first category there's a lot to learn from the seconds Special mention to FCs and Logis (guys what you do is frakking awesome!). I really would like to start to take some role eventually (probably first step would be HHH, isn't it?), but I'm still afraid to mess up. I don't care about my name on MOTD I just would like to be more useful than I am now I don't want you to have fun of my written English any longer (Italian here ) so I will cut it short! Thank you guys, I hope to stick around for a long time! Marco
  5. 6 points
    What is this? Upgrade Raffles will be held about every weekend for one of the following ships: Vindicator, Leshak, Nightmare The Raffle will cycle through hulls in the above order. They are FREE to enter. Please read the entire form before submitting it. The winner will be contracted the prize before the next raffle. Unless stated all prizes will be located in Jita 4/4 Can I donate? Yes! If you would like to donate or sell at a discount, please mail Blobert Jenerik in game. Current Raffle (March 5th) https://forms.gle/zwVAiqvyhS9Q2B6M9 Past Raffles https://gyazo.com/d8e1ebf48d6009598cc9dba18826c07d https://gyazo.com/6a82c3dc5ebda59bd4edb4b87690c1b6
  6. 6 points
    I think it's much simpler this time, and less is being discussed? Exactly what Toh Kay said. I believe we have Beryl on board with implementing 'something' (likely something like TyCoe's tracker) into the waitlist. He was just waiting for a commitment to method (calendar time / x-ups / fleet hours) and target of tracking. I think (I could be missing something) that the current discussion topic is primarily "what the limit should be". It sounded like fleet hours was the most favored, so we just needed to pick a number. I saw 20 fleet hours first, countered with 40, but it sounds like 30 fleet hours might be a comfortable middle ground. So, for a stake in the ground: 30 fleet hours, tracked automatically by the waitlist via the mechanism used by TyCoe's tool? ... I was going to say just use reactions for 'votes' but it seems we can't actually negatively react on this forum (probably for the best overall)... so lets say... React to this post with "Like" ( <3 ) for "agree with those parameters", or "Upvote" (up arrow) for "bump to more discussion" ?
  7. 5 points
    We are changing our standard initial meatshield for TCRC entry to be our Booster ship. AAA will enter with the rest of the fleet but on landing will STILL shoot the tower to consolidate aggro. This should reduce losses dramatically in TCRC's. Follow FC instructions while running!
  8. 5 points
    Hi, I'm still alive. Really miss you guys, just been having a tough year looking for work. I hope to get back into the game in the next few months and rejoin the community and make memes videos and climb the ladder up again... If some of you would like to become friends, contact me , add me on steam, or something, message me ! I'll be on eve as soon as i finally get a job. Sorry for disappearing like that. I made some great friends in wtm and loved chatting and gaming with you. great community. I hope you guys are all still playing. #sexynasi4ever
  9. 4 points
    I am sorry, but waiting for a me to be a commander (hoping I become one), making a proposal and waiting weeks for these guides to be updated, hurts me physically and mentally. I am unsure at this point as the guides are being worked on, but I am in awe that some are not updated yet. Clearly there are a lot of mistakes that need to ironed out, pictures are missing, typos and incursions in general having progressed, that these guides need serious updating. Below I have linked all of my own guides, as I do believe newer guides that have been made are fairly up to date. The reason I am posting this here is so that anyone can have some imput, this post eventually be moved or deleted and remade somewhere else. In general Typos removed, edited or rebuild proper sentences Shorten the guides, remove useless crap All pictures have a permanent home now and hopefully won't be removed anymore NEW GUIDE: Drugs guide This isn't an exact write up for every guide, just a general edit Updates: 15-5-2020 Added Malcolms suggestions Typos New Drop Those Drones guide headline picture Machs are the preferred MTACs. Added Flametounges changes too 14-5-2020 Added 2 implants to the implant guide Added pictures to the Drop those drones guide Wrote more about drones you should use Anchoring Guide 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 1 VVV (and DPS): Burn towards the targets and web everything down. Priority: Auga, Outuni, Ostingles. AAA (and Snipers): Burn towards the outgate, shooting the Vylade. Room 2 VVV (and DPS): Burn towards the targets and web everything down. Priority: Auga, Deltole, Ostingale, Romi. AAA (and Snipers): Sit still, kill the Mara and then burn. In the progress of updating the NRF picture. It's too zoomed out and all 3 DPS anchor spots can have a better overview of their respective anchor positions. TPPH and TCRC pictures are fine as they are. The new NRF picture, hopefully it's ok. Leshaks should ofcourse be included into the anchoring guide. Room 3 TPPH: (This should include Leshaks) Burn towards the tower, spool nearby Ostingles. Then, follow the VVV anohor. (There is a position below the VVV, but you will most likely get Arnon aggro, get jammed and lose DPS) NRF Burn behind the AAA anchor, about 90 to 95km off the beacon. Burn left 50/55km, above the VVV anchor. After that you can burn around the 4th wave into the sniper targets. Incursion Guide Picture missing The blue color is horrible and hard to read, this should be changed to something more readable. I think adding the "A site spawns 7 minutes after the beacon despawns" in there somewhere would be nice. Outuni gets taken out first, but sometimes it's the Auga and Arnor first, this should be edited. Niarja isn't as bad as I wrote it to be, can be toned down. Vylade doesn't boost? Change it. Deltole doesn't web. Advanced Incursion Tips Pictures Missing First Picture, Staggering Second Picture, Overheating Are you THE VVV? EWAR Call out your webs in fleet chat or on voice Not really EWAR, but call out spools as well Link the skill Frequency Modulation and Sensor Compensation skills somewhere for more information. Overheating Explain how to overheat, shift click a module or SHIFT + HOTKEY (Example, SHIFT + F1) Capacitor Guide Picture missing Yeah I know, it's a big picture, but it perfectly shows how your capacitor is recharging and why we use the 30% to broadcast for cap. Rest looks good I guess, I would make some minor changes to the color and overall look of the guide. Influence guide Pictures Missing Unsure how the current influence fits are now. With maybe changes to WTM and the recent patch there might have been changes to add more tank. Remove the "Except Apocalypse Navy Issue - does not have an available midslot." Rest looks ok I guess. Drop those drones (Drone Guide) Pictures Missing HEADLINE Light Drones Acolyte II If you can't field Acolytes II, go for Imperial Navy Acolytes Hammerhead II If you can't field Hammerhead II, go for Federation Navy Hammerheads Ogre II If you can't field Ogre IIs, go for Federation Navy Ogres Unable to find the images I used to use and only able to find really big drone pictures. Remove them? DO NOT USE INTEGRATED DRONES If you have money and want to risk it, you can buy "Augmented" drones Drone Settings picture Obviously there is something wrong with the code on the recommendations for the drones. Most drone suggestions are in the fitting list anyway. I suggest removing all text and just giving the suggestions for the drones Battleships: 5 x Heavies Ogres recommended Augmented are best, but expensive. Logistics: 5 x Lights Acolytes recommended Scimitars can bring hull bots Again, don't buy Integrated, they are not allowed. Implant Guide Guide looks good, remove all prices, Bling already shows high cost. One small edit, add a capacitor slot 6 for the logistics Inherent Implants 'Squire' Capacitor Systems Operation EO-606 Cap Recharge Time Reduction -6 % 2nd option: Eifyr and Co. 'Rogue' Navigation NN-606 Velocity Modifier 6 % Drone Bunny (DDD) Remove all recommended ships for the DDD Vindicator is the optimal ship 4/4 stack your guns, put 4 guns and a web on seperate targets. Full fleet shoot XXX is debatable and should be revised. Only when contested, you should just follow the tags below. What should I shoot? NSTER For example, the first room of the TPPH, you don't shoot the Outuni. Removed the Outuni and make it NSTER./ TPPH 1st room Schmaeels, Tamas then Renyns TPPH 2nd room Is fine TPPH 3rd room3 Wave 1 1 Eystur Then Tamas Then the rest of the Eysturs REMOVE ROMIS Wave 2 is fine Wave 3 Include Vylade Leftover frigates Vylade Romis NRF Wave 1 is correct Wave 2 is correct Wave 3 First Maras (Use your resebo) Then Frigates Then Romis Wave 4 1 Outuni > go for Frigates, Vylade then Romis 2/3 Outinies > Go for last tagged, then Eysturs, Vylade, then Romis. Skill Guide WORK IN PROGRESS Remove the Rokh and the Maelstrom Skills for the Hyperion Minimum Vindicator Optimal Vindicator MTAC Guides Machariels preferred, Nightmares are secondary MTACs if no Mach is around. Add a clear picture of the MTAC factory and Shield Transfer Control Tower. Tone down the wall of text, make the guide simpler and add general tips Requirement: Have a Tractor Beam fitted Whenever you take a TCRC gate, FC will say full fleet take gate, you wait about 5 seconds, so you won't get webbed. MTAC should burn immediatly to the MTAC factory. Within 20km of the MTAC factory, turn off the MWD, drop a can with 1 ammo and tractor it. (DO NOT SHOOT YOUR OWN CAN) Put the MTAC from the MTAC factory into your can. (The MTAC is too big for your ship, therefor you have a can) Move the MTAC from the MTAC Factory to the Shield Transfer Control Tower. Then go back to the MTAC factory, wait for another MTAC and keep doing it until the tower is dead. After the tower dies, you are allowed to warp off. (This is because you can get stuck on the collidable structures) General tips Focus on the first MTAC first, then the rest, like shooting the tower (if at all) and putting your drones on the tower. Do not shoot the tower while burning towards the MTAC factory, you might get aggro. Pulse your MWD towards the Shield Transfer Control Tower for the first MTAC, this means activating it and immediatly de-activating it. Right after you pulse it, set your speed to 200 to 300, so you get a little bit of speed, no super boost. Pull your drones a bit earlier, so you are able to warp off earlier as well. 50% hull should be good enough. Contest tips If you are taking the gate later, look out for contests. Tell the FC and immediatly take the gate. Pre heat your MWD and burn towards the MTAC factory immediatly. It's imperative you get the first MTAC and ask the FC when to drop it. It comes to FC strategies on contests when to drop the MTAC. The first MTAC is the most important one, but if you don't get it, it's fine. Don't stress. If you didn't get the first one, try to get the second one and ask the FC when to drop. These should be all the updates to the guides. Thank you for reading. Thanks for @Mu Linfei for helping me with some of the edits.
  10. 4 points
    Hey guys. I had a random convo on Slack the other day asking me to give out my POV about the DDD role. As per usual it triggered me (in a good way this time) and i got drawn into the convo more and more, turning it into one of those hour-long teaching moments of mine. It is a really raw copy-pasted format and kind of "niki-blunt" . But maybe it turned out to be something sharing worthy. If its useful for you then im glad. But im not really looking for anything else with this topic. I just wanted to share. Without further comment here is the convo itself: Anonymous [6:12 AM] You're probably offline atm, but any advice / suggestions on DDD after tonight? niki [6:13 AM] could you copy your fit here Anonymous [6:20 AM] [Vindicator, Vindication] Damage Control II Domination Tracking Enhancer Domination Tracking Enhancer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer Abyssal Magnetic Field Stabilizer 500MN Abyssal Microwarpdrive Pithum B-Type Adaptive Invulnerability Field Abyssal Stasis Webifier Abyssal Stasis Webifier Pithum B-Type Adaptive Invulnerability Field Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Large Anti-EM Screen Reinforcer I Large Hybrid Burst Aerator II Ogre II x5 Null L x5180 Nanite Repair Paste x500 Void L x10036 Agency 'Pyrolancea' DB3 Dose I x17 niki [6:21 AM] so whats the abyssals strength and % ? i mean range and strength % Anonymous [6:21 AM] what do you mean range? niki [6:22 AM] web range and web strength Anonymous [6:22 AM] the webs are 15.5km each and 82.7,81.4% web niki [6:22 AM] the web Anonymous [6:22 AM] (on the vindi, of course) niki [6:22 AM] gal bship 5 or 4 ? Anonymous [6:23 AM] (base strength is ~63% each) gallente 5 niki [6:23 AM] 15+ kms and 60+ % webs are pretty awesome to ddd with. and minmatar bship level? Anonymous [6:23 AM] only 3 =/ niki [6:23 AM] yeah so 2 things first and foremost get faction (cal navy is the most common to use) antimatter its better than nul whenever the frigs are closer than 20 km and its always better than void if its frig shooting 2nd thing get minmatar bship to 4 at least 5 would be better ofc also needless to say gunnery support skills and blaster spec is important too Anonymous [6:26 AM] all support at 5, blaster spec 4 niki [6:26 AM] thats pretty good... obviously all relevant skills on 5 would be best with the suggested implants included as well for vindis. that is the high-end. Anonymous [6:26 AM] (just bumped min BS to 4) niki [6:28 AM] gameplay wise i split my guns 4-4. if you kill one maybe you can spare 4 guns for the next which is a huge deal. webbing 2 different frigs shoot 1 until it dies shoot the other one but meanwhile start webbing a 3rd cuz you need the webs to actually apply. essentially you always need 1 more frig to be already webbed so you can instablap it or close to doing so. dont forget to always fill your locks thats actually one of the biggest mistakes a battleship can do. specially true for DDD. you can tell that you are doing a good job if you always feel like you are racing with yourself. guns vs webs. a close race. Anonymous [6:29 AM] ok. I've tried doing that in the past, but I've worried about wasting the drone effort, with them continually chasing new targets. but then, the drones are just bonus anyway... niki [6:29 AM] forget the drones. they dont exist. Anonymous [6:29 AM] ok niki [6:29 AM] just trust in yourself. you can do it without drones. and if you train yourself then after a while it doesnt matter if you dont have any drones. in some fleets you actually will lack light drones anyway. relying on them is a mistake imo. they are just a little extra/bonus. Anonymous [6:30 AM] tonight, I did have my guns split, but I wasn't leapfrogging targets. I was staggering webs and guns though, so I'd have a new half more often niki [6:30 AM] try to not burn too much around . just some cuz it ruins your tracking. Anonymous [6:30 AM] right I did notice that niki [6:31 AM] if the frigs are not on the way where you are needed to go and more than 20 kms away then just stop, load null and hope for best. if you are not moving your tracking is much better. sometimes ppl will pull the frigs away. if its temporary then dont even switch to null cuz in 20 seconds they are going to burn back anyway. if you feel like its gonna be more than 20-30 sec then switch to null. if the frigs are actually on your way then try to burn just 1 cycle and then slowboat and stop when they are in webrange the drones are actually helpful when you cant reach out with webs and you are shooting with null cuz then it takes ~10+ sec to kill 1 frig you can try to overheat web if you feel like you are behind on the schedule and you need just a few extra kms to reach out. webs dont burn out easily and just a few paste is enough to rep them while in warp Anonymous [6:34 AM] ok niki [6:34 AM] and they stop overheating after the frig dies anyway TPPH all first waves i'd burn 1 cycle to exitgates or anchorspot . then slow down and if you are in webrange stop NRF is easiest site as DDD just gotta make sure you have a good tempo in first 2 waves TCRC is an interesting site you can try go greedy kill schmaels before you reach the tower but its actually hard to complete . and also sometimes you need to switch to niarjas anyway or just try to kill niarjas only, burn into position and then try to schmael at the tower. somewhere in between is still fairly easy Anonymous [6:38 AM] yea, I was doing something in between tonight on the TCRC niki [6:38 AM] in tpph i always try to kill schmaels first cuz its easiest to web the first few frigs before aggro switch, and schmaels are hardest to kill as far as frigs go also forget about acronyms if you cant reach some frig with webs, always target the one that you actually can. webs are ensuring you gonna kill that frig really really fast if its not webbed its gonna die significantly slower. so range is more important than some "shooting order". except ofc if FC wants to bounce from site then scrams are priority. if i can choose freely cuz a lot of frigs are in range and we are not bouncing i prio webbers whenever i can (1st schmael 2nd renyn) cuz it helps the fleet the most. but obviously niarja must die first, no matter what. Anonymous [6:40 AM] right niki [6:40 AM] but yeah antimatter is a great help. nowadays i do 8k null 10k anti the rest void in vindi shoot antimatter most times, null if you need to constantly kill frigs more than 20 kms away . void is okay in tpph last wave and nrf 3rd 4th wave cuz you shoot only very few frigs in those. you have tons of time and you will probably be on top of them and you can web them anyway. and in those waves you will shoot cruiser or bship too Anonymous [6:43 AM] ok niki [6:43 AM] in tcrc i usually switch to void after all the schmaels are dead and im just chilling shooting tower and looking for respawner niarja niarja is a really easy frig to kill. Anonymous [6:44 AM] yea, the niarja blap easy niki [6:45 AM] tough frigs order : schmael >>> eystur > renyn >>> tama >>> niarja hardest to easiest to kill. (not a shooting order ofc, lol) Anonymous [6:46 AM] ok thanks for all this. I'll keep at it. hopefully I have more opportunities to take DDD =P niki [6:49 AM] no problem its fun. i actually enjoy ddd in tpph. otherwise its a pretty boring site. but i still really enjoy doing even that one if i can snatch ddd Anonymous [6:50 AM] yea. it was fun to race the rest of the fleet niki [6:56 AM] oh and always ask for 2xtracking . if they offer a 3rd ask for 1 range. but 1 tr 1 opti is not as good as 2xtr no matter who says what. Anonymous [4:17 PM] ok. one other question is if there's ever anything other than frigates that the DDD shoots before frigates? Like does the DDD follow full fleet calls for the Arnon/Outuni in TPPH 3rd-3rd, the Mara/Vylade in NRF 3rd and Outuni in 4th, and the Outuni in TCRC? I'm pretty sure the HHH does follow those calls (right?) but what about DDD? niki [5:07 PM] for DDD tpph 3rd 3rd shoot 2nd outuni then frigs . nrf 3rd mara(s) then frigs , nrf 4th if there are 3 outunis. then the 3rd outuni . TCRC niarjas are more important to shoot than the 2 outuni. if niarjas are down you can shoot 2nd outuni if you want but fleet should be pretty close to kill them. HHH : TPPH 3rd 3rd you should shoot second outuni then vylade then leftovers. NRF 3rd you should shoot mara(s) then vylade. NRF 4th vylade , except if there are 3 outunis. then the 3rd outuni first. TCRC you should not have any drones assigned, so you are just a vindi, not HHH. shoot in order. Anonymous [5:10 PM] ok, cool 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:
  11. 4 points
    As outlined in this CCP devblog, with the upcoming structure changes on May 26 unfueled structures will lose their defensive times and will not have asset safety if destroyed. As a result, we will be removing most of our dormant structures in anticipation of the patch. Please take this time to remove all assets from Warp To Structures structures before May 24th. Any ships, modules, etc left in structures at that time will be placed in asset safety and require a fee and wait time to recover. Any pods left in structures at that time will unfortunately be automatically destroyed. When the system warrants it, we will endeavor to online a Warp To Structures structure in the current focus. When online and listed in the WTM Incursions' MOTD, this can be treated as a normal player station with all the same associated risks. After the focus is finished, you will have 72 hours from the time the new focus spawns to remove your assets from the structure before it is taken down. As mentioned above, once deanchored after the 72h grace period, the structure will place ships, modules, etc in asset safety and destroy any remaining pods. We are happy to provide our citadel service free of charge, however we cannot take responsibility for any assets that are forgotten or lost. Warp to Structures is owned and operated with the full endorsement of WTM Incursions. Please feel free to contact Officers or Leadership with any concerns.
  12. 4 points
    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. 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
  13. 4 points
    ...but you realized that u never put the out this whole time
  14. 4 points
    Site doesnt matter (NRF or TPPH is the perfect time to read the guide and understand it anyway), it also doesnt matter if you think we already have enough ppl for the role or not. What matters is this: FC tells you to read a simple guide and perform a simple role, and you dont even want to bother trying then there is no room for you in fleet. There are plenty who wants to actually try instead of you, just not enough room for them. Truth is, i asked for a 2nd MTAC for quite a while (even before the contest) and specifically asked machs to do it. No one did. After about 15-20 minutes of continuously asking without names. I decided to start to sort out the situation 1 by 1 , looking at machs. Told you to read the guide and do the MTAC if we get to a TCRC. Not even trying to do this is just not an option in my fleets. Its actually really infuriating, when people are not even bothering to actually play the game and the role they are supposed to in a group activity which requires group effort Once again this was nothing personally against you, I did this multiple times in the past and will do it in the future, calling out pilots and asking them to X-up in fleetchat to make sure they are actually listening. It happened before you, it happened after you. You not remembering/hearing/not being there for it doesnt mean it did not happen. If you are not able to participate on the level that is expected because of real life or something else going on it is absolutely fine. Just dont expect to get paid like everyone else who are actually trying.
  15. 4 points
    Hello all; Good Luck and Fortune to'ya. I am hoping Vindi Vets and DPS Vets add some of their wisdom on top of this, and please take the liberty to correct anything as they see prudent. I fell in love with WTM culture of newbro friendly, ISK faucets of fun: I started this thread to remark on some of the things i picked up and allow info to be spread to newbro's (including me'self) As DPS, whether your in an Optimal Ship, or a Starter: remember the fleet counts on us: being efficient in removing dangerous DPS tags from the field, as We are the Sword of the fleet. Our DPS targets are chosen with Wisdom behind it. The faster we Pop the Sansha, the faster our fleet will be in a safer state. I hope to stay on topic by sticking to Maneuvering, Web calls, and general info ------------------------------------------------------------------------------------------------------- Maneuvering ------------------------------------------------------------------------------------------------- The VVV Anchor should always be on your watchlist, easy right? But what happens when FC calls tag 1+2 outini/auga/deltole and you have no anchor in the pocket? BURN BABY BURN! 'Keep At Range' on the primary/Tag1 (Turn on your MWD) You do not need to be attached by the hip especially at the beggining of a room (*exeption TCRC) remember almost all FC's want Focus fire 1-X so you will generally be in the same place as the anchor anyhow. As a Blaster ship, you must get close to the enemy Sansha to hit them effectively. So in every beggining of each room, You should be anchoring(K.A.R) on your DPS Tags. This insures optimal range, and maximum potential damage application. **Pay attention to how many DPS tags are left, as you Should be Keeping at Range on your VVV-Anchor when DPS tags are low, or when FC calls for DPS burn to anchor spots* This applies in 1st rooms where the sancha are already on field, tags are up, and DPS is warping in: What I do 1st (example TPPH turn left go fast) i am spam 'E+Click' on tag 1 and as soon as i see warp meter ~40% i hit my MWD to start the burn. Then start locking your tags, i find im already hitting max speed just as the rest of the tags come in -Just remember the closing rate is fast! don't Bump nor overshoot your target (~20k out kill your MWD) and keep spamming that keep at range so you do not 'bump the targets' If your not still burnin' you can actually start to "keep at range"(E+click) to Tag 2, IF T2 is within 10k and IF Tag one(T1) is webbed.. this will help you apply more dps to T1 as you slowboat to T2(tag two) Get familliar with the Keep at range mechanic, as you get more experienced you'll notice how to apply more efficient DPS, and help the fleet and you make more ISK/hr as well as BE safer. - Eve University has a great thread on Transversals, angular velocity, and general gun dynamics, as a blaster you could benefit greatly from checking it out <https://wiki.eveuniversity.org/Turret_mechanics> --------- Sliding: aka "Using Momentum"------- So: In reference to landing in a pocket (aka Taking a Gate with FC's authorization) avoiding painful Mathimatical Calculations, what if i told you, that there is a way to use the warp speed you had to burn towards Sansha after you take an accelleration gate? Im not kiting you, it is possible. As you play, start to pay attention to your velocity Bar, especially while beginning to warping/ landing from warping. After awhile, you'll notice that the "Warp Bar" (The velocity bar that has WARPING shown across) enters warp at a certain point, (75%-90%) and exits warp, at about (40%) (Thats why we have you aligning full speed to quicken the warp) and although thats usuful, Im focusing on Landing from warp. * Id suggest to you to pay attention to when your ship Exits 'WARPING' (Aproximately 40% ) you'll notice it switches from saying "Warping" to the regular display (100m/s for example) ** This is the exact server tick/time that your ship is free to Move/aproach/keep at range, activate modules, lock targets, recieve links etc. if you desire it. And i would say you do! Why?? Because it allows you to carry that momentum! It is a lot easier for your ship to Burn to Max velocity from 100m/s vrs from a dead standstill. You "slide" from out of warp. ------------------------------------------------------------------------------------------------------- Webs------------------------------------------------------------------------------------------------------- Precall webs 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/
  16. 4 points
  17. 3 points
    DPS and Sniper waitlists have been super long as of late and Logi waitlist is very often empty or very short. We need Logi to run fleet and have had problems running some sites because we don't have enough. Logi is a relatively easy but important role and you don't have to wait on those long DPS and Sniper waitlists. Please train into Basis and Scimis and aim for good logi skills including Logistics cruiser 5 optimally. It's a long train but definitely worth it. Check our fitting site for fits. Thank you
  18. 3 points
    Usual rule is 3 cycles then move on in heavy cap situations , capping the player who has the outuni when applicable . Problem is WTM seems to be getting a few new basi pilots as well as new pilots in general , No one tells the new logi that they should combat cap all the time , which they should be . No reason not too . Cap the vindi's that are burning out to the osti's , cap the hyperions or that rohk/maelstrom on a burn . Should be capping something is the point here . If all 3 or 4 of the basi wait for broadcasts , that is when they get overwhelm'd and that is where the issues start . Basi just have to try and do the best they can when giving out cap , something they have to deal with and can get better with time in fleet , sometime the fleet doesnt relise , basi are people too , you know . Should really encourage the newer pilots to consider cap implants and a better MWD as a first upgrade to make everyone's experience a little better but I guess that is another post .
  19. 3 points
    Please dont feel bad about this. take it on your other fleet members that did not step up having the ship or the skill. and everyone in fleet should thank you because of you the fleet keep going. I know might be its overwhelming but you did nothing wrong. Next time keep doing your best. and your worst will be the best because no one else step up, they cannot complain because no one else step up.
  20. 3 points
    Greetings fleet mates, o/ You asked, I listened. Faction rolled Entropic sink. 26.6% https://mutaplasmid.space/module/1032530782532/ 6.5B PM me for details. Pimp unstable Syndicate DCU https://mutaplasmid.space/module/1032489053302/ 2.B even. Chow.
  21. 3 points
    So, couple of things here. 1) 20 hrs ~= 2bil implies a fleet speed of >90mil / hr. My understanding is that this is no longer a certainty in EU Primetime. 2) Vindi hulls are still at about 800 mil (ish, and after rigs), and 500 plex is currently around 1.7 - 1.8 bil. This totals at least 2.5 bil So, with those prices, even assuming 90 mil/hr, that's about 28 fleet hours. So, I'd say at least 30 fleet hours as the limit. However, to accommodate EU Primetime and Darkstriker's point (which is a valid one, and probably shared by others), I'd recommend around 40 fleet hours, which generates 2.5 bil at about 60 mil / hr. Someone from EU TZ will have to chime in with what a typical reliable income is in that TZ, but I hope this figure should cover it, and will certainly exceed the need of the other time zones. TLDR; 20 hours will more than cover an optimal hull. 40 hours should easily cover a PLEX first (to get the faster training time into the opti hull) and then the hull itself.
  22. 3 points
    I would also like to say that this was not announced in the best way and apologize for that. Getting people to upgrade had been discussed via proposal and what not for awhile now and nothing was going anywhere. Blobert and I felt something needed to happen so we decided to announce this change with out much discussion into detail and how it would work. This will still be voted on at the next meeting however we wanted to clarify things with you guys, hear your questions and comments, and nail down some more details. We really do just want whats best for the community. With that being said, discussion within council has been productive and have agreed that tracking the time that somebody has been in fleet would be the best way to implement this. 20 hours in fleet is more than enough time to upgrade into an optimal hull even in a slower fleet. I have spoken to beryl asking if it was viable to add this feature in the waitlist. He says it's possible but will take some work to do but he likes the idea and once we nail down exactly what we want to do he can start working on it. The other option is we can more easily track how many times a pilot is removed from the waitlist after being found in fleet. We agreed that if the pilot flies for an hour each time they enter fleet or even just 2 sites per fleet, 20 times getting into fleet would be a good number. Sorry for the wall of text but we feel that the system of tracking hours or number of times entering fleet is more fair and accurate than a set length of time. Hopefully you guys feel the same way and this clears up some issues. TL:DR track hours or number of times in fleet instead of 4 week cap for everybody.
  23. 3 points
    Desperate times require desperate measures
  24. 3 points
    Hey Anakin Welcome to the Forums! Im glad you are enjoying your time in Warp To Me. Incursion Sansha is not like any other mobs you see in highsec. Triglavians included. These pesky rats are indeed more tanky than any normal rats out there. 5 light drones are actually doing very little damage to an Eystur, Renyn or a Schmael. Just gonna throw some numbers at you: im going to be generous and will say you have 100 paper DPS with your 5 light drones, which is a really high number for that. We are talking about 9000 EHP on those frigs. So even if you are not counting regeneration, travel time and damage application (which is a huge mistake xD) 5 light drones will take one and a half minutes just to kill 1 single frigate. To be frank light drones are actually pretty useless overall in HQs plus they also die easily if they get any kind of aggro. Very ineffective. If it was me i would suggest that all the battleship should fly heavy drones exclusively in headquarters, using all the bandwidth they have. Some snowflake ships with 50 or less drone bandwidth are exceptions of course. Now then what to do to kill frigates faster, right? The answer is similar to how to overall upgrade site times, how to be faster, how to have better ISK/h: Upgrade. Upgrade hulls and upgrade modules. Learning the sites also helps. Taking roles, watching what actually happening not just brainlessly auto-piloting For the DDD The upgrade part is simpler. When the person has the ISK for it get into an optimal vindicator fit with 2 webs and 2 tracking enhancers (the DDD instead of drone damage amp benefits more from enhancers, so thats different from the rest of the vindis). A vindicator has the potential to tear apart any frigate super-easily even without any lightdrones. Now mastering the DDD piloting-wise can be an actual challenge. Takes a fair amount of experience, some hours actually doing the job. But if anyone is interested here is some help from yours truly: By the way about sites : yesterday we had 2 hours when we had almost 6 sites each hour ( 178 mil/h + LP ) and we had 30 minutes when we reached 226 mil/h + LP which in theory would have been a bit more than 7 sites an hour Speaking for myself i had some real fun for sure in those hours. As you said it is highly dependable on competition and sites, but it also depends on how newbro the WTM fleet is overall which is really fluctuating. Sometimes can be a really rookie fleet sometimes not so much. As long as everybody is trying their best that is just fine.
  25. 3 points
    Hello WarpToMe community, Wow. Just WOW! Rarely do I stumble across such a welcoming community. Between Anchors, Logi and FC - Holy crap, you really are dialed in to what you are doing. I signed up in June. I joined a player corp on day 2 and on day 3 I joined armor Triglavian Invasion fleet. I guess most of you know triglavians do not ask you to move around a whole lot. Warp in, maybe a second warp if it is a Minor Conduit, anchor on the Packrat, shoot everything until they are dead. I know I am struggling with keeping up with my anchor and shooting my targets but at the end of each day I know I am making progress. No one has said it but I know progress is good enough. I do not have to be an expert on everything Sansha Invasions on day 1. Tomorrow is day 3, I am already looking forward to it and I have all of you to thank for it. Warp To Me, you are simply awesome. Best regards, Sofia Bororiak Vindicator pilot
  26. 3 points
    @Victor Victor Veritas coming from you, that is high praise indeed! All I did was give the vindi pilots some in the moment advice and encouragement. Hopefully some of it stuck and we all get better. See you all in fleet real soon I'm sure
  27. 3 points
    For those that have been paying attention in the local motd today, discord, or heard us talking about it. Our own @Juan Carlos Minjita's by far better half went into labor this morning and welcomed Baby Jack into the world. Yall have filled discord wiht pings and well wishes. Outstanding work yall in welcoming our newest T Badge! OH! I almost forgot, On behalf of Warpto SRP corp, sparta and myself, we have plexed juan for 3m as a celebration. http://prntscr.com/pchdik
  28. 3 points
    Hey all my name is sushi shimi in game. I was extremely nervous to fleet up and try this out. I was super surprised at how the fc's and members mentor and explain everything. This is a great community that I wish I could've been a part of from the beginning. That being said Im hooked and I plan on being super active. Thanks again.
  29. 3 points
    Warp To Me Logi Rookie Guide Introduction Welcome to being a Logistics pilot for Warp To Me Incursions! This is a guide for flying Logistics Cruisers (Basilisks and Scimitars) in our fleets. If you haven't already, please read our Rookie Guide. Joining Fleet First, you need a ship! Please view our fittings webpage for our current fits for Logistics. Once you have a ship, please read our Rookie Guide or go to our Waitlist Manager to learn how to join our fleet. Fleet MOTD Once you're invited to fleet, take a look at our Fleet MOTD, containing very important information. Most importantly, note the Basi & Scimi Chat Links. Please join your respective channel, as those are used for communication purposes among your fellow Logi pilots. The MOTD will contain other bits of information, including Current System, TS3 Information, SRP Information, and the current specialized Fleet Roles. Of these fleet roles, note your AAA (Anchor) and LC (Logi Commander). Add both of these people to your watchlist. Orbit the AAA at 10km The LC will manage Logi, including the cap chain for the Basilisks. Logistic Channels These sections will cover what to expect in your respective Logi channels (Basi chat or Scimi chat). Feel free to read only the section that pertains to you. Basilisks This is the chat channel that allows the Basilisk pilots to manage their cap chain to ensure cap stability and fleet safety. Upon entering this channel please state your logi cruiser level and the amount of remote sensor boosters you have fitted (if any). Once added to the cap chain you will check to see who you will be capping and who is capping you. Cap chains are needed to keep Basi pilots stable. You will use one or two of your cap transfers in the chain, depending on who is around you: Logi 5 Pilots need only one incoming cap transfer From the pilot below Logi 4 Pilots need two incoming cap transfers From pilots above & below Cap chains are always put in the order of names in the chat channel, and we always cap up to the person above us. If the LC has not had a chance to update the cap chain, use the chat window to determine your up cap. Pilots with a blue number before their name sets one cap transfer on the pilot above. The other cap transfer fulfills cap requests by the fleet, aka "combat cap". Pilots with a red number before their name uses both cap transfers One on the pilot above. One on the pilot below. A pilot who is above a Logi 4 pilot in the chain needs to cap up and down, not just up. This list also wraps around. For the pilot at the top of the cap chain, the person at the bottom is 'up'. For the pilot at the bottom of the chain, the person at the top is 'down'. Using the example image, here are the details. Pilot A is blue as he has a Logi 5 below him. He will be capping up to Pilot E (Top to bottom). Pilot B is red and will be capping up and down as he has a Logi 4 pilot below him. Pilot C is blue as he has a Logi 5 below him. It doesn't matter that Pilot C is Logi 4. Pilot D is blue as he has a Logi 5 below him. Pilot E is red as he has Pilot A below him, who is Logi 4 (Bottom to top), so Pilot E caps up and down. After Basi Pilot names in the cap chain, there may be Remote Sensor Booster (ReSeBo) Targets. Most of the time, this will either state DDD or Up. DDD: Set the ReSeBo on the DDD. Up: Set the ReSeBo on the Basi Pilot above. Scimitars This is the chat channel that the scimitars use to manage their Tracking links to ensure they are given out with efficiency. Upon enter this channel please state the amount of links you have and who you are linking. If you are not linking anyone ask for someone to be assigned to you. Otherwise link with the default priority: Drone Bunny 2x links (2x Tracking unless otherwise requested) HHH (Range) VVV (Range) Blasters (Range) starting with Vindicators. Leshaks (Range) Any remaining links, double up on Vindicators. Using the example image, here are the details. Scimi Pilot A has 0 links. Scimi Pilot B has 3 links and is giving them to Pilot 1/2/3. Scimi Pilot C has 2 links and is giving them to Pilot 4/5. Scimi Pilot D has 2 links and is giving both to the DDD. Watch List As a Logi pilot, you should make use of your watch list, as it is a quick reference for locking, orbiting, or watching members. To add members to your watch list, right-click on their name, go to Fleet > Add to Watch List. You should add the following pilots to your watch list. Basi Pilots Up Cap Down Cap (if necessary) AAA FC All Logi Squad Members Scimi Pilots Pilots you are linking (if necessary) AAA FC All Logi Squad Members Entering Site Logi ships should try to avoid taking the initial aggro to reduce their risk of death. This means that in general you should be aligned but wait until you see a few battleships in warp 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 are a number of things that you should do. As a general overview: Orbit the AAA with your Afterburner on (this stays on at all times) Lock up your Cap buddy (Basi) or Pilot you be linking (Scimi) Lock up all Shield Broadcasts Apply staggered reps to pilot taking aggro Orbit the AAA Once you land in site, get moving! Right click the AAA in your watch list and select Orbit > 10km. Always ensure you are orbiting the AAA with your Afterburner on. This will ensure that you are in the right spot as the AAA will take you where you need to go, and having the AB on will ensure your speed stays up so you can maintain your speed tank. Lock up your cap buddy or link buddy Once you have landed and are have set your orbit around the AAA, lock up your cap buddy and apply cap to set the cap chain (Basi) or lock your Link buddy and give tracking links (Scimi). These tasks need to be done each time you land in a room, and in the case of the Basi, it is imperative to fleet safety that this is done immediately upon landing in room. Lock up all Shield Broadcasts It is imperative that you lock all shield broadcasts every single time. The broadcasts will appear in the broadcast history window and can be color coded (as shown in the example image). A simple way to lock is hold down your lock hotkey and click on the broadcasts. Once you have them locked you will perform a threat assessment. In normal circumstances, you will lock up the person taking damage and give them 2 shield reppers. Try to stagger your reppers by about a second. This will ensure a steady stream of reps landing on the target. Giving 2 reppers will ensure that the person taking aggro is getting enough shield without endangering your own ship due to aggro. Be ready to switch the reppers off of one target onto the next once the aggro switches. Site Details TPPH - 3 rooms. First room has an Outuni (Neuts). Second Room has low DPS. Third Room has 3 waves. Second wave has High DPS and Deltoles (Paints). Final wave has an Arnons (Jams) and Outunis (Neuts). NRF - Multiple waves. Relatively low DPS throughout until the final wave. Final wave has 1-3 Outunis and 1-3 Deltoles. Heavy Neuts and Paint with a very hard switch. TCRC - Very High DPS at the start of the site, including Outunis (Neut) and Deltoles (Paint). The Outuni victim will need cap, and afterwards, Deltole victim will need cap. The Delotes will hard switch onto a new target shortly after the Outunis are killed. Deltole Target Painters are very dangerous when applied to Logi. At the end of the site, Logi stay behind with FC until all other Battleships are off grid and FC will call for Logi to warp. [v2.3]
  30. 2 points
    Flown 3 times with you guys and love it. Happy to be here. Played off and on since 2009ish lost all old characters to skill injection habits and Dan Capstone is born look forward to printing isk with all of you!
  31. 2 points
    I just added a short note to the logi rookie guide covering that point. When FC calls a TCRC full fleet in, that's the exception, as the anchor is already taking the aggro.
  32. 2 points
    Logi taking a switch is mostly situational, first waves when the battleships are not in postion to do damage a logi will likely take the switch. Most of the time we bug the logi is when they take initial aggro via taking the gate too soon, or by running too many reps. Promoting good habits should be advisable, reminding logi to cycle down reps at the end of waves, waiting a few seconds before taking a gate, using only as many reps as you need to keep someone stable, being ready for the switches. Reinforce the ideas, keep them engaged, all that jazz.
  33. 2 points
    Hi everyone, as the title may already tell i´m raltive new to EVE( about three month now), new to incursions and also a new logi pilot(also working on my nightmare skills). I wanted to try incursions and the best links and tips i found brought me here. I´m looking forward to have some fun with you and maybe find a community i can stick with. fly safe and have fun, Deleran Armeng
  34. 2 points
    There are eight sites that WarpToMe runs, in between HQ's, assaults, and vanguards... and one that we don't. The "Nation Consolidation Network" remains a mystery to me and to nearly everyone else here. Let's go look at it. The NCN, you land on it and it's TWO gates; the right side allows normal incursion fleets through, the left side doesn't let battleships in. We need something a little different. I've brought a pile of Taloses to dockup, and will be handing them out to blaster-boat pilots; with proper support they should be able to handle the left side. Some are set up with T2 guns, some with meta-4. Here's the T2 fit: [Talos, Talos] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II Large Shield Extender II Multispectrum Shield Hardener II Tracking Computer II Stasis Webifier 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 Neutron Blaster Cannon II Medium EM Shield Reinforcer I Medium Processor Overclocking Unit I Medium Core Defense Field Extender I Acolyte II x5 Void L x1337 Null L x1337 Caldari Navy Antimatter Charge L x640 Optimal Range Script x2 If you feel like bringing your own battlecruiser, or a T3 cruiser, or something like Malcom's Huggin... hey, it's all good.
  35. 2 points
    Warp To Me Vanguard Guide Fleet Composition The Minimum amount of pilots needed for a Vanguard fleet is 8. 11 is preferred to optimize fleet efficiency. Fleet composition should be approximately as follows: - 1 Claymore (required) - 1-2 Scimitars (required) - 2-3 Vindicators - 6-7 Snipers The booster serves as the primary logi for the fleet, with any logi cruisers acting as backup. All Snipers also fit at least one remote shield rep to assist with heavy waves. Logi cruisers should minimize reps to avoid taking aggro, especially if flying solo. If you trust your booster and Scimi pilot, fleet can run with 1 Scimitar, otherwise bring 2 Scimitars. The Scimitars should be at least 3 minutes stable. The Basilisk is not suitable for VGs and therefore not accepted, due to lack of bonused tracking links, poor cap stability without a cap chain, and minimal fleet need for combat caps. When running a fleet, you are recommended to use all 3 shield boosts and the Web skirmish boosts. The Claymore is the only suitable booster for VGs. You have a choice of system you are going to run in, as there are 3-5 Vanguard systems in each Incursion focus. Ideally you want to choose a smaller system to minimize warp distance between sites. Other considerations may include other fleets in system, stations available, and sec status/gankers. In Vanguard sites there is no need for the fleet to move, burn, or anchor. The full fleet sits still (yes, even the Scimitars) and Sansha will burn into range or die to the Snipers. Gate is always green unless fleet needs to pause (for instance, bio break or to recruit more members). If someone needs to leave the fleet or go AFK, they should inform the FC during the site prior, not when fleet is in warp to the next site. All 3 Vanguard sites have variably-sized wave spawns, so site times vary. Generally, the fastest site is OTA > NMC > NCO. If your fleet is heavy on Vindicators/short-range DPS, you can prioritize NCO higher. Vanguards are much more frigate-heavy than Assault or Headquarters sites. It is important that Snipers rapidly kill frigates at range before they can burn in under their guns. Vindicators should watch enemy speed closely and spread webs thoroughly, one web per frigate as long as there are still unwebbed targets remaining. Override Transfer Array (OTA) The site consists of 3 waves, first and second spawning further out ~70 km, third closer in ~35 km. The most dangerous part of site is initial aggro of the third wave. This site is ideally run Sniper heavy with just 1-2 Vindicators. This site has 5 respawning Eysturs that progressively spawn in as fleet is landing. Wait for all 5 Eysturs to spawn before fleet drops drones to avoid drone aggro. Do not shoot the Eysturs, as they will only inevitably respawn and split the aggro or go for drones. This is the only site with respawning enemies and the only site with Deltoles. Remember this mantra: IF YOU SEE A DELTOLE ON GRID, DONT SHOOT THE EYSTURS! You can optionally Tag J Eysturs if necessary. Site can also be preloaded in a similar fashion to a TCRC; if you already see 5 Eysturs on grid, it's a preload and fleet can freely drop drones on landing. If sites are preloaded more than 10-15 minutes prior, the Eysturs may leave entirely and never return to site. Hacking: This site has a logistics tower that reps the Sansha, with reps slightly weaker than a Mara and tends to focus on frigates. However, the reps can optionally be turned off by hacking the Logistics Control Array, which spawns about 30km directly left of warp-in. Hacking is done by an alt, typically a fast frigate ideally with hacking rigs or hull bonuses (Venture is okay, Endurance or Astero is better). The hacking minigame is moderate difficulty and can be failed unlimited times without penalty. Once the hack is complete, tower reps will stop for approximately 6 minutes. If the site continues for more than 6 minutes after the initial hack, a new Control Array will spawn around the 2'o'clock position from the warp-in and can be rehacked, although this is rarely necessary. If you are not having someone hack, tag the Tamas to allow the Vindicators to focus fire and alpha through the reps. The hacker should wait until all the Eysturs are on grid before burning to the Control Array to avoid pulling split aggro. Tagging All waves: - Full fleet: Niarja - DPS: Tama - Snipers: Auga, then Deltole Call drones in and broadcast Align when only the Deltole of the third wave is left. Once all other enemies have died, the Eysturs will align, instantly stop, then quickly warp out. You are safe to warp as soon as you see them "stutter". In the event Eysturs have already left, slowly count to 3 after the Deltole dies, then warp out. It is not necessary to wait for the payout. In rare cases, you do not need to kill all the Tamas in 3rd wave. In this event, the remaining Tamas will also "stutter" and warp out with the Eysturs. When you see this, fleet may warp immediately. This occurrence is unpredictable, so you should instruct your pilots to lock all Tamas and expect to kill them before you can leave the site. Nation Mining Colony (NMC) The site consists of 3 waves of frigates and cruisers which spawn at range, first ~60 km, second and third ~70 km spawns. Site is finished when the dropper drops ore into the refinery. The most dangerous part of the site is the first wave with up to 5 Romis, both the initial aggro and the swaps if there is a large first wave. Subsequent waves are typically lighter but pay attention for the rare large spawn. Due to randomness in spawns, this site is the most flexible for fleet comp but in general run sniper heavy. Dropping ore: Before entering the site, confirm you have an alt for dropping ore. Typically this is a fast frigate, which may have a cloak and/or ore bay. Your dropper must have 255 Lyavite ore in a stack which will be consumed each site. Lyavite can be purchased off contracts (not the market), found in mining missions, or collected in dedicated NMC mining ops. At the end of the 3rd wave, the Nation Ore Refinery will spawn as a can in space near the asteroid colony just to the right of the tower. The dropper must drop the stack of Lyavite into the refinery, then several seconds later the site will complete. The dropper can come in early to cloak and keep at range 5km from the colony, or come in later during the 3rd wave and quickly burn into position 1km off the colony. It is crucial that the dropper is ready in position drops the ore as quickly as possible to maintain site efficiency. Tagging guide: All waves as follow: - Full fleet: Niarja - DPS: Tama, Eystur, Renyn, Schmael (keep Null loaded) - Snipers: Mara (only present in first wave), Auga, Romis For running under influence - if the first wave spawns 5 Romis, have Vindies focus fire on 1 Romi. Call drones in and Broadcast Align to the next site with roughly 2 Romis left in the third wave. Add the Lyavite Asteroid to your overview. When it disappears off the overview, warp the fleet. You will get paid in warp. The dropper may be in fleet as they do not get payout from dropping ore alone, but should not drop drones or shoot anything unless there is empty spots in fleet to sponge. Nation Commander Outpost (NCO) This site consists of 4 waves, all spawning ~35 km away. This tends to be the slowest site, and favors having more Vindicators/short-range DPS. All pilots should swap to close-range ammo and all links should be swapped to Tracking scripts. The most dangerous part of this site is the initial aggro in the 1st wave, and the aggro swap in the event it is a big wave. Subsequent waves are typically lighter but pay attention for the rare large spawn. In the 3rd wave, a unique enemy called the Sansha Nation Commander will spawn. This ship is akin to a stealth bomber, a small frigate with the EHP of a Tama but fires torpedoes that out-DPS any Sansha battleship. This should always be killed immediately when it spawns. Tagging - Full fleet: Niarja Note, Wave 3 only: Full fleet Sansha Nation Commander first, then Niarja - DPS: Tama, Eystur, Renyn, Schmael - Snipers: Auga, Romi - DDD: prioritizes Tama Call drones in and Broadcast Align to the next site when 4-5 frigates are left in the 4th wave, warp as soon as the last rat dies. Fittings Battleships When crossing over from HQ/AS fits: - Drop prop mod for a Sebo. - Reduce shield tank to one of the options below. - With the freed up slots, add application/utility modules appropriate to your ship type. All empty low slots should become Tracking Enhancers. - All tracking computers should have both Tracking and Optimal scripts available, depending on the site. - Drones must be Lights or Sentries. Medium or Heavy Drones are not permitted, due to poorly applying with the size, speed, and distance of enemies in VGs. Tank Standard Tank -1 x Multispectrum Shield Hardener II -Damage Control II -Passive EM T1 rig (Except Vargur) -Machariels should drop the Damage Control and add a second Multispectrum Shield Hardener II, due to their slot layout -Marauders (Paladin and Vargur) cannot use this setup, and must fit the Optimal tank Optimal Tank (any battleship) -1 x Pithum B-type (or higher) Multispectrum Shield Hardener -Passive EM (T1 rig or T2+ midslot) Utility Vindicators 1 Sensor Booster plus 3 webs. These should ideally be True Sansha / Dark Blood Webs (range is key) Ammo: Only Null and fation Antimatter Nightmares 3 x Sensor Boosters 3 x Tracking Computers - Optional for SSS role: Replace one Tracking Comp with a Target Painter Ammo: Standard HQ ammo types High Slots: - Standard Setup: 1 x Remote Capacitor Transfer (for emergencies), plus 1 x Large Remote Shield Boosters (or Medium Deadspace Remote Shield Booster) - Upgrade from the standard: 2 Medium Deadspace Remote Shield Boosters Machariels 1400mm Howitzer Artillery only Fit 2x Sensor Booster, rest tracking computers If you have fitting problems, drop an enhancer for a Reactor Control or Power Diagnostic System High Slots: 1 x Large Remote Shield Boosters or medium deadspace (for emergencies) Marauders (Vargur and Paladin) Fit 2x Sensor Booster, rest tracking computers Highslots: at least one Remote Shield Booster. Rest are dealer's choice (consider cap transmitter, armor rep) Booster and Scimitars These ships need to be able to lock at least 9 targets in order to lock all battleships up upon entry. Shield broadcasts are not to be expected in VGs, and the logi must watch the aggro and damage and apply reps appropriately. All fleet members should add everyone to their watchlists to monitor the aggro and apply emergency reps if required. Example Booster fit The booster tank must be deadspace to allow adequate cap stability and maximum utility mids. Example Scimitars fit The 5 link Scimitar is an option for trusted pilots only. As you have minimal tank and damage mitigation, pulling large amounts of aggro with excessive reps places you at extreme risk, so you must rep judiciously. Influence: no fitting changes for influence Template fleet MOTD Thanks to all those who helped put this together
  36. 2 points
    The raven with a t2 setup might be a little tight on cpu, which is why our fits advertise a cpu lowslot. Meta launchers are a bit easier to do 4 ballistic control units though. My advice for flying the raven is to try and burn a little ahead of time as the raven is not known for speed. Managing your cap is pretty much tied to just your prop mod, as missles don't use any cap, so practice cycling it off a little before you reach your destination and drift into your anchor spot. This will save you cap in the long run. Missle damage has a delayed effect on targets, so keep in mind to switch to the next target before the previous one goes down, this will insure you aren't losing any dps before the sansha die. Right as they go into armor is a good time to switch over. Sometimes things will go down too quickly and it will be hard to keep up. One of the reasons missles aren't considered optimal in WTM fleets, are turrets are just that much faster at applying damage. Your target painter will help greatly with how well your missles apply (it will also help your fleet mates a little too ) have your target painter as your first module to activate, then split your torpedoes into 2 groups, so you can do target painter, 1 second, first torpedo group, 1 second, second torpedo group. This insures your missles are going to apply well, you are wasting as few salvos as possible from targets dieing to quickly, and so you can cycle them off then back on to the next target in the correct order again. This covers some of the niche aspects of missile ships in HQ incursions, it should prepare you a little for the Vindicator though, our optimal dps boat. They both anchor the same and shoot the same targets, as you get more comfortable in the sites you can try and learn the anchor spots yourself, which will give you a leg up once you upgrade. I myself flew the Barghest a long time myself before the Vindicator. Sorry for the wall of text, just love to minmax.
  37. 2 points
    @Cpt Snickerdoodle I am confident my friend, That my associates are havin' a sit'down, to dicuss bus'ness. In which regard, I am positive: your Muscle' will be most welcome, to slap the sansha's, in the next focus. Make sure you fly smaht, and make it to the next focus in one piece. Good luck, and good Fortune. I look forward, to teachin' the sanshas a lesson, about respect. And i hope to see you there too. -VVR \m/
  38. 2 points
    Scouting Scouting, another essential part of incursions. You usually hear Fleet Commanders talk about them or asking for one. The use of alts for scouting can raise the ISK per hour tremendously, information is a powerful tool. This is a short guide though, as there is not much to say about scouting. Doing it good is important though, so here are some tips on how to scout. Bring a fast ship Something that can warp fast is the best. Something like a frigate works best, get those insta warps to the dockup! Astero is great, cloaky and fast. Interceptors Don't use a corvette! (It's still better than nothing, but slow nonetheless) How to scout The task is simple, tell the fleet commander who is in which site, how far along they are by scanning the site and idealy, you want to tell him/her when the new site spawns too. The tags you should be using are as follows: Tag X = The site occupied by WTM Tag G = The site is occupied by NGA (New Galaxy Age i.e. the Russians, a shield community) Tag D = The site is occupied by TDF (The Ditanian Fleet, i.e. the armor community) Tag C = Clear Tag A = Abandoned, a fleet that warped out of the site to go to another site, therefor abandoning it. (Only tag A if unknown fleet abandoned it) Now to know who is in the site, you should Dscan it and see who is in there and at what point of the site they are at. First you tag it, then you Dscan it. Some examples are for a TPPH, Auga and Outuni died in the first room, second room adds up and so does the third room. For a NRF, if or how many Outunis have died. This means they are on the 4th wave and are about to warp out. An extra could be if drones are out or not. Same goes for the TCRC. If all Deltoles and Outuni have died and drones are in, they are about to complete it. Only do this if you are an experienced Scouter, but you can also do a quick warp in (make sure they are on the tower) and see the state the tower is in. Without a shield, they are in armor. Quickly warp out again. Last but not least, site timing. A new site can spawn 7 minutes after a beacon despaws. Mark the time in fleet chat when any of the communities have finished a site, you can do the same if our fleet has finished a site. This is very important. Whenever we do a TPPH, the fleet commander can perfectly time a bounce. That's basically it really. Do your best and keep an eye on your own ship, dual boxing can be difficult some times. Have fun!
  39. 2 points
    BUMP! Entire thread has been updated and upgraded. Supplies will be sold at dockup every time again and free items can be given out, everything that is bought is being put back into the free supplies. Thank you!
  40. 2 points
    When a fleet is full of cap hungry pilots...I try to assign 2 to each combat cap basi. The idea is each basi constantly stops back and forth between the 2. On outuni or any other cap request... all basi immediately swap. For outuni.... the cc is rdecycled on fc outuni wave speech. When the basi listen and comply.. the number of cap bc dwindles to near zero......... I want to say amongst all the other issues the last 7 weeks is pilots not inposition from cap bc.... and most frustrating..pilot bc for cap after basi have been serving cap the entire site.. even worse.. they ASK for cap while im actively capping.
  41. 2 points
    if You are fc’ing scout your own fleet, with an alt? In a cloaky astero? Fc? I just wanted to post something. First time in a few months. Fresh T badge, pretty excited.
  42. 2 points
    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
  43. 2 points
    I've been looking at ways to get the sig amp onto a basi with T2 cap transmitters, and yea, it's really hard with incoming meta. I'd like to see what you're starting with exactly. The main thing is: do you have one or two T2 transfers? I haven't found a way to have both T2 transfers and a sigamp, while being within fitting restrictions and stable with incoming meta transfer. However, I have found that: if you use one meta (for the cap chain, per current standard) and one T2 (for the fleet) cap transfer, (along with Republic Fleet LSE, which has the lowest PG of the faction ones) that solves your fitting problem, and alleviates the cap problem, leaving you at -63.1 delta. From there, abyssals are still your savior; if you get a perfect (and I mean absolutely perfect) activation cost roll, you are at -62.2 delta. Sensor Linking V will then be useful to buy you that extra 0.1 buffer... it's super tight, but can be done. That AB will not be cheap, though if you're willing to focus exclusively on the activation cost, and sacrifice the rest, it might be reasonable... But there's one more option: another implant. Not sure what's in your slot 7, but ES-706 (should be available from CONCORD) will reduce the activation cost of the cap transfers by 6%. With the mixed transfers and stock faction other mods that puts you at -61.5 delta. I think that's your best bet, if you can spare your slot 7 implant.
  44. 2 points
    Answering your question in order, shoot letters in order followed by numbers in order. Always shoot when you can, but never tag J! Use heavies whenever possible, lights for when FC asks for them. I would use tracking whenever possible, assuming you have meta guns with faction ammo, sometimes you may wanna load an optimal, such as in NRF last waves or in Assault sites, but you should have plenty of falloff to cover you. In TPPH and NRF you always wanna drop drones when the fleet is first coming into site and assign them. If you are late on grid, get to your anchor first, then drop drones, as they are slower than you are so it saves time to carry them there. In TCRCs only drop drones when called for as they can cause some split aggro. Sites will come more naturally the more you fly them, as there are only 3 HQ sites we run normally, it'll come quickly A quick run down of each site TPPH or True Power Provisional Headquarters, 3 rooms, last room has 3 waves followed by a tower bash, the slowest site NRF or Nation Rebirth Facility, 1 room, 4 waves, no tower bash TCRC or True Creation Rebirth Facility, 1 room, respawning rats with a tower bash, the fastest but most dangerous site, make sure to listen to your FC in these sites! Feel free to ask questions, and if you have trouble understanding ask if FC could type it out in fleet chat for you. Welcome to WTM o7
  45. 2 points
    Really, the *next* thing to do is to get really good at the ship you're trained for. Vindicators do a lot of stuff: 1) Memorize the target priorities for the rooms & sites, so that you can start burning and web down the correct thing as soon as you land, even if FC hasn't tagged yet. Also, *calling* those webs, so that you can coordinate with others.Getting the Ostingeles webbed next to each other so that you can burn 'em all down at once is a fun little mini-game 2) VVV! Learn where the anchor spots are. Learn how to powerslide to a stop 5km *beyond* the anchor spots, so that all those people following you at 5km end up sitting RIGHT in the middle of the next spawn. A good VVV is the difference between a DPS squad that fires at max damage and one that fires at half damage. 3) HHH. Same general idea. Be the guy who sends drones 5km to their next target, not the one who makes them run 50km across the field. 4) DDD. You know the trick where you can make drones chew on a Renyn over there, while webbing & pounding on Schmaeels over here? Can you end a TCRC with a pile of dead Niarjas sitting right at your feet? This stuff matters. Once you've got all that down... usually if somebody is looking for a second ship type, they'll go for logi. It's a longish train, about ten weeks if you're starting from just the battleship skills, but that just means you've got time to practice that DDD trick
  46. 2 points
    Sounds that way. But they also claimed to have done this before and the changes never actually happened.
  47. 2 points
    Nobody will be banned. If somebody fails to meet the requirement then they may be skipped
  48. 2 points
    "Its know fact that among faction ones, ogres are best heavy drones for incursions." If we exclude geckos. and maybe subjugated mediums. But questions like are they? when? how much so? buggered me for a while. I'll give you data. Total damage done: +--------------------------+----------+ | Weapon | sum(Dmg) | +--------------------------+----------+ | Republic Fleet Berserker | 3742296 | | Imperial Navy Praetor | 4041019 | | Caldari Navy Wasp | 4214487 | | Federation Navy Ogre | 4416467 | +--------------------------+----------+ Damage to rats: +--------------------------+----------+ | Weapon | sum(Dmg) | +--------------------------+----------+ | Republic Fleet Berserker | 1043728 | | Federation Navy Ogre | 1103895 | | Caldari Navy Wasp | 1108550 | | Imperial Navy Praetor | 1111401 | +--------------------------+----------+ Damage to towers: +--------------------------+----------+ | Weapon | sum(Dmg) | +--------------------------+----------+ | Republic Fleet Berserker | 2698568 | | Imperial Navy Praetor | 2929618 | | Caldari Navy Wasp | 3105937 | | Federation Navy Ogre | 3312572 | +--------------------------+----------+ Damage details: +--------------------------------+--------------------------+----------+ | Target | Weapon | sum(Dmg) | +--------------------------------+--------------------------+----------+ | Antem Neo | Republic Fleet Berserker | 7126 | | Antem Neo | Federation Navy Ogre | 7762 | | Antem Neo | Caldari Navy Wasp | 8308 | | Antem Neo | Imperial Navy Praetor | 8699 | | Arnon Epithalamus | Federation Navy Ogre | 3284 | | Arnon Epithalamus | Republic Fleet Berserker | 3443 | | Arnon Epithalamus | Imperial Navy Praetor | 3672 | | Arnon Epithalamus | Caldari Navy Wasp | 3778 | | Auga Hypophysis | Federation Navy Ogre | 1268 | | Auga Hypophysis | Caldari Navy Wasp | 1812 | | Auga Hypophysis | Imperial Navy Praetor | 2191 | | Auga Hypophysis | Republic Fleet Berserker | 2198 | | Citizen Astur | Republic Fleet Berserker | 309 | | Citizen Astur | Imperial Navy Praetor | 391 | | Citizen Astur | Caldari Navy Wasp | 455 | | Citizen Astur | Federation Navy Ogre | 491 | | Deltole Tegmentum | Federation Navy Ogre | 32659 | | Deltole Tegmentum | Republic Fleet Berserker | 32967 | | Deltole Tegmentum | Imperial Navy Praetor | 33575 | | Deltole Tegmentum | Caldari Navy Wasp | 34454 | | Eystur Rhomben | Federation Navy Ogre | 277 | | Eystur Rhomben | Imperial Navy Praetor | 571 | | Eystur Rhomben | Republic Fleet Berserker | 726 | | Eystur Rhomben | Caldari Navy Wasp | 748 | | Intaki Colliculus | Republic Fleet Berserker | 28355 | | Intaki Colliculus | Imperial Navy Praetor | 31244 | | Intaki Colliculus | Caldari Navy Wasp | 32569 | | Intaki Colliculus | Federation Navy Ogre | 35594 | | Mara Paleo | Federation Navy Ogre | 1894 | | Mara Paleo | Caldari Navy Wasp | 1953 | | Mara Paleo | Republic Fleet Berserker | 2042 | | Mara Paleo | Imperial Navy Praetor | 2049 | | Niarja Myelen | Federation Navy Ogre | 244 | | Niarja Myelen | Republic Fleet Berserker | 511 | | Niarja Myelen | Caldari Navy Wasp | 554 | | Niarja Myelen | Imperial Navy Praetor | 679 | | Ostingele Tectum | Republic Fleet Berserker | 320781 | | Ostingele Tectum | Caldari Navy Wasp | 338394 | | Ostingele Tectum | Imperial Navy Praetor | 340332 | | Ostingele Tectum | Federation Navy Ogre | 345494 | | Outuni Mesen | Republic Fleet Berserker | 72915 | | Outuni Mesen | Caldari Navy Wasp | 77170 | | Outuni Mesen | Imperial Navy Praetor | 79985 | | Outuni Mesen | Federation Navy Ogre | 80009 | | Renyn Meten | Caldari Navy Wasp | 439 | | Renyn Meten | Imperial Navy Praetor | 566 | | Renyn Meten | Federation Navy Ogre | 812 | | Renyn Meten | Republic Fleet Berserker | 1040 | | Romi Thalamus | Federation Navy Ogre | 400406 | | Romi Thalamus | Republic Fleet Berserker | 407222 | | Romi Thalamus | Caldari Navy Wasp | 417722 | | Romi Thalamus | Imperial Navy Praetor | 421970 | | Sansha Battletower | Republic Fleet Berserker | 545896 | | Sansha Battletower | Imperial Navy Praetor | 587441 | | Sansha Battletower | Caldari Navy Wasp | 626089 | | Sansha Battletower | Federation Navy Ogre | 666370 | | Schmaeel Medulla | Federation Navy Ogre | 2795 | | Schmaeel Medulla | Republic Fleet Berserker | 3339 | | Schmaeel Medulla | Caldari Navy Wasp | 3583 | | Schmaeel Medulla | Imperial Navy Praetor | 3977 | | Slave 32152 | Imperial Navy Praetor | 645 | | Slave 32152 | Republic Fleet Berserker | 689 | | Slave 32152 | Caldari Navy Wasp | 718 | | Slave 32152 | Federation Navy Ogre | 792 | | Slave Endoma01 | Republic Fleet Berserker | 1156 | | Slave Endoma01 | Caldari Navy Wasp | 1211 | | Slave Endoma01 | Imperial Navy Praetor | 1414 | | Slave Endoma01 | Federation Navy Ogre | 1492 | | Slave Heavenbound02 | Imperial Navy Praetor | 1794 | | Slave Heavenbound02 | Republic Fleet Berserker | 1881 | | Slave Heavenbound02 | Federation Navy Ogre | 2004 | | Slave Heavenbound02 | Caldari Navy Wasp | 2188 | | Slave Tama01 | Republic Fleet Berserker | 1341 | | Slave Tama01 | Imperial Navy Praetor | 1350 | | Slave Tama01 | Caldari Navy Wasp | 1432 | | Slave Tama01 | Federation Navy Ogre | 1849 | | Tama Cerebellum | Republic Fleet Berserker | 6675 | | Tama Cerebellum | Federation Navy Ogre | 6792 | | Tama Cerebellum | Caldari Navy Wasp | 8376 | | Tama Cerebellum | Imperial Navy Praetor | 8807 | | True Power Mobile Headquarters | Republic Fleet Berserker | 2152672 | | True Power Mobile Headquarters | Imperial Navy Praetor | 2342177 | | True Power Mobile Headquarters | Caldari Navy Wasp | 2479848 | | True Power Mobile Headquarters | Federation Navy Ogre | 2646202 | | Uitra Telen | Republic Fleet Berserker | 23364 | | Uitra Telen | Federation Navy Ogre | 24986 | | Uitra Telen | Caldari Navy Wasp | 25302 | | Uitra Telen | Imperial Navy Praetor | 26146 | | Vylade Dien | Republic Fleet Berserker | 109865 | | Vylade Dien | Imperial Navy Praetor | 121244 | | Vylade Dien | Caldari Navy Wasp | 127607 | | Vylade Dien | Federation Navy Ogre | 133699 | | Yulai Crus Cerebi | Republic Fleet Berserker | 15783 | | Yulai Crus Cerebi | Federation Navy Ogre | 19292 | | Yulai Crus Cerebi | Caldari Navy Wasp | 19777 | | Yulai Crus Cerebi | Imperial Navy Praetor | 20100 | +--------------------------------+--------------------------+----------+ Drones were flown always in pack of 4, one of each. Assigned to HHH,VVV or manually to same target, in case of drone aggro or death, all were recalled until dead had been replaced. If some droned were overflow, all 4 were reassigned (to VVV or manually). Errors were made, like every pilot make, but I took care for there not to be much. Just to note, total damage cannot be equaled to site times, because almost everything apply worse on rats then tower, and thus rats damage influence time a little more. But how much so, is beyound this research. If anyone wants to expand or verify this on other drones, PM me for the code. Its done in Perl+grep+MySQL, very simple. Also I think there is still not enough raw data for faction heavies research to be reliable. Database now contains 108450 connected shots, but just a several days ago Wasps were leading in rat damage.
  49. 2 points
    I absolutely hate your poll options. It is perfectly possible for me to show you why this fit won't work, but your "no" option assumes that the only reason I would say no is because I refuse to look at it. We have a billion tools and testing methods to prove out fits. Please do not assume we are unwilling to evaluate. Doing so is likely to just anger the most valuable people to your cause.
  50. 2 points
    where are Tobacco Synthetic Coffee Exotic Dancers, Female Janitor