Leaderboard


Popular Content

Showing content with the highest reputation since 11/21/2023 in Posts

  1. 1 point
    Warp To Me Rookie Refitting Guide Alpha Pilots are exempt from this guide until such time that you are Omega. Please prioritize getting your Omega to get the most out of your ship and skilling. Until that time, for our hulls that are dual prop, remove the MJD and replace it with an extra utility mod. How to refit using a Nestor? It is helpful to add the Nestor pilot to your watchlist to see when they are on grid with you. In your hud settings, ensure that Display Empty Slots is enabled. Make sure you are within 5,000m of the Nestor. If they are too far away, Keep at Range 1,000m the Nestor. Open your ship's inventory window. Drag the module you wish to replace from your ship fitting slot to the inventory. Drag the module you wish to put on the ship from you inventory to the now empty slot. You have now refit your ship! When do I refit? A True Creation Research Center (TCRC) is easier and faster when our DPS and snipers all have MJDs (Micro Jump Drives) to jump to the tower. When we land on the gate before we enter, generally a Nestor will be on the gate. The FC will instruct you to refit. Before you go into to either an Nation Rebirth Facility (NRF) or a True Power Provisional Headquarters (TPPH), you will want to refit back to your standard fitting. A Nestor should be waiting on that gate as well. What do I replace for my MJD? Tech 1 and Faction battleships should keep all tank modules and MWD (Micro Warp Drive otherwise known as a propulsion module or prop mod) fit at all times. The MJD replaces utility for a TCRC. Hyperion: Tracking Computer Tempest: Tracking Computer Vindicator: Stasis Webifier Other Accepted Battleships: A utility mid (Web, Tracking Computer, Tracking Link, Target Painter) Marauder Optional Utility Refits Marauders have some other optional refits. Refer to Marauder Fit Changes for NRF and TPPHs and Bastion Marauders for more information.
  2. 1 point
    This guide is meant to take an in-depth look at how damage modules affect your dps, and how to take advantage of these mechanics to achieve better results with abyssal modules. If you're a newbro with green damage modules, or a veteran on the fence about spending 3b for a 31%, this is for you. Let me preface the guide by saying this: DPS% is a scam. you don't need to buy high dps% abyssals to reach big boy damage. Look at this kronos: This is the standard WTM Kronos, with max skills and the recommended damage implants (check out https://forums.warptome.net/topic/10-implant-guide/ for a comprehensive list!) The number we'll be looking at is the Weapon dps (3889). Watch what happens when we swap one of the green damage mods for a 31.7% abyssal (the highest possible roll with a green base. You won't even see these on the market most of the time and go for several billions of isk): Gun dps jumps up to 4054. That is a significant increase, but may not be enough for you to consider spending that much for a single module. Now, look at this: 4054 gun damage, but with a 28.4% and a 29.1%, both of which are valued around ~500m each on mutaplasmids (https://mutaplasmid.space/module/1037588520435/ https://mutaplasmid.space/module/1037588520435/). but what is going on here? To understand that, we need to talk about stacking penalties. Surely, if you've ever fitted more than one module to gain the same stat, the fitting tool has warned you about these. In EVE, when you try to increase the same stat with multiple modules, these modules become less effective. The first module is 100% effective, the second is 86.9% effective, the third is 57.1% effective, and the fourth is 28.3% effective. The fifth would be 10.6% effective, which is why in WTM and most of the time in EVE you won't put more than 4 of the same module in a fit. Weapon Upgrades increase your dps by granting you 2 stats: a damage multiplier, and a rate of fire bonus. Both of these are subject to stacking penalties when you use more than one WU. But here is something not many people know: the damage multiplier and the rate of fire bonus stack separately. What this means is that, regardless of which of the 4 modules a damage multiplier/rate of fire bonus is, they will stack by applying the higher values as the most effective ones. For this reason, 2 abyssal modules, one with a max damage multiplier, one with a max rate of fire roll, are exactly equivalent to a single module with both of those stats together. In WTM you get to work with 4 damage modules, which means you can distribute high value rolls for damage and rof across all the modules. Now consider this: This kronos uses 2 abyssal modules with a maxed out damage multiplier, and one with a max rate of fire bonus, and it has 4125 gun dps, which is enough to earn the MASSIVE DPS teamspeak badge. Without even a fourth abyssal. This whole set can be acquired for less than 2b. Becase of how stacking penalties work, in your search for max rolled dmg/rof modules you can allow yourself to get a couple modules with red rolls, as they'll be stacked at the bottom of your stats and only be 28.3% effective: Even with these awful red rolls that bring the dps% of the module below faction dps% (max dmg with brick rof is 25.2%), you're still gaining more dps overall because of how your whole set stacks its multipliers. Let me repeat this: DPS% is a scam and you should not care about it when you can work with 4 damage modules. Of course a 31% dps abyssal will be better when considered on its own and it would likely never impact your dps negatively, however 31% abyssals are stupid expensive and you don't need them to achieve what we consider high gun dps. The next question you might ask is, how do I get myself some of these modules? Here is a very simple guide: 1) go to https://mutaplasmid.space 2) select your relevant damage module to look at what's on the market (usually public contracts in jita 4-4) 3) decide what you're looking for (damage multiplier affects dps more than rof, if you were building a 3 abyssal set you'd want 2 dmg multipliers and 1 rof) 4) use the sliders to filter out rolls that are too low In this example I set the minimum rof to 11%, which is faction equivalent (dmg multiplier for faction is 1.12x) 5) sort by the stat you're looking for 6) Choose the cheapest module with an acceptable modifier for the stat you're looking for (In this example, that 1.14x for 500m doesn't look bad at all) 7) Click the "Link" button to have the ingame contract copied to your clipboard 8) Paste it in EVE's notepad (not the chat window) found under Edencom > Utilities > Notepad 9) Enjoy your guns go brrrr For your 4th damage module, after you've gotten 2 max damage multipliers and 1 max rof, further increases in either damage multiplier or rate of fire affect your dps identically. If you want to round off your set, this time you can sort by dps% and choose the cheapest module that satisfies your needs. If you have any further questions or need help sorting your abyssals, feel free to reach out to me on Discord (Mombei#0337) Upgrade! (cheaply)
  3. 1 point
    Bastion Marauders Flying a bastioned marauder in incursion is awesome! But with extra power comes extra responsibility. Here's what it takes to fly a Marauder with WTM: Step 1. Train the skills listed below. ALL of these skills are required Step 2. Get a fit from our Fitting Website. Step 3. Read the Guide for the ship you are flying Step 4. When you X-up for the first time with your Marauder, you will need to enable the skill scope. For step by step instructions, Click Here Step 5. For the first few times you join fleet, you will need to ask for a backseat to get your Bastion Badge. You must have a backseat until you earn 2 sign-offs and get your bastion badge. Once you have your Bastion Badge, you are good to go! Time to start skilling for that Bastion+ and going for those DPS badges. Step 1: Required Skill List For easy access to skill plans in-game join our Mailing List: "WTM-Skill Plans"Kronos Paladin Vargur Golem Step 2: Get a fitting from the website Get a fit from our Fitting Website. Some Notes on Fitting: Kronos must have Blue Pill running at all times. All Pilots/Fits must have greater than 1 minute of cap life with all modules running. The Empty Highslot on each fit are left to pilot's discretion, if no fitting is left, its okay to leave it unfilled. Check the Guides for suggested modules. The listed fits are at a minimum, module downgrading is not allowed. Step 3: Read the Guides for your marauders Kronos Paladin Vargur Golem Step 4: Enable the Skill Scope When you X-up for the first time with your Marauder, you will need to enable the skill scope. Go to the WTM Waitlist, x-up your fit, then follow the instructions Here to enable the Skill Scope. Step 5: Getting a Bastion Badge Once you get the skill scope enabled, and you get into fleet, you will need to ask for a backseat. If the FC has not already assigned you a backseat, in the fleet chat tell the FC that you "need a bastion backseat." They will find a commander who will help watch/guide you as you fly in the fleet. They will help coach you to fly a marauder safely and effectively in our fleet. You need 2 sign offs from different commanders to complete your Bastion Badge. Depending on how the fleet is going, sometimes you can get both done in the same fleet. Sometimes it may take multiple fleets/backseats to complete both backseats. YOU MUST CONTINUE TO ASK FOR A BACKSEAT UNTIL YOU BAVE COMPLETED BOTH SIGN OFFS AND ARE BADGED. Once you have this badge, you are free to fly any of the 4 marauders without a backseat (assuming you have the required skills as confirmed by the Waitlist). Things that will be included in your backseat: To complete the sign off, a backseat is a minimum of 6 sites and must include all 3 types of sites. #1 goal: Maximize time in bastion SAFELY THINGS OF NOTE BEFORE ENTERING: Ensure your fit is correct, including high slot layout (alternate guns with empty slots/utility mods) Ensure the fleet has a Nestor for refitting - if not, you must run tank fits at all times Kronos must run blue pill at all times Set Bastion mod to auto-repeat OFF Never bastion with aggro unless you know what you are doing (don't during backseat) Ctrl-click bastion is only allowed for TPPH tower bashes It is safe to do a cycle of bastion once aggro is established and the wave is unlikely to die in 1 minute Definition│ XLSB Status: Gate is green ONLY IF you currently have an XLShieldBooster actively fit to your marauder. It being stashed in your cargo hold does not count. Typically this is said if the FC knows logi are in warp but may be a few seconds behind the battleships. After entering site, you may bastion on the beacon and rep yourself as necessary until your cycle ends and logi arrive on grid. Re-broadcast for shields if you have agro for logi after they arrive. WHEN NOT TO BASTION: You have aggro Aggro switch is coming up New wave is spawing soon™ - waves including Outuni are particularly dangerous. End of the site (sometimes FCs will miss calling bastions red) A frigate has taken aggro at the beacon (they die and then aggro immediately swaps/splits) WHEN TO BASTION: Once you confirmed that aggro is on someone else/consolidated AND that person is not likely to die in 1 minute. If a neutral scout on the beacon gets aggro, 1 of 2 things will happen: They will warp off, causing aggro to split OR they die, causing aggro to split. Either way, if you are in bastion after they leave/die, it is bad news bears. WHEN YOU TAKE AGRO: 1. Broadcast for shields 2. Overheat your Hardeners if needed, especially in a TCRC. Default hotkey to overload your midslots is ctrl+2. 3. Re-broadcast for Shields after you come out of bastion 4. Turn off overheat Taking it to the next level: Bastion+ Got your Bastion Badge what's next? Getting those DPS badges and Bastion+ skills. BASTION+ Skills: Kronos Paladin Vargur Golem
  4. 1 point
    To answer your questions in order: Use dscan, check distance from sun/station, or simply ask in comms. Most of the time if you are listening in it makes it easier to know where fleet is going or where they are at in the site. Try and keep up with the fleet so you don't have the issue of being behind or coming in at the wrong time. And as niki says, avoid TCRCs. Capspray is not really like logi. You operate it fairly different, not that there aren't some similarities. You can feel free to do it while you are in queue, just make sure you are ready in the ship you x'd up with when your turn comes up. Niki explains it in the guide, but orbiting puts you more out of position of the group which makes you more likely to grab initial. It also is quicker to warp off if needed when sitting at 0 Velocity. Keep at range on the claymore about 2k, and you should be fine. Since they are unpaid and out of fleet it's fine. Try not to let your capspray distract you from your main character. Use small cap transfers, pick some vindies, set it and forget it.
  5. 1 point
    Bump. This Wisdom is brought to you bye: Niki Las Vegas , Nigal Los Angeles, Warp To Me Incursions, and Viewers, like You. \m/