niki lasvegas

Fleet Commander
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niki lasvegas last won the day on February 19

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About niki lasvegas

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  1. DPS Numbers for Optimal Hulls

    I need a NM for the weekend
  2. DPS Numbers for Optimal Hulls

    I presume you are missing implants, on that pyfa, @Anemone221?
  3. DPS Numbers for Optimal Hulls

    ^Sounds about right. But honestly i am not too worried about that, since ppl who want to get better eventually will. And there is no real end to bling and damage. Its just a matter of how much are you willing to spend on it.
  4. DPS Numbers for Optimal Hulls

    Read the post ? ;3
  5. DPS Numbers for Optimal Hulls

    For all the newbros who are looking at these numbers thinking they are really far off them: Its okay. As long as you are willing to upgrade and you do your best on grid with what you currently have, you are doing fine. Just dont stop, and eventually you will get there i promise.
  6. DPS Numbers for Optimal Hulls

    "What is my goal to reach?" People were asking about DPS numbers for Optimal Hulls (Fits) over and over again. Here are your minimum numbers to reach, Ladies and Gentlemen. Disclaimer -These are not by far the end-game numbers. These are minimum numbers to reach, and say: "Nice, you are really useful for a fleet with your boat!" -There are a lot of pilots who already are well over these numbers. For them i just want to say: Thank You! -Achieving these minimum numbers is one thing. Learning how to use it effectively is another. Learn how to anchor yourself, learn how to use your ship and its modules (including guns / cap transfers / MWD / webs / tracking comps) effectively! -The numbers below do include drone damage ('Augmented' Ogre), but exclude overloading and boosters (cold and sober). Vindicator: 2400 DPS (Void L) Nightmare: 1600 DPS (Conflagration L) Leshak: 1350 DPS (Occult L without spooling) - i do realize this is by far the hardest to reach out of the 3, but it is with good reason. Obviously these numbers can change with game patches in the future. I'll try to keep track.
  7. niki's take on the WTM Leshak

  8. BROSQUAD New Pilot Guide Ship Guide

    To be honest i very rarely look at skins
  9. BROSQUAD New Pilot Guide Ship Guide

    Dont hate on Nightmares Their application is amazing, especially long range. As far as paper DPS no ship can race with the Vindi anyway. I actually had fun cap-buddying and lazoring the few times i flown it recently. Besides even HQ fleets need some of them. And they are simply better than Pallies in a shield fleet, as was stated thousands of times already and will be in the future.
  10. niki's Capsprey Guide for HQ sites

    @Suu Gaku pretty much everything, what Malcolm said. One addition: if you are carefully looking at fleet ships on grid in space which beacon or structure are they warping to, you can determine where to go by just watching them warping to a next beacon, disappearing from your screen.
  11. Hey Guys. This one has been a long time coming guide, with many requests. Finally it is time. What is a Capsprey? A Capsprey is a cheap Osprey focusing on helping out a WTM fleet and its great cap-hungriness, following them around and servicing capacitor on-grid, while not in fleet. Ideally this character is an alt of someone who is already in fleet and getting paid for site-completion. How to safely do this without blowing up? You have to play by a couple of really simple rules and you will most likely (99.99% chance) not going to get targeted at all, unless our CCP Overlords will decide otherwise (the 0.01% why you cant say something like "impossible or always/never" in EVE). Rules: 1. As always you have to listen to the FC. Nothing new here. 2. Unless you have an explicit permission from the FC you are not going into a TCRC. Only NRF and TPPH. To be fair TPPH is by far the most cap-hungry site anyway, and thats where you are needed the most. In TCRC there are a couple of frigs and cruisers who are not playing by the usual aggro rules, and sometimes its messy enough even without a Capsprey. Feel free to ask permission, but dont get grumpy if FC says no tho'. 3. In NRF and TPPH when fleet takes a gate you have to be a 100% sure that the initial aggro already happened (somebody is already getting shot), after that you have to take the gate really quickly, because you have to keep up with the fleet, and not be out of position when the next wave spawns! How to confirm aggro? Either check it with your in-fleet character, or if you dont have that wait 15 seconds after fleet took the gate, then catch up fast! 4. You will anchor on the primary booster. You burn to it really close, keep-at-range 1000 or 2500 meters. DO NOT ORBIT! You have to reach this position before the next wave spawns, this is super important! When you are there then obviously you can turn off your prop-mod. If the booster is not out of position you probably (99.99%) wont take new wave initial aggro. Okay, you survived. Nice. But how to effectively use a Capsprey, what is the job? It is rather simple because you should focus on your in-fleet character mostly anyway. You should service cap for the most cap-hungry boats in the fleet. Who are these guys? Blaster boats. Typically: all the Hyperions are cap hungry all the time. Vindicators who are burning around like madmen. Vindicators who are doing crazy DPS, pulling damage aggro. Hope they are not in fleet, but alas if they are: Rokhs. Honestly, all the blaster boats will be grateful for your deed. Some rare times if they notice you they might just tip some ISK as well for your service. I know i do. ;3 So you put 1 cap transfer on each of these guys (5 at a time), and you basically are good for at least 1 wave. I would recommend to maximize your focus on your in-fleet character. And only switch cap targets with the Capsrey if you still have spare time, which sometimes you probably wont have at all. Depends on the fleets nature, really. I would also recommend to just keep capping Hyperions (Rokhs...) all the time and never let them go. You can shuffle around the rest of your cap transfers on Vindicators if you want tho', cuz most typically they wont need them all the time, just a refuel every now and then. It is completely fine to just choose 5 ships and cap them for a whole site and to not pay attention to your Capsprey at all after you started capping and reached your anchor. What to do if you screwed up and failed to play by the rules or CCP decided you will be unlucky? AKA: if you are targeted by sansha. The tanky fit that i listed below most likely will hold and not blow up, if the in-fleet logi can catch you on time. If possible then you should voice it on comms, even target broadcast your own alt quickly. Overheat the tank, the prop-mod and try to burn away. Hopefully the commanders and logies are on the lookout on their own as well and will try to save you. Do not warp out with the tanky fit, please even if you are able to. It will just cause split aggro, which can easily result in losing some drones, and of course grumpy logi. Most likely you will survive, but even if you die, it is a cheap loss and a good lesson what not to do with the next Capsprey. If you are in the greedy fit then feel free to warp out, cuz you are not going to survive a full wave aggro. But that fit is only recommended for veteran pilots who are experienced multiboxers and confident enough that they wont screw up ever. Recommended tanky fit for everyone: Not recommended greedy fit for veterans who are experienced multiboxers and really confident: Why Small Cap Transfers? Small Cap Transfers will give enough cap for your targets, but they will not pull enough aggro to be targeted by the sansha. It is the perfect solution and these small Corpii A-Types are also really cost-effective. Alright thats enough to start. Not sure if i want to expand more on the why's and how's and make this another "book" of mine. I will update if there is something that i feel important enough. Off you go, and cap some mighty Vindicators!
  12. In Fleet Roles Guide

    TTT (Tertiary) is Heavy Bunny, after VVV is full, bud. DDD should be never full cuz battleships should not carry lightdrones at all.
  13. Returning Player and Incursioner

    Sometimes EUTZ lacks basi V . (and optimal fit battleships )
  14. Better than Cormack's modified Mag stab

    Im sorry brother, but realistically this Mag Stab is about 750 mil ISK. But nevertheless its a really nice mod.
  15. A fun fleet, of sorts - Come One, Come All

    Thats strange. Im pretty sure that back in the days we managed to win a few contests with Blob and his swarm of snakes warping in, doing damage then warping off before the payout. Or do i remember wrong , @Blobert ? PS: But yeah, either way im pretty sure its a bad idea on the long run for various reasons.