niki lasvegas

Fleet Commander
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Posts posted by niki lasvegas

  1. Armor reps are fun. And they are helpful for the fleet up until the point when someone using armor remote reps in a WTM fleet and is broadcasting for cap. Thats more than not helpful. Distracting the basis with it in a dangerous situation is just simply bad. Other than that i wish you happy armor repping! :)


  2. 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]

    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]
    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]

    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]

    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]

    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]
    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:

    • Like 4
    • Upvote 5

  3. WTM is always very careful about adding new hulls to the list. Usually tons of testing is done beforehand. Sometimes even if the ship meets hard requirements WTM decides to not allow it because of other reasons (just some examples: movement speed / shield EHP / price / performance).

  4. Just a tiny update guys to note: in TCRC when you are at the "Towerbash Phase" please go ahead and snuggle with the Vindicators nice and close to the Tower!
    That way tunnel-vision Logi have easier time to spot lasers on you.
    But more importantly if you grab the aggro Vindis will have easier time to web Schmaels.
    And lastly DDD will have easier time to blap the respawning Niarja too if it doesnt start to burn to you, cuz you are out of its orbit-range.

    Thanks for reading! :)

    • Like 1

  5. Its just a matter of application, Elathy. HACs and such dont have the paper dps to apply and contest remote rep/cap.

    niki [3:53 PM]
    btw i only participated in one fleet, but seems like normal agro table to me. my vindi often got the damage agro switch. its just a matter of applied damage. if no one is applying enough dmg thats when the trig will agro the logi cuz of the applied reps+caps


  6. TVP lost almost all active FCs eventually, so they completely gave up on HQs. They are exclusively VGs nowadays.

    NGA is about similar what it was. They are usually pretty good, but only flying in Russian afternoons.

    With TVP gone a lot of players searched for a new HQ community. Some landed in WTM, but the "pushing boundaries" type of players went to TDF.
    TDF went through a huge overhaul, and they are basically a new form of what TVP was and stood for. Just doing armor, not shield.

    Oh yeah, and there is a Russian HQ-boxer around with a lot of Golems and Snakes, i guess i should mention that cuz he puts up an actually solid HQ fleet when he is really into running. A bit similar to what Blob is doing, just way more toons than him.

  7. Welcome back XO . 
    I was just referring how we used to greet each other on comms.
    One of us said "hi" , the other was immediately "oh no..." :D 

    Invasions are going to be released in a bout 10 days as far as i know. Definitely something worthy looking into.
    But i personally want to first experience it on TQ before i form an opinion.

    Incursions hasnt changed much maybe the most significant one that you might not know about is the influence of the Leshaks in HQs. They are beast at killing Towers and Kundalini. The logi remote rep stacking penalty is not really influencing incursions.

    Sparta and Sandman are still around (when they have time), Boldie hasnt showed himself for a good while now.

    Plex price... well its just going to be worse and worse, so prepare yourself :)

    The 1 mil bonus SP was indeed a really nice login bonus, good bait from CCP , so props to them.

    Last couple of weeks Concord LP seems like a bit stagnating and flooding the market, but maybe at some point its gonna change. We've seen ups and downs in the past so wouldnt be anything new.

    I kinda miss your soundboard :)

  8. You start to box and you realise you can do this in VG. 
    After a while its not enough and you go crazy and you expand to AS. Its the same, you just need more toons.
    And then there are a few madmen wiho are never satisfied. So they just go full nutz, HQ sites, and never enough toons. But still, its basically the same.
    Never enough...

    (Also you can blame them for plex prices too ! jk :P)


    • Like 1

  9. The idea itself works... actually more than that, it is really appealing. There are also several fits for cap stable basi that work.
    There are several issues with this for WTM.
    We have been discussing this for i dont even know how long for now. I believe first it was Canyon trying to do something with it a long long time ago.
    As far as me, i have been having this conversation for about a year.

  10. So as long as you don't want to heat for example an armor repper or something extra like that it really doesn't matter, cuz you only have 1 single gun.

    Okay. Well that makes sense. Also that means you don't have to bring cyno and stuff like that, Malcolm :P

    Going to edit the initial post according to that after some tests.

    UPDATE / EDIT : actually i have some contradicting info on this. So i'm gonna investigate more and see if i can find out more. Once i get to some results i'll get back to this. Anyone with any useful info: feel free to chip in!

  11. 1 hour ago, Malcolm Galora said:

    Regarding high slots, would it be a decent idea to put an offlined cyno and entosis link next to the disentegrator to act as a giant heat sink? I don't understand heat dispersion as much I'd like, would this make any difference then having the slots empty?

    I was thinking the same a while back, playing with the idea. But never got to actually follow it up. Those items would be probably the best heatsinks (at least in theory), but i can not really be bothered to test it out :P
    Another problem is that technically those modules are banned from WTM.
    But if i ever actually test it out i'll get back to you with the results :D 
    Of course if someone has something about the topic feel free to speak up.

  12. 1 minute ago, Lord Sarevok said:

    Love it. Except for this bit:

    Leshaks have a bonus to Remote Armor Repair range. I suggest we use it by loading up on 2-4 large armor reps and saving our fleet-mates when the need arises.

    Fair point.
    Even tho' i personally don't believe in armor reps saving anyone in WTM fleet due to the nature of the community. But i'm sure many thinks otherwise and that's not an argument i am willing to take. Can just silently disagree.

    Nevertheless if anyone feels like stuffing remote armors to utility highs feel free to do so! The ship indeed has a bonus for it. Just be careful about the tight CPU fitting limit! Would be a shame if you miss out on some nice mod cuz too many remote reps on highs!

    • Like 1

  13. Hey guys!

    Just wanted to share my POV about the Leshak, and provide a basic guideline about how you should fly this beautiful snowflake in a WTM fleet.
    So here goes nothing!

    Disclaimer: a lot of time passed and a lot of things changed in EVE (nowadays i feel like every other week something huge is changing) since i wrote this. So while most of it is probably still useful it has become just a little bit outdated by now. And currently i dont feel like updating it. Maybe it will change in the future. Who knows.


    1. With every guide the first general and golden rule should always be: "USE COMMON SENSE, PLEASE!" So there you have it. Its not hard. You just have to think a little bit :)
    2. Second golden rule is: "ALWAYS LISTEN TO YOUR FC!" Maybe there is something unusual thing going on and fleet needs to react and adjust. Please do so! For example i will probably do unusual things nowadays when im FC :P 
    3. The Leshak is not a "DPS", neither a "SNIPER" ship. Its a snowflake. If you want to fly it, then please fly it properly. Basically you will need to anchor
      yourself all the time, not following AAA or VVV around. Most of the times you need to shoot out of tagging order, something different.
      I really do expect all my Leshaks to actually put effort into flying their ships as long as they are in my fleet.
    4. Getting The Precursor Battleship Level up to 5 is super important. Its an amazing bump to your efficiency. For real. I mean sure, weapon spec to 5 is nice
      too, but you can leave it temporarily at 4 in order to train Battleship Level 5. Its way more important!
    5. Always try to use the Occult ammo. You should use Mystic only when you enter a pocket and you are burning into position, or if you are finishing a wave and
      you are prepping for the next one but still removing the remnant of the wave.
    6. This ship is all about its weapon spool-up. You should aim to shoot a single ship continuously as long as possible, preferably with Occult.
      Its basically a guessing game: you need to guess the ship that normally would die last on the grid. And try to shoot that ship with Occult.
      When it dies you just simply reset the game.
      - Spawn Trigger Ships: you need to exclude those from this game for obvious reasons.
      - Outuni Mesen: if there are 2 or 3 on the grid at the same time then they are just too dangerous to completely ignore them in a shield fleet.
       Even if you are a Leshak. So they come before the game.
    7. Don't be scared to break the spool-up of the Mystic if you know you can shoot with Occult around 20 times or more after the switch on the same boat.
    8. Don't be afraid of burning as much as you want. This ship has mad cap stability. Use it!
    9. Keep at range 15 km on your main target is a really easy way to keep the spool going until they go poof. Especially if they are burning somewhere.
      If they are 20 or more km away, that's where you can start worrying about breaking the spool with Occult.
      I'd suggest to adjust your position if they are more than 20 km away.
    10. You should always shoot something. There is no excuse to ever stop shooting with this ship. You have everything in order to do so:
      You can switch ammo instantly, you can always burn whenever you are not in range cuz you have the cap for it and you have a ridiculously short cycle time. Jack of all trades.
    11. In my opinion utility high slots are less important for the Leshak in a WTM fleet. So if you are missing some fitting space (PG or more likely CPU) you can try to adjust your fitting by using up less on the high slots. Nevertheless if anyone feels like stuffing one or maybe two remote armors to utility highs feel free to do so! The ship indeed has a bonus for it. Just be careful about the tight CPU fitting limit. But more importantly as a Leshak you should never broadcast for cap if you are not neuted, so please dont cap yourself out with them!
    12. Overloading: in case of contest you can easily continuously overheat your single gun during almost (if not) the whole site!
      You can train relevant skills for better results of course, but just try it out! Experience your personal limit with it! Just don't burn out your gun pretty please.
    13. Depending on fleet comp and fleet numbers you always want to adjust your targets. I know. This is actually "hard". But after a site or two you will get a good feeling about your fleet. If snipers need help, you shoot sniper targets. If DPS needs help, you shoot DPS targets. Its not a big deal if you make a mistake with this, don't worry. As long as you are shooting, you are good! But properly adjusting yourself for fleet needs with a Leshak means shorter site time. I will write a few examples later on.
    14. With multiple Leshaks in fleet you guys can communicate with each other and try to not shoot the same target. Remember: the longer the spool the shorter the site time! Altho' be careful to not flood voice comms. Maybe its best to just use Fleet Chat.
      Of course this is getting harder with more Leshaks in fleet. I do understand that but again as long as you are shooting and try your best, you are good.
    15. Expect damage agro! If you are doing everything correctly with proper skill set and good fit then don't be surprised that damage agro lands on you. It means you are doing your job and being pretty good at it! So anticipate some agro switch on your ship, be on the lookout and please broadcast on time, like everyone should!
    16. Taking fleet roles with the Leshak is not the best idea.
      - You should never try to MTAC (gun range problem + possible niarja jam which can ruin your whole day).
      - You should probably not try to AAA (you dont have enough range to shoot properly).
      - You should not try to DDD or HHH (lack of webs).
      - You might be able to VVV in it, but its not really optimal to do so (lack of agility and occasional gun range problem).
      - You already have a unique role in fleet. Its called "Leshak"!


    I'll try to give you examples here. Mostly just presuming you are the only Leshak in fleet. Sometimes you have to adjust your targets depending your fleet as i wrote above.
    I'm sorry this is not a sandbag ship, you actually have to use your brain, not just your eyes :) Hey now! Don't blame me! You chose to fly it.

    True Power Provisional Headquarters (TPPH)

    1. First pocket:
      Usually you start Mystic on Outuni and burn to Occult range of the second tagged Osti (in most fleets it should be tag 5).
      When you are there immediately switch to Occult and shoot it until its dead. After that use best judgement what to shoot meanwhile burning to The Second Gate.
      - If super-light on snipers then instead of Osti you do the same thing just with the Vylade.
      - If fleet is really light on numbers, then you do the same, just Occult the Outuni and then Occult the healthiest Osti!
    2. Second pocket:
      Again start with Mystic on first Antem and immediately burn to the second Osti (should be tag 4) switch and shoot with Occult when you can.
      After its dead burn to the Third Gate and spool on whatever you can best!
      - If fleet is sniper light you should burn to 2nd Antem and Occult it. If you are super-sniper light then i guess you need to shoot the Mara as well before Antems.
        Remember: do not burn much while shooting the Mara, cuz it ruins your tracking.
      - If fleet is low on numbers then kill Mara and then Occult the second Osti.
    3. Third pocket:
      - First wave: Mystic the last romi and start to burn! You can actually choose in between 2 things.
        If you feel like helping the HHH (cuz maybe they need some help) just keep shooting Romies backwards
        (skip the one that is actually being shot by HHH). When there are only 2 Osties left burn to your one and only
        anchor spot which should be 80 km from beacon and 20 km to the left from the tower (exactly where the last VVV spot is).
       The second thing you can do is try to Occult the last Osti that is not a wave trigger, which is usually tagged as 3.
        Important!!! Don't shoot the last tagged Osti (usually tag 9 or Z).
        You can start burning to your anchor when its about to hit armor. Good news: you can stay on this anchor spot until payout :)
        If super-sniper light you might need to help out with killing the Mara at the beginning of this wave.
      - Second wave: Start with the second to last Osti (usually tag 6). Again, its important to not shoot the last, wave trigger Osti (9 or Z)!
        After it goes poof you can help out with killing Romies similar to 1st wave or just spool on something that you think is best (except the wave trigger).
        If fleet is light on numbers you should primary the Intaki and then go business as usual.
      - Third wave: Occult the last tagged Outuni. When it goes poof you should shoot one of the two Osties. This wave can go a lot of ways.
        So after these 2 ships just get ready to spool on whatever needed and/or left.
        You should try to even kill the very last frig on grid if that's the only thing preventing you from tower bash.
    4. After tower spawns Occult it, drone it and enjoy your bio!

    Nation Rebirth Facility (NRF)

    1. First Wave:
      Mystic the last tagged Vylade and burn to the last tagged Osti. When you can, switch to Occult and shoot it! When it dies find the next best thing to spool on.
      When there is only 2 Battleships left, burn to your first anchor spot: 90 km from beacon, 50 km to the right from tower. Its roughly around the very last VVV spot,
      just about 20-ish km from AAA. The goal is to be in Occult range of the spawning Yulais.
      - If light on snipers then you need to primary Vylades. If super-light on snipers, need to kill Maras as well.
      - If light on DPS then change your anchoring to roughly around DPS anchor spot cuz you gonna shoot Osties next wave!
    2. Second wave:
      Occult Yulais! Preferably backwards, but you should start shooting them even if there are no tags yet. Remember, spooling time is everything for this ship!
      After all the Yulais are dead shoot whatever is left and burn to next DPS anchor spot (you can look for VVV guide or for the actual on-site VVV for help).
      - If fleet is really light on DPS then you should shoot Osties backwards in this wave.
    3. Third wave:
      Occult Yulais first, then whatever is left! If there are only 3 ships left on grid you should start burning to VVV last anchor spot. Rough positioning is enough (say +-5 or 10 km doesn't matter)
      Fourth wave:
    4. This is when it becomes a little bit tricky. you can easily find yourself out of position in this wave. Don't worry about it too much.
      Mystic the last tagged Outuni, even if there is only one.

      - Don't stop your burn (except if you caught the full wave initial agro)! Burn all the way close to Yulais! After your Outuni dies shoot Yulais backwards,
        preferably with Occult. After that burn back to Osties and shoot them backwards.
        Now here comes the problem: if you do this then at some point you will be probably out of logi optimal range as well as booster range in a WTM fleet
        (Side note: In my personal opinion AAA and Booster should just simply adjust positions for this last wave and problem solved).
        Now. Its not really that scary as it looks like. You most likely wont die for reasons i am not going to specify (yeah i am a smartass, but
        i'm pretty sure you are bored already with this guide anyway). But i do understand if FC or Logi or even yourself are freaking out cuz of this.
       So fine, lets be a good line pilot and don't give a heart attack for them. In this case you can skip this burning out part, but my inner perfectionist will cry every time.

      - Stay about 30km to AAA to ensure you are still in logi range and Mystic the Yulais backwards. Then Occult Osties backwards.
      - If fleet is DPS light or you have faith in Snipers to finish the job without you then you should simply shoot Osties backwards after your Outuni with Occult of course.
      - If fleet is low on numbers you should shoot the last Intaki after your Outuni. After that Last Osti and so on.
    5. Remember: never stop shooting until payout, please!

    True Creations Research Center (TCRC)

    1. After entrance Mystic the last tagged Outuni and start burning to the tower. Lean a bit to left to evade the incoming Vindi Train!
      Be careful to not be completely out of logi range due to early burning! In all fairness that's actually pretty hard to achieve in this site.
      Nevertheless you should better check!
    2. After your Outuni dies Occult the tower ASAP and never stop until it blows up.
      You should sit next to Vindicators nice and close to the Tower for reasons you can find in one of my posts in this thread.
      In case of jam you re-spool on the tower and cry silently (F).
    3. When tower hits 50% hull lock up the warp disrupting ships (usually just Schmaels and Auga).
      At 20% hull you should recall drones and start to align to your FC's broadcast. After tower start shooting the "scrams".
      When "scrams are clear" and your FC tells you to warp you leave the site with the rest of the battleships.
    4. Be super careful in this site! Chances are if you are doing everything correctly, then at some point there will be a huge agro switch onto you!
      On-time broadcast is essential to stay alive in a TCRC!

    The Kundalini Manifest (MOM)

    1.  After entrance you start burning to the Kundi and start shooting The first tagged Outuni if present. If not then the first tagged Arnon.
      If there are no Outunis and no Arnons then i guess you can try to shoot the Bombers while you are burning to the Kundalini.
    2. Do Not Bump It Pretty Please! Should keep at range 15 km!
    3. When you are in Occult range you start spooling on it ASAP. Its really important, because your ship is literally designed for something big, like this.
      In case of jam you start to shoot the Kundalini again. You never stop shooting it until its dead. And then enjoy the payout.


    1. I would like to point out that you already spent a huge amount of ISK to get this ship into WTM.
      So while you are at it you should probably go all the way and do the bling properly. Pimp it out as much as possible!
      Even with some Abyssal Sinks (Cough-cough i am currently selling 3 of these, contact me for more info SOLD! ), and Augmented Ogres!
      The only modules not really important in this ship are the utility high slots.
    2. In case of a contest you can go really crazy with overheating your gun cuz this ship can actually take it.
      A lot will depend on you when it comes to a TCRC contest! Try to shoot the tower as soon as possible and try to overload all the way!
      Be careful tho', you really don't want to burn your gun out.
    3. You can equip a Mobile Depot and a local Sensor Booster with ECCM Script into your cargo hold.
      When it comes to TCRC tower bash after burning into position you can drop the Depot, switch your MWD to the SeBo and try to resist those Niarja jams. :)
      BE AWARE! You need to refit again switching back the MWD when the tower is at 50% hull. Also don't forget to scoop your Depot before you start aligning out!
      A lot of possible mistakes come with this, so you need your A-Game, or don't even try it.
    4. You can go full-on nuts and get several guns into your cargo hold and just switch them when they are close to burning out.
      Only possible with a friendly Orca/Nestor around or at the very beginning of a TPPH tower bash with an earlier deployed Depot.
      This way you don't have to go to a Citadel every time you overheated your gun. You can paste the utility high modules, but the gun would be too expensive.
    5. Never stop thinking about what else you could do to improve! I'm pretty sure there are plenty other tips and tricks with this ship, but i should probably stop for now.


    My personal take on recommended implants (disclaimer: it's not going to be cheap, but it also won't be "ultra-high end"):

    1. High-grade Ascendancy Alpha
    2. High-grade Ascendancy Beta
    3. High-grade Ascendancy Gamma
    4. High-grade Ascendancy Delta
    5. High-grade Ascendancy Epsilon
    6. Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 (available in Concord LP Store)
    7. Ogdin's Eye Coordination Enhancer
    8. Inherent Implants 'Squire' Capacitor Management EM-806 (available in Concord LP Store)
    9. Inherent Implants 'Lancer' Gunnery RF-906 (available in Concord LP Store)
    10. There is really no useful implant here for a shield Leshak so far, only an armor buffer:
      Inherent Implants 'Noble' Hull Upgrades HG-1006. Would not really recommend to buy this for a WTM fleet.
      Hoping for a weapon +6% damage sometime in the future.


    1. Leshak's tracking is not as good with t2 ammo as it was when i originally wrote this. Shooting a frig with t2 ammo is actually painful now.
    2. Thankfully there are more Leshaks nowadays in fleet than just 1 or 2. So in NRF you might want to think about splitting in-fleet Leshaks between Yulais and Osties.
    3. Logies are recommended to bring light combat drones now, so at least one remote armor repper would be pretty cool and recommended on each Leshak.

    This has gotten much bigger than i thought it would. Sorry about that. If anything else comes to my mind i will adjust / remove / add things if and when i feel like it.
    Feel free to share your own thoughts below!

    • Like 10

  14. On 3/6/2019 at 5:05 AM, niki lasvegas said:

    Selling 3 Abyssal Rad Sinks for Leshak purposes. 400 mil each, a total of 1.2 bil. Contact me via in game mail, or post here and ill find you for more details!

    Lowered the price a bit, and just slapped it to public in Jita. If you are interested:

    <url=contract:30000142//143473629>Contract 143473629</url>