Zane Chakaid

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Zane Chakaid last won the day on February 22

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About Zane Chakaid

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  1. Avoiding Becoming a Loot Pinata

    I am not the first and foremost expert on ganking, but I have a moderate amount of experience as a line member in ganking fleets, a small amount of experience ganking solo and in 2 man teams, and have plenty of experience in not getting ganked. But, like, whatever man. General Tips Don’t fly what you can’t afford to lose Don’t autopilot Don’t go AFK – 3rd room of TPPH is fine because you’re deep in a site, and have a significant amount of logi support. Buffer tanks are better than active tanks – Ganks are very quick, which gives active tanks very little time to repair EHP. Thus amount EHP repaired during a gank is usually less than the extra EHP you’d get from fitting a straight buffer tank. Use Eve Gatecamp check, scouts, the in-game map, or any other intel tools that you have at your disposal to see if gankers are currently active along your route. Sometimes systems with ganker activity can be avoided with a negligible amount of extra jumps. Sometimes you’re better off waiting until later to haul. Sometimes you can count on being an unprofitable gank target. Don’t fly on wardecked characters Turn off dual requests if you haven’t done so already. I have received random fleet invites from gankers on a few occasions (presumably to warp me away from gate guns, or to give a good warp in, idk). Regardless, be very careful about what you click on. Don’t shoot gankers – neutral logi can’t rep you if you pick up a limited engagement timer. Don’t loot yellow wrecks – logi can’t rep you can’t rep you if you go suspect. Keep abreast of current events – Read dev blogs, watch podcasts, read reddit, and/or don’t socially isolate yourself. Don’t get caught with your pants down because you didn’t realize that a 90% loot drop event was going on (i.e. Trick or Treat). Burst Jammers will get you concorded. Don’t use them in HS. Hauling Strats One hauling strategy is to fit enough tank that the ships required to gank you would cost more than the value of your expected loot drop. Examples: use a buffer tank travel fit on your vindi and flying a properly tanked bowhead. One hauling strategy is to be as slippery as possible (usually best for moving small, high-value cargo like BPO’s and blingy mods). This is achieved through things like 2 second align times, covert ops cloaking devices, and the MWD cloak trick. Some people keep multiple sets of incursion ships strategically placed around HS, and use interceptors to get between areas. This means that they usually don’t have to move their incursion ships very far. It also means that they are far less likely to need to move their ships through popular ganking systems. This practice is probably even a better idea since the fall of Niarja. Note that killing gankers is not a viable strat. Yes, your double web vindi is technically capable of deleting catalysts from the field. But (1) it will also take you a relatively long time to lock them, (2) some gankers will actually fit remote sensor damps to their ganking ships, (3) they will likely use enough ships to kill you regardless, and (4) you will no longer be able to get reps if you are in fleet. Warp Core Stabs aren’t the best strategy for bigger ships. Bigger ships are preyed upon by fleets, which can throw multiple pilots at you and use ships like suicide point gnosis’s, which have multiple warp disruptors fitted. Gankers regularly fit scripted sebos. Thus, anything slower than a 2 second align is not a defense in and of itself. Example Hauling Strats The Standard Vindicator has a relatively modest loot drop (Faction Web, Pith-C EM resist mod, and the rest is T2), and three tanking rigs help him to squeeze out even more tank. Thus, a good strat is using a travel fit. This will approximately double your tank, which, in turn, will double the amount of ships required to gank you, or require that the gankers use much more expensive ships. Using a travel fit, however, is not the best strat for moving an optimal fit vindi. Don’t get me wrong, it’s better than not doing anything at all, but your tank size will still be within the engagement profile of a lot of ganking fleets, and the bling will most certainly make you an attractive target. Thus, you might consider throwing most of your bling in a covops capable T3, and hauling it separately from your vindi. Once again, covops ships are susceptible to DC’s, lag, and getting decloaked by “gate trash” (i.e. a large gank fleet causing a bunch of wrecks and faction police to litter a gate). But these risks can be minimized by using intel tools. Moreover, it is most certainly safer than flying it around in a fat bottomed vindi. This example fit uses the same subsystems as the WTM fit. You can, however, get better travel times by using different subsystems. Moreover, I would feel more comfortable with a faster align. The main strategy used by the fit is to not get caught in the first place, but the tank can move you out of the engagement profile of smaller/less prepared fleets. Do note that T3’s can swap rigs without destroying them. And just in case it wasn’t clear, I don’t advocate for buying bling to put on travel fits. For example, the two Pith-A’s increase would increase the number of T2 cats required to gank you in a .5 system with a concord pull by 4. However, they also increase your potential loot drop by 775mil, which would pay for approximately 250 T1 Catalysts, 64 T2 catalysts, 15 Purifiers, 4 Tornados, or 3 polarized Taloses. Thus, the bling used here is only here because it’s part of what is being hauled (i.e. the bling from the optimal vindi). Here’s a bowhead fit. Do not think that you’re too big to fail. Overload it with stuff at your own peril. Anyway, the MWD will reduce your align time to 10 seconds as long as you’re starting from a complete stop (i.e. just jumped through a gate). Initiate warp, toggle the MWD (turn autorepeat off), and as soon as the MWD cycles off, you will enter warp (your max speed will suddenly drop, which also reduces the speed you need to be going in order to enter warp. However, you will already be moving faster than that). And yes, you can squeeze out more tank by dropping the MWD, but it’s such a small amount that I don’t consider it to be worth it. Better to just not overload the ship with too much value. The bulkheads do not affect the cargo capacity of the fleet hangar, only of the main hanger. However, that will still leave you with approximately 2k m3 (iirc). So, they’re definitely worth it. Unfortunately, Damage Control Mutaplasmids saw a huge increase in price after invasions ended. But they’re still probably worth it (especially T2 + Decayed). Plus, you’ll have a fair amount of wiggle room on the CPU. And do note that if you have to choose, prioritize thermal and kinetic resists. How to Bling Well, optimal fit requirements will limit your options. But this is good information to have anyway. Anyway, I made a video a while back. I wish it were better, but this post is long enough. So, check out the video. Ignore the formulas for determining if you're a profitable gank target or not. They are old. I also need to talk about using mutaplasmids to make cheaper faction variants. https://www.youtube.com/watch?v=QDulgSXOHaI Abyssals You can, of course, use mutaplasmids to make god mods, but you can also use them to make cheaper faction variants. Here’s how. Use Jita buy order to buy mutaplasmids. Sell god rolls, and use mods with “dump stats.” For example, incursion battleships tend to have plenty of spare CPU. Thus, you don’t need the all around god rolls for your damage mods –the CPU savings do nothing for you. So, sell those mods, and use the ones with crappy CPU, but really good damage modifiers. This strat will greatly reduce costs (and depending on prices and luck, perhaps even turn you a profit). T2 Mods + Decayed Mutaplasmids are the cheapest option. They can get as good as faction with a perfect damage and ROF roll, but this is super rare. T2 + Gravid can get better stats than faction relatively easily, and can even cost you less money. Note that the increase to broker's fees that happened a while back has severely discouraged frequent price changes (no more .01 isk war). So, now it's easier for casual traders to get their orders filled without babysitting them. Of course, it used to be easier to pop over to Jita to setup/update orders before Niarja flipped. Finally, some people like to "gamble" with mutaplasmids. They roll a handful of expensive modules in the hopes of getting a Zeus roll, and then suffer from something called "roller's remorse" when things don't go their way. I advise against gambling with mutaplasmids. Personally, I treat it like a probability problem. Depending on what I'm rolling, and how many I need, I'll roll between 20 and 100 mods at a time. I then expect a percentage of them to be sell candidates, a portion to satisfy my requirements, a portion to be worth saving for other fits, and a portion of them to be straight up garbage. Complacency Just because you got away with it before, doesn’t mean it’s safe. No one is too big to get ganked. Fleet numbers can rise and fall, and depending on when they scan you and how fast you move, they may even have time to reship into something that can take you on. Moreover, if you provide a juicy enough of a target, they may decide to actively hunt your ass. Covert ops capable ships are not uncatchable. They stand a fair chance of getting decloaked on gates where gankers have been active (they will be surrounded with wrecks and faction police), and are still vulnerable to smart bombs, lag, and DC’s. Ships with 2 second aligns are not uncatchable. They are vulnerable to lag, DC’s, smart bombs, and insta lockers. I am of the firm opinion that most people who die to ganks do so because they are lazy, impatient, and/or unknowledgeable. If you’ve read this far, you’ve taken care of the last point. Now it is up to you not to get complacent. Always use best practices. If that means waiting, then wait. If it means making two trips, then make two trips. Never underestimate the threat, or fly what you can’t afford to lose. Bonus Safe Travel/Hauling Tips Use instant undock and insta-dock bookmarks when appropriate. If you web your freighter, always send duel requests to the webber, and never to the freighter. Everyone sees dual requests, and if they see dual requests going to the freighter pilot, they’re going to try to send him one in hopes of getting a limited engagement timer with him. Some guys will try to kill your webbing alt. But better to lose that than the freighter. Be wary of corps that have friendly fire turned on, especially if they’re lose with their recruitment policy. If you can’t haul it safely, pay someone to haul it for you.
  2. A fun fleet, of sorts - Come One, Come All

    I've actually entertained thoughts about trying to bring all my boxers along to overgrid HQ fleets. It wouldn't come close to what I could make on my own, but I thought it would be fun. I haven't done anything with the idea, however, because (1) I'm currently armor fit, (2) there's a good chance of me fucking up TCRC payouts, and (3) I was worried that it might encourage TDF to overgrid as well. I was kind of waiting to hear how the experiment went, but since nothing was posted yet, here are some thoughts. First, I think the easiest way to organize this is to have a paid and unpaid wing. Have people on the waitlist first join the unpaid wing, and then have them move into the paid wing as spots open up. It would make FC's job easier, it would help eliminate confusion over when line members should warp out early or not, and running without payout is better than sitting in station with your thumb up your ass. And you'd know that once you finally did make the paid wing, you'd have guys helping to beef up your isk efficiency. The downside of this method is that it would probably be harder to ensure that the unpaid squad is self-sufficient enough to start new sites before the rest of the fleet showed up. I was also thinking that even if a few guys from the unpaid wing got scrammed during TCRC's, it wouldn't matter. Payout would be reduced, but if we were running sites fast enough, it wouldn't matter. I think this is an arms race that we can actually win if we go all in as a community. We have the largest community, so we'd definitely win when it comes to heartbeats. I know TDF has a lot of boxers, but those boxers have a huge opportunity cost, because they could always be running VG's or whatever. So, their HQ fleets would need to have an unrealistically high isk efficiency to make up for the money they'd be loosing when in unpaid positions. -Edit: Actually, I've thought about this, and there are ways that they could make it work. For example, if they had boxers split their toons between paid and unpaid wings, they probably could still exceed what they would make running VG's. I really do think that this idea has merit. I'm sure it will take work to iron out the kinks, but this could conceivably boost isk efficiency by a large amount, make waiting to get into fleet less shitty, and be a lot of fun. Oh, and I'm not going to fit up 11 blinged out leshaks or anything, but if anyone wants to do some experiments with me, I already have some shield tanked vindis and nightmares, and am willing to fit up some shield tanked domis for the rest.
  3. Logi Agro

    Okay, no where did I say that we should tell all logi pilots to do it. New logi pilots in particular have enough on their plate. I never had a problem getting out of cap range as a basi (basi's move slower). I have neared the edge of rep range as a scimi in the 3rd room TPPH when pulling to the DPS anchor spot in late night fleets when the AAA was sitting still to help the snipers with the Mara before moving. That wasn't a problem with the 2x T2 invuln fit, but might be with squishier fits. Guess I'll find out. I've never had a problem getting to the gate before it spawned, but I also have maxed out navigation skills. Pilots with lower skills might have a problem, don't know. I don't even know how to respond to the practice comment by Bear. I guess it might be good practice for newbro logi, but I give reps based upon need, and try to cycle down in anticipation of the switch. I'm not like I'm over repping in 4th wave NRF's because I try to land on grid first in TPPH's or give too much reps in the 1st wave 3rd room. I guess it makes sense when talking about lowest common denominator logi, but I engage brain (on occasion). And, in case anyone is wondering, it is possible to do it all. It is possible to get the cap chain up, give links, sling cap, manage reps, keep an eye on the fleet, and pull the wave. In fact, I've even done it while dual boxing. Also, I've never died or seen anyone die trying to pull a wave. Ever. And I've done it quite a few times. I'm not saying it can't happen, especially in a squishy Scimi in an NRF, but it is certainly rare. And I suspect that it's a non-issue in TPPH's. Finally, Bear, it's not about promoting what is good or bad logi, it's about increasing isk efficiency without significantly compromising safety.
  4. Logi Agro

    Alright, I don't mean to pick on anybody. I've been hearing multiple commanders harp on logi for landing in site first and overrepping since I first sat in a logi boat. So, this is common wisdom within the community. However, I believe the truth of the matter to be more nuanced. Moreover, I am offering a preemptive rebuttal to anyone who might speak out against Blobert's experiments on the grounds that it increases the chances of Scimi's getting agro. But more on that later. TLDR I concur that logi agro in the TCRC is quite dangerous. Naturally, I think we should continue to try to minimize the chances of logi drawing agro there. The danger of logi agro in the NRF is dependent on fit. The danger of logi agro in the TPPH is relatively small. Blobert has been experimenting with Basi's just giving cap in the 1st and 2nd rooms of the TPPH. This means scimis have to rep more, and are more likely to draw agro. I believe that this idea should not be discounted on the grounds that it is dangerous for Scimis. It is not. For those that don't know, I used to intentionally try to draw agro in TPPH's and NRF's in order to pull the waves: TPPH - Room 1 - Initial Agro TPPH - Room 2 Initial Agro TPPH - Room 3 Initial Agro TPPH - Room 3 - 1st Wave - Threat Generated Agro (try to pull the wave towards the DPS anchor spot) NRF - 1st Wave - Initial Agro NRF - 1st Wave - Threat Generated Agro (try to pull the wave towards the DPS anchor spot) I used to do this ALL the time flying rather standard fit T2 Basis and Scimis. Never once had a problem in either ship (and I've ran a site or two as a logi in my time with WTM). I stopped doing it, however, when I got Saviors and switched to a T2 Invuln + DCU fit (which is one of the squishiest accepted logi fits). I kissed armor the very first time I got agro in an NRF, and I've seen some significant rubber banding on subsequent occaisions. So, obviously, getting agro in an NRF IN THIS PARTICULAR FIT is less than ideal. Many other fits, especially the basi fits, fair far better. Now, having flown this squishy scimi for quite some time, I've managed to accidentally pull agro in the TPPH's on several occasions. Based upon what I've observed, I do not believe that aggro from Room 1, Room 2, Room 3-Wave 1 pose any significant threat to logi. However, there are some caveats to this statement. First, the Pith C Scimi is slightly squishier than my fit. And, perhaps more importantly, I always try to pull the waves. This means that (1) I get moving ASAP and never get caught sitting still, (2) it increases the distance between me and the rats, which likely mitigates some damage, and (3) it delays when I get webbed, which gives the logi more time to establish reps before I do. So, it's not like I've sat still in the squishiest logi ship with minimum logi to see what happens. However, based on what I have seen, I don't think it's a problem. Obviously, I'll always do what the FC tells me to do, but unless told otherwise, I'm going to start trying to pull waves in TPPH's again. And, if I ever upgrade to a stronger tank, I'll start trying to pull waves in NRF's. Finally, Blobert has been experimenting with Basi's not chaining up, and just serving cap in the first 2 rooms of a TPPH. I believe this idea to have merit, and I certainly don't think that it should be discounted on the grounds that it increases the danger to scimis (they have to rep more to compensate). I haven't heard any one express this sentiment, but I have heard multiple commanders harp on logi about overrepping in the first 2 rooms of a TPPH because "it's dangerous". I really don't think it is.
  5. I have a plan, and I need people.

    A market that specializes in faction stuff won't be as popular as you think it would be. People like one stop shopping, especially as they start making more isk. For example, I'm not going to fly 12 jumps round trip just to save 30 mil on a nightmare (or whatever). I'd rather just buy everything at the local trade hub, and get back into fleet. However, if you make a market that specializes in incursion ships and mods, that would be a different story. If I could buy everything I needed in one station, and could save more money than I would lose through travel time, then I would go there. Second, you absolute have to be able to defend your market (whether you do it yourself, come to an arrangement with a PvP group, or hire mercs). You might be able escape notice for a long time if you set up shop in a remote region, but if you start siphoning off business from the big boys, they will kill your structure. In fact, there are groups who go around killing structures in highsec just to get the citadel mods, fuel, and in-production stuff that will drop. Naturally, this poses a problem for incursions runners. They tend to not want to be wardecable, but that will also mean that they can't participate in the fighting. So, you'd need outside help or PvP alts to deal with the war decs. Finally, industry and trade are pretty much a full time job. Obviously, a lot of people dabble in industry, but their profits are reflective of their effort. Thus, if you want to drop a structure and establish a market that brings in more than just a trickle of business, someone will need to devote a fair amount of time and effort to it (whether it's you, your partners, or the industrialists and traders you manage to attract by setting up a structure (or structures) in a good spot, with good taxes, and good bonuses). I don't mean to be all doom and gloom though. The recent increase to NPC taxes further incentivizes selling out of upwell structures, and many highsec PvP'ers aren't nearly as good as they think they are. I can't remember who originally said it, but you'll lock yourself into a certain level of competency if all you do is punch down. And those guys do a lot of punching down.
  6. Triglavian Invasions - The Scoop so Far

    I'm not saying the current ship/fitting strategy is the best way to go, but if you wanted to optimize it: 1) You have plenty of options in your lows, depending on how much you want to spend and whether or not you can use a CPU implant. I kept things cheaper, but you can get a respectable boost to your DPS by spending more on some combination of C3-X, C3-A, and Cal Navy Ballistic Control Systems. 2) Also in the lows, the Dark Blood Cap Power Relays are only 13 mil each, give you more cap, and might just free up those last few tf that you need to make the fit work. 3) Regardless, make sure you free up enough CPU for Rapid Heavy Missile Launchers. They do have painfully long reload time (just like Rapid Lights), but their increased DPS means that you'll be fighting against fewer enemy rep cycles. For example, if the enemy has 1,000 EHP and gets remote reps of 100 EHP/s, a 200 DPS ship will basically be doing 100 DPS, and is going to need 10 seconds to kill the rat. On the other hand, a 300 DPS ship will basically be doing 200 DPS, and can kill the rat in 5 seconds. So, in our hypothetical example, a 50% paper increase in DPS effectively results in twice the damage! Another way to think of it is like paying off a credit card. If you payment just covers interest and just a little bit of the principle, you're going to be paying it off forever. If you want to dramatically reduce your interest, and how much you have to pay overall, you need to eat into that principle as much as possible with each payment. 4) if you still have some CPU left over, swap the compact DC for a T2 variant. It won't give you a lot of tank, but if you have the CPU, you might as well. 5) Finally, the Agency Hardshell drugs are relatively cheap, have no side effects, and take up booster slot 11. They aren't as powerful as a strong Blue pill, but they can be used in conjunction with one if needed. Hope that helps. [Rattlesnake, *Rattlesnake]
  7. Triglavian Invasions - The Scoop so Far

    Ran foothold roaming fleets and conduits with 2 basi's today (started w/ 4 dps). Efficiency was about 67 mil/hour + LP, but we also started in adjacent and worked up to footholds. 8 spawned in that time, and we were able to do about 6 of them (iirc). Ore spawns in conduits, and they remain closed for about an hour. Mining alts should increase isk efficiency (45% mining laser cycle time and new fancy ores). Ty said that he never saw rats warp back into conduit after it was closed, but I can't say for certain. Also, Triax brought a polarized Mach, and I was able to keep it alive. I don't know if straight glass cannons are the best idea, but we could probably scale back on tank. My only concern is that those rats have most definitely been nerfed once already, and now no leshaks are spawning. Thus, I'm wondering if CCP permanently adjusted the difficulty, temporarily did so, or if it has something to do the invasion stage (in which case we need to figure it out so that we don't waltz into something that we aren't prepared for). Oh and it's probably better to roll with local tanks for the time being (although I can't tell you exactly how strong they need to be). I'm ballparking here, but you probably need 8 DPS in fleet to offset the dps loss of having two pilots fly a pair of basi's. And yes, this is contrary to my initial assessment where I said that rat damage was too strong for local tanks to handle and that logi was required. Conduits are similar to FW Plexes in that they only show up on the probe scanner until someone warps to them. After which, they'll show up on overviews. 3 waves. Kill all rats to trigger the next wave. Mostly frigs and dessies. Recommend killing [Fleet Safety] (1) Anchoring and (2) Starving, then [Fleet Efficiency] (3) Renewing, (4) Tangling, (5) Ghosting, and then free fire on whatever is in optimal as the wave is no longer poses any sort of risk and has lost most of it's repping power so they melt fast. Isk & LP payout, plus salvage. We were able to tear through the rats in short order, but you can't farm them like incursion sites as no new conduits will spawn for about an hour. Also, as someone else had previously noted (can't remember who), the ninja looters are much more uncommon further away from major trade hubs. We only had one ninja salvager pester us for about 30 minutes. Of course it will depend on the prices that loot and salvage settles at, and it will certainly require more effort (spreadsheeting, hauling, mining, scanning, salvaging, traveling, etcetera), but I'd imagine that a better FC than me can get efficiency up to 100/mil an hour with what's currently spawning, and hopefully even higher with major conduits and whatnot. So... I'm not exactly happy with CCP for nerfing the incursion spawn rate. I mean, I would rather be running this content because I wanted to, and not because I had to, but I think we can do okay with these. So, we'll see what happens as the content escalates.
  8. Scheduled Triglavian Invasion Science Fleets

    Fiona is forming up a fleet. Time & Date: ASAP Comms: Mumble - Fleet 1 Doctrine: Shield Accepted Ships: Could Use Logi and DPS Dockup: Iivinen VIII - Moon 7 - Genolution Biohazard Containment Facility</url> Content: Goals: End Boredom
  9. Scheduled Triglavian Invasion Science Fleets

    Want to concentrate on flying with WTM for a little while. I'm not giving up on invasions, but they're still rolling it out.
  10. You were kicked from fleet....

    I can't explain why I found this so funny. "Let's not take ourselves too seriously"... said at the end of a 1,295 word post about how to behave in a video game. You're my favorite hard ass. For those that don't know, Max is a great FC to fly under -as long as you listen to FC instructions and don't sandbag. It's also kind of intersting how even though we have all these rules, doctrines, and procedures, fleets can feel dramatically different depending on the FC. Like, if Super Hoover is chaos, Max is order.
  11. Triglavian Invasions - The Scoop so Far

    I went out scanning down Roaming Fleets in a Foothold system during the Scouts have been Spotted, Conduits are forming phase of the invasion. With an average fleet composition and damage profiles for individual rats, I was able to derive the average damage profile for Triglavian fleets. I was kind of surprised that the EM and Kinetic damage was so low, and decided to see what I would get from my damage log for when I lost a basi. With my resist profile in hand, I derived the raw damage applied to me throught the fight. I think the EM and Kin damage is higher here because the FC was prioritizing ships (i.e. Starving) that only had Entropic Disintegrators fit. Limitations: My sample size is kind of small (1 fight's worth of damage for the damage log, but I held agro for most of it, and 15 fleets from scanning (some of which were being chewed on by players). Also, CCP might tweak things, and the different content (i.e. the sites) might spawn fleets of different compositions.
  12. This thread is intended for the purpose of scheduling Triglavian Incursion Science Fleets. Please direct questions, comments, and chatter to this thread. General Information We are currently in the testing process. No official SRP. Try to keep your fits cheap, as losses are likely. Loot is sold and used to help offset the costs of losses on science fleets led by WTM FC's. Join us if you want to help out or are looking for a little excitement. FC discretion takes precedent, but appropriate ships are currently: T2 Logi (Combat Caps preferred over Links) HAC's (ADCU recommended) T1 Battlecruisers / Command Ships Check with FC on what he's bringing, but link priority is currently along the lines of: Active Shielding Charge | Rapid Repair Charge Shield Harmonizing Charge | Armor Energizing Charge Shield Extension Charge | Armor Reinforcement Charge Skirmish - Evasive Maneuvers Charge Info - Sensor Optimization Charge (Initial agro and switches are hard and fast) Skirmish - Interdiction maneuvers charge Skirmish - Rapid Deployment Charge Info - Electronic Hardening Charge (Rats have weapon disruption, but logi normally gets agro) T1 / Pirate Battleships Noctis / Salvaging Destroyer Cloaky Scouts (can use D-scan, combat probes, and/or some trial and error to find roaming NPC fleets) T3 Cruiser (accepted, but not recommended due to possible SP loss) Once again, keep your bling to a minimum. Best damage to deal is explosive. I suggest 80% Thermal, at least 70% kinetic, and plugging any other resist holes you might have (i.e. at least 50%) In fact, shooting for higher resists and slapping on an Shield Extender, Plate, and/or Assault Damage Control isn't a terrible idea. Better to be overtanked than undertanked. And Logi should definitely shoot for higher resists in order to prevent a cascade of failures and a fleet welp (for example, my next basi will have 74% | 91% | 86%| 83% resists). AB is a good choice for killing roaming npc fleets for BC and below (sites might necessitate MWD's, don't know yet). Webs help kill fast moving frigs and dessies. Scrams (only one or two needed in fleet) supposedly stop named rats from warping off. Brawlers preferred over snipers. FC's, please post at least the bolded items: Time & Date: Comms: Doctrine: Accepted Ships: Dockup: Content: Goals: Special Instructions:
  13. We're still trying to figure out the new Triglavian Invasion content, so there's still many unanswered questions. However, here’s what we do know: Triglavian Incursions spawn only in highsec. The content is intended for fleet as small as 2 and as large as 15. Some sites will be similar to Incursions in that they will award LP and isk, however, they haven’t started spawning yet. Right now, we’ve been killing roaming NPC fleets. The isk in that comes from Triglavian Salvage and the loot drops of named rats (Zorya). Roaming fleet difficulty is determine by the system (Perimeter < Adjacent < Foothold < ???). We’ve pretty much been face tanking them, so recommend logi numbers are currently 2x -> 2-3x -> 3-4x -> ???. Hopefully, we’ll be able to get those down with time. Switches happen fast, and Logi appear to be very high on the agro table –PRE LOCK YOUR LOGI SQAUD!!! Naturally, have your logi consolidate agro before warping in a salvager. Most Trig rats do 60-70% Thermal and 30-40% Explosive damage. However, Liminal variants can do EM or Kinetic damage. Thermal is the most important resist to beef up, however, it is still recommended to beef up all resists. Roaming fleets can and will call for reinforcements, and, of course, their damage will spool up. They can warp to Gates, Citadels, NPC Stations, POCO’s, Asteroid Belts, and (allegedly) anywhere else -including unaligned safe spots. As far as I know, scramming rats don’t spawn on gates, but they still have managed to kill many a traveling pilot. DO NOT move freighters and Bowheads through invaded systems. The rats can actually kill a freighter and the system invasion effects can reduce your hull HP by 15 to 40% depending on the system. Naturally, this can dramatically reduce the number of gankers required to kill you -and I’d bet money that they are currently developing the tactics required to exploit this mechanic. I know for a fact rats don't pod in perimeter systems. I assume that they don't pod in other systems, but I have not verified that. Rats move fast, and will swarm their target. We’ve been rolling with brawling fleets. Kiting fleets could work, but they would have difficulty securing loot. Mixed fleets would run into problems if a sniper drew agro because it would cause all the rats to burn away from the brawlers. Naturally, brawlers are currently preferred over snipers. Rats Neut, Damp, Weapon Disrupt, TP, Web, & Scram. Once again rats move really fast, but have fat sigs. Naturally, webs do more for damage application than target painters. Scrams also apparently stop Named rats from warping off, but I haven’t verified this yet. Because Rats swarm and scram, AB is preferred over MWD for now. Weapon disruption isn’t that big of a problem because logi currently keeps agro about 95% of the time. Damps aren’t a problem because logi tend to be really close to each other. Combat caps can easily deal with neut pressure, but you still might want to prioritize cap batteries over cap rechargers. There’s more, but that’s already a wall of text. Check out this info dump for more information. Oh, WTM is currently not doing anything official with the Triglavian Invasions, but we have a lot of community members unofficially getting involved –including many experienced and skill command core members. We’ve been coordinating our efforts over Slack (command core only), but I’m going to try to get these guys to start coordinating more in the WTM Events section of the forums so that interested line members can get in on the fun. We're currently only running science fleets for now (and not running for profit), but it’s a break from the grind and good fun. If you’re interested, check out this thread for scheduled fleets. It's hard to say for certain, because we've had more spank in our last two fleets, but it really seems like the rat dps was nerfed. Regardless, I updated the recommended logi numbers to account for this. Do note, that additional changes do appear to be inbound.
  14. Video of Blooper Blogger.