Zane Chakaid

Logi Master
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Zane Chakaid last won the day on June 3

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About Zane Chakaid

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  1. 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.
  2. 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]
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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:
  9. 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.
  10. Video of Blooper Blogger.
  11. [Idea] Cap Stable Basilisk; yah or nay?

    Ah, I didn't notice that the orginal fit lacked the T2 Large Shield Repper when I imported it into Pyfa. With the change, I have 339 HP/s rep, which is basically the same as the standard basi. So that negates one of my complaints.
  12. [Idea] Cap Stable Basilisk; yah or nay?

    Also, you tried framing the EHP difference as being insignificant by virtue of it being small. But do bear in mind that even a 4% difference can be critical depending on the situation. For example, if you already have more than enough tank to safely run sites, then 4% more tank isn't going to matter. However, if you are at the cusp of safely running sites, then 4% can make a world of difference. Think of it this way, 98% of a lethal dose of poison is fundamentally different from 102% of a lethal dose of poison. Anyway, assuming an equal split of basi's and scimi's, the 4% discrepancy in tank will be combined with a 3.3% decrease in fleet repping power. Which may very well be a significant difference. After all, logi are already the most frequently lost ships in incursions, and I've certainly seen the shields of many a logi ship vaporize when reps weren't properly staggered on them. Regardless, this difference in tank and repping power may not break the basi outright, but I wouldn't be surprised if the change resulted in statistically significant increase in logi deaths.
  13. [Idea] Cap Stable Basilisk; yah or nay?

    I assure you that I fully read posts before I respond to them. Anyway, a faction LSE will shrink the difference in EHP, but at an additional isk cost. With that factored in, the price difference between the opti fit is 47% (according to pyfa. Eve appraisal and/or the in-game fitting tool might give more accurate results). Regardless, it will still be less EHP, less repping power, & no resebo/sig amp for more money. Also, I'm not sure why we have a discrepancy in repping power, because using Pyfa (up to date) I got 318 cold (your stable fit) versus 340 cold (min & opti fit) -which results in a 6.9% difference. Scimitars get a hull bonus to remote tracking computers, so it makes more sense to devote their utility mids to them. Giving ReSeBo's to the DDD helps him to kill Niarjas, which helps to avoid jams, or end them early, for all logi (and the rest of the fleet). And like I said before, you can't eliminate the cap chain unless you make it mandatory for all basi's to be cap stable. This will increase the barrier to entry to fly a basi, which can reduce the number of available logi. And if you don't make the stable basi mandatory, you haven't eliminated the cap chain, you've just exempted yourself from it through making several significant compromises. Moreover, as I said before, the cap chain isn't difficult to set up or maintain. Capping around a Jammed basi is easy. Of course, I have seen newbros fumble with the cap chain, but it usually doesn't take them that long to figure it out and become reliable. And after about 2,000 incursion sites, I've only seen one instance of a basi pilot struggling with it so much that the FC had him and another pilot drop fleet in order to do additional training. So sell it to me. Why is it worth it to compromise tank, repping power, utility, and cost in order to make a basi cap stable on it's own? What evidence do you have for the cap chain being such a pain point that it should be eliminated? Also, by this logic, your argument for a cap stable basi is just barely valid Regardless, the Sig Amp is not required, but has a lot going for it. As such, I recommend that those who have spare cap and/or fitting room to swap a low power slot for a sig amp. It reduces the chances of being jammed decreases lock times (I only did a chart for logi, but it can reduce lock times of BS's depending on ship and rig selection) provides up to two extra locks for pre-locking agro magnets, cap thirsty vindi's, and dealing with split agro (extra locks require Advanced Target Management IV and V). It also increases lock range, but this is irrelevant in incursions In short, it does take good skills to fit, but if you don't need the cap or fitting room, you can get a lot of benefit from a Sig Amp without compromising ship performance in any way. Moreover, the isk cost of adding one is relatively cheap (the Sentient Sig Amp is only 3 mil, but you might need to spend more on an implant or T2 Ancillary Current router).
  14. [Idea] Cap Stable Basilisk; yah or nay?

    In fact, now that I think about it, I wonder if it would be all that difficult/expensive to get a level 4 basi stable with one incoming cap transfer after the changes to cap mods have been implemented.
  15. [Idea] Cap Stable Basilisk; yah or nay?

    First of all, I'm about to piss all over your idea -so, sorry for that. I think it's great that you're thinking about stuff like this though. I'm all about moving forward and improving. Unfortunately, I think this idea requires too many compromises, doesn't provide enough benefit, and either raises the barrier of entry to flying basilisk or requires that a cap chain still be maintained. First, let's talk barrier to entry. The fit requires Logistics Cruisers V just to get started, which will limit the pool of available logi. Of course, most pilots do quickly train logi V, but this will slightly increase the chances of running low on logi. Second, the fit makes several compromises 7% less repping power 32% more expensive than the opti Basi, and 274% more expensive than the minimum fit Buffer EHP is lower than the opti and minimum fits by 7.5% and 29.4% respectively. This is combined with diminished repping power for the fleet -which is not inconsequential considering logistics cruisers are already the most frequently lost ships. No room for a sig amp (which reducses lock times, significantly decreases the chances of being jammed by Niarja [still quite likely to be jammed by the 3x arnon though], and grants up to 2 extra locks for pre-locking agro magnets and dealing with split agro). No room for a ReSeBo, which greatly helps the DDD to kill Niarjas -which, in turn, improves fleet safety. FC's often fit ReSeBo's, but up to three scripted, faction ReSeBo's will have an effect on lock times. Finally, it just doesn't give enough benefit. New logi often fumble with the cap chain, and older logi sometimes make mistakes, but it eventually becomes as easy as locking and shooting targets, and issues are (usually) rapidly addressed. Moreover, if 1 unstable basi joins, then a stable basi still has to give them cap. And if more unstable basi's join, you haven't actually eliminated the cap chain, you've just exempted yourself from it through significant compromise. Besides, the biggest PITA of flying a basi isn't the chain, it's slinging cap to all those thirsty vindis and T1 blaster boats. To me, managing the cap chain is just one those skills you have to learn, sooner or later, as a logi pilot. Oh, and I haven't done the math, but the neut resistance from the cap battery might make a significant difference when it comes to the niarja's and deltoles, but probably not the outini's. So, this might be a plus, but it still isn't going to be enough to offset the disadvantages. TLDR: You're not alone in liking the cap stable basi, but I can't endorse it... for now. At Evesterdam, CCP said that they would be introducing Saviors (implants that reduce logi rep cycles), and rebalancing cap mods so that they have bigger effect sizes, but are subject to stacking penalties. This means that it may be possible to get basi's cap stable with fewer cap mods in the future. This, in turn, could free up slots for ReSeBo's and Sig Amps. Of course, all that being said, I think the fleet would probably get more benefit from logi with Savior Implants, than the elimination of the cap chain.