Brok Haslack

Community Members
  • Content count

    103
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Brok Haslack

  1. Incursion Leshak

    Just a quickie: Burn out. Keep at range 10km on a Battleship. Roasty-toasty. Always make sure you are only 30km from anchor ( have the AAA locked ). Seems fine Need to practice on NRF's more. I still get too close to the enemy on the last wave.
  2. Incursion Leshak

    Not sure if "Beautiful Snowflake" is the right descriptor. Leshaks are tower-killers, and they do change the game in certain sites. Ditanian stamp on us regularly because of theirs. I've read the rest
  3. Incursion Leshak

    Makes sense. Mystic & Occult both have weak tracking, so the other 3 ammos are relevant too. Switching like a Laser Pilot. Shame there's no Imperial Navy variant ( CCPlease )
  4. Incursion Leshak

    Ok, so what is the safe range? Unlike in Armour fleets shield Leshaks can't rep each other to top up weaker Logi ( due to range from Logi ). Well, we can, but not as well. Advance 20km from Anchor? 30km? As we work out new spots for best use. . I still think a 40km Ammo will help too. But that is in TPPH's. On those burns in rooms 2 & 3 40km comes up a lot. The sweet spot for Leshak Anchor is 20km from the toilet, at toilet rim height, in a perfect 90degC right-angle position. Easy to get to, then you just sit there with Occult and batter 2 waves & a tower. If we have to do TPPH's we need to git gud at them. 40km ammo applies more than Mystic according to PYFA. By about 50 dps. . As for Drones the idea above of mixing Lights, Wasps, & Ogres, works. Swapping the Wasps out for Praetors might be even better.
  5. Fleet Efficiency - suggestions -

    Just tools in the tool-box. With 1 spawn the heat might be on
  6. What the Fuck !

    As someone back from Null and Incursioning out there I have seen & done some crazy things, all of which worked, but... FC is FC. The fits are standardised to give you a broader choice of ships that you can fly. That is better than other fleets. However, we have rivals who will happily mess up our night for the salt, and we need to be able to counter that whilst keeping the fleet safe. As such fits are quite strict. Our arms are tied on this one. I know it's a pain to raise ISK to adjust a ship when you are kinda stuck. I have a sizable stock-pile of spare parts for that reason. But that is the nature of EVE. Fly safe, & hopefully we'll be able to get you in at some point.
  7. Fleet Efficiency - suggestions -

    Right, this. I was out in Null recently FC'ing Vanguards for Shields with Brave plus Legacy. VG's are interesting, in that the bulk of the DPS is Tamas & their Torps. The Torps are 50% kinetic 50% explosive, and make up 55-60% of the incoming deeps. Perfect for shields. This means that a boat with 10k shield layer in highsec only needs: T2 Passive EM Ward, a thermal screen 1, and a T2 Invuln field, plus damage control, to satisfy tank. Which means adapting HQ fits is real easy for most people. So tank is pretty simple really. Again modelling on PYFA Pulse-fit Nightmares do well against Romis & Augas. They can also hit Tamas & Eysters, but will have trouble with Renyns & Schmaels. They easily hit Deltolles. Their tracking is: 5.90 with Conflag, & 8.42 with Imp Navy Multi-freq, both out to 20km ( the orbit for the Romis drifts between 17km & 23km ). 1 Bhaalgorn per fleet is enough to give that Romi a bad day. Arty Machs do struggle a bit when that Romi gets into it's orbit. But... [Leshak, VG Shield Leshak] Sentient Damage Control Tracking Enhancer II Tracking Enhancer II Tracking Enhancer II Entropic Radiation Sink II Entropic Radiation Sink II Entropic Radiation Sink II Entropic Radiation Sink II Pithum B-Type Adaptive Invulnerability Field Thukker Large Shield Extender Target Painter II Tracking Computer II Supratidal Entropic Disintegrator II Auto Targeting System II Large Remote Armor Repairer II Large Remote Armor Repairer II Large 'Regard' Remote Capacitor Transmitter Large Anti-EM Screen Reinforcer II Large Core Defense Field Extender II Large Core Defense Field Extender II Hobgoblin II x10 Berserker II x8 Tracking Speed Script x1 Nanite Repair Paste x50 Occult L x17795 Mystic L x18939 ......... With Occult it's 8.25 tracking out to 25km, & the Painter really helps. That's better than Conflag. I say this as if we get people bored or wanting to play with other stuff a VG Fun-fleet could work. It will also take pressure off of the wait-list. It's different. I don't mind being a Space Miner with my big ol' Leshy Mining Laser, but now we only have 1 Focus we need to make the most of it. Just my 2p
  8. Incursion Leshak

    NRF contests. Something I've noticed twice now. As the Leshak approaches the Sniper-Rats they veer off a bit. I've seen TDF Leshaks head out & hammer sniper targets in groups of 5-6. Are they doing it just for DPS, or are they driving them back too ( by getting so close ) to mess up our Sniper Teams? As more people get shield Leshaks we will need to think about this. You already have to move a bit out from Anchor in a Leshak to get the best out of the hull. So what ranges are safe etc? Which does cross over into the 40km ammo as well. I haven't updated pyfa yet, so am using the older one before the VNI nerf. The new one had no 'graph' option for me. Not sure why.
  9. Incursion Leshak

    Interestingly, after flying it yesterday, I am adding this: Hobgobs for bashing frigates are a good idea. Helping DPS at times. Wasps for the Drone-ball. They apply better on Romis. Ogres for the tower. Obviously. They may glance on occasion ( how I don't know ) but doctrine is doctrine. It has a decent drone bay, so I want to maximise it. Battlereps work just fine. 38% recharge rate means you only need cap with the Outunis beating on you. As for the weapon I think Baryon should be included in the fit as the medium range ammo. She'll still punch as hard as a Nightmare near-enough at about 40km against smaller targets ( pyfa. Romis at 200m sig ). With the ammo swap so quick it makes sense to me. Mystic is weaker than Baryon at 40km out. She flies like a Mach for speed & tracking ( sub-warp ), but she can punch almost Vindi-weight at close range. She can also Keep up with a Nightmare at medium range. And the ammo swap is Nightmare speed. Any thoughts?
  10. Incursion Leshak

    Apologies, 38%. Typo. The reps are only for emergencies though.
  11. Incursion Leshak

    I have a 48% Recharge Rate. I should be good for cap. Just needs a bit of practice. I did get the Gist X prop module
  12. Alpaca Implants.

    Hey kids, I might have to go Alpaca on this account due to real-life stuff, so I was using what resources I have to work out a pod for that. Alpaca Incursion implants, for non-sand-baggers. This isn't doctrine, as I am not an FC. It's just bits that work with Alpaca fits. A good pod can really help, so... This is my Alpaca pod. Firstly, it is for this ship: [Machariel, Alpaca Blappa!] Damage Control II Tracking Enhancer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II 500MN Cold-Gas Enduring Microwarpdrive Pithum C-Type EM Ward Amplifier Pithum C-Type Adaptive Invulnerability Field Adaptive Invulnerability Field II Tracking Computer II Tracking Computer II Domination 1400mm Howitzer Artillery Domination 1400mm Howitzer Artillery Domination 1400mm Howitzer Artillery Domination 1400mm Howitzer Artillery Domination 1400mm Howitzer Artillery Domination 1400mm Howitzer Artillery Domination 1400mm Howitzer Artillery Small Tractor Beam I Large Core Defense Field Extender II Large Ancillary Current Router II Large Anti-Thermal Screen Reinforcer II Federation Navy Ogre x5 Tracking Speed Script x2 Republic Fleet Depleted Uranium L x16045 Republic Fleet EMP L x12019 Standard Drop Booster x6 Alpaca nice shiny Mach. The pod is thus: Genolutions 1-4. It means a slight shift in the fit to get another tracking enhancer in; and that is always good. Slot 5 empty. Can't find one for this yet. Alpaca Implants can be rough. Slot 6. A 04 Cap or CPU? Warp speed +4% wasn't much point, as it's a tiny increase. Slot 7: Ogdins. Alpacas can use them! Slot 9 is Surgical Strike 904. Slots 8 & 10 are a bit different. Noble Mechanic 804 and Noble Hull Upgrades 1004. Between the 2 of them you get another 2k ehp out of your hull. Might be useful with Alpha skill limits on tank. .... As I said, not Doctrine; but if you want to have fun you still can. ~107k ehp I see. Just in case you Triple-A
  13. Incursion Leshak

    I haz a Leshak. Lost a couple of the 'regards' for 2 Large Remote Armour Repairers. Everything else is as per website fit. I lobbed the 2 Remote Armor Repairers on as I can help Battle-rep Triple A in a TCRC, and also help stabilise others in an NRF. The Range and Capacitor bonus on the Leshak means it's rude not to really. The good thing is that Armor Reps hit something that is usually 55% EM 45% therm or there-abouts. And the bulk of the Sansha DPS is Lay-zors. Should be fun to try. I can hold both reps for 3 minutes whilst still firing & stationary. That should be enough to patch up a stricken Triple A. Finally, a 'marauder' that we can use. As for it's roll I can see the math, and the Leshak's strength is it's tower-swatting power & versatility. It can DPS or Sniper to help fleet, and speeds up the dreaded TPPH a bit. So far I like her. Mine ticks in at just under 3b ISK. FYI I am using an Ascendancy pod, with Ogdins, Zor's Hyper, and Surgical Strike. Added a Hull HP implant and CPU, and hey-presto.
  14. After a chat with a newb yesterday I'll leave this one here. It's the WTM website one, but fine-tuned after being flown on grid by myself. The fit is this. WTM lets it on grid. [Dominix, WTM Spud-gun Plus] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Drone Damage Amplifier II Drone Damage Amplifier II Drone Damage Amplifier II 500MN Y-T8 Compact Microwarpdrive Pithum C-Type EM Ward Amplifier Adaptive Invulnerability Field II Adaptive Invulnerability Field II Large Shield Extender 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-Thermal Screen Reinforcer I Large Core Defense Field Extender I Large Core Defense Field Extender I Wasp II x5 Ogre II x5 Berserker II x5 Null L x6896 Void L x8600 Synth Mindflood Booster x3 Agency 'Overclocker' SB5 Dose II x3 2 things to note, & you can't dodge this: The drugs. You run out of Cap too easy without them. They have to be used. The drones: Ogres for teh tower, Wasps for the Romis, & Berserkers for the Frigates that DPS has to sometimes shoot. As a drone boat your drones missing is not an option really. Ogres may punch the hardest, but they are also the slowest & have the weakest tracking. It's all about Tools in the Toolbox if you're in a drone boat. . I can get just over 1300 dps out of this, which is better than the Hyperion or Rokh. Blasters plus Drones is a good entry ship for training up for Vindi too. . The Newb yesterday only had a Potato, & was low on ISK. They had trained up drone skills, but not gun skills. Hence the chat. Have fun
  15. Brok's Tried & Tested Potato. Dominix T1 fit.

    If it is about things like Genos & High Skills then what would be the guidance?
  16. NO DOCTRINE HAS BEEN CHANGED YET> THIS IS JUST THEORY-CRAFTING. I've just done this presentation here showing how a bit less Alpha & a bit more tracking can help our Machs: https://docs.google.com/presentation/d/1QRIb08YwhZsCrAMc53DqnSxNMDaZGQb3Gi4eti6oIbo/edit?usp=sharing As we are a non-contest fleet for us it's more about killing rats quickly, instead of killing towers quickly. We make our ISK by dodging & occasionally losing contests. So if we clear our other sites quickly the lost contest is not a problem. Machs with 1400's start to miss as soon as you start to move, & we move a lot. I personally thing a 1200 Mach that closes on it's target could really help us out. 1400's only shine when teh target is near-stationary. As soon as the target ( or you ) start to move it starts to go wrong.. If a certain rival Fleet drive us into teh TPPH's then us clearing that TPPH quickly will help us make up for lost time/ISK elsewhere. In TPPH's we move a lot more than in a TCRC. The Skirmish Mach will move a bit closer to it's target, & uses 1200's. The current snipey uses 1400's & keeps movement to a minimum. No power rig or mod means more slots for tracking & damage. This graph alone will show you how closing in and having better tracking will help you apply your damage as a Mach Pilot. Blue is the 1400, & yellow is the 1200. On a cruiser shot like an Auga.
  17. Brok's Tried & Tested Potato. Dominix T1 fit.

    Maximising Deeps is good for Fleet. Maybe have a basic & advanced fit Domi in the future? That could work Updated: Just spotted that you have one now. Yup, I was just squeezing a bit more out with what skills I had
  18. Brok's Tried & Tested Potato. Dominix T1 fit.

    I did say that. "It's the WTM website one, but fine-tuned after being flown on grid by myself." If people have good skills they can do what I did. It has a better application than your one. Deeps is deeps.
  19. The 1200mm Artie. Is it of use to us?

    This is where it gets interesting: I'm not an FC, I'm a Pilot & Regular Flyer. I also take a heavy focus on boat-building, eye-balling application ( a PvP thing ) a lot. I hate missing the target. I usually see a fleet with a lot of Hyperions etc in it, as we train up Newbies. Plus a few Rokhs, & the odd potato. A certain rival fleet ( whose name shall not be named, for they are smelly ) will just shove you into an expensive hull instead, whilst only letting the best pilots on grid due to 'heavy contesting' apparently being an issue ( they could just stay away, but they never seem to... ). So when you compare Fleet Comps... We are less Opti. A lot. And we do have to move focus to get away from this rival slightly-whiffy fleet. Dodging. We did so over the weekend for example. It was Einstein who pointed out how repetition doesn't solve problems. So my view is that we either stamp on the newbs or change our strategies to more of a 'hit & run' thing. I would rather we change our strategies. I like newbs. And yes, you are right, I never seem to end up in the contest-winning Fleets. C'est la vie. . As for Combat Logs this is where 2 tools come into play: Pyfa: https://github.com/pyfa-org/Pyfa/releases ( where I got the graphs from ) Combat Log analyser: http://evelog.mikk36.eu ( You upload the big files in game logs folder ) Manually counting the number of 'glances off' & 'grazes', compared to 'smashes' & 'penetrates', can also work ok. A test flight would see a bunch of Machs do 12 hrs of 1400 action, and then do 12 hrs of 1200 skirmish 'closing in on the target' action. Then you can check it over. . I also noted yesterday our FC's were checking the Machs over to see what the Pilots were doing. A good idea. . I'm sure we'll get it fixed in the end. Machs have their uses; but too many people just do 'big gun' stuff, instead of heading into the finer detail. That's my view anyway.
  20. The 1200mm Artie. Is it of use to us?

    Subnote: Actual Flight Test. In the trashcan fleet yesterday my trashcan ( Typhoon Fleet Issue ) had some 1200's. & I flew in DPS, so was moving at 1400m/s A LOT. The 1200's simply did not miss. Lots of reliable hits & smashes. The damage boost is getting into Quake range sooner compared to your rival. Skirmishing, instead of Static Sniper. That's all the data I have. I would like to see more Flight Tests I have to say
  21. Phoon-tang. The Typhoon Fleet Issue.

    Yeah, it was a Trashcan Fleet; so I brought my beloved Trashcan
  22. She flew well today. Here is the fit: [Typhoon Fleet Issue, Brok's Phoon-tang :)] Damage Control II Reactor Control Unit II Gyrostabilizer II Gyrostabilizer II C3-X 'Hivaa Saitsuo' Ballistic Control System C3-X 'Hivaa Saitsuo' Ballistic Control System C3-X 'Hivaa Saitsuo' Ballistic Control System 500MN Quad LiF Restrained Microwarpdrive Pithum C-Type EM Ward Amplifier Adaptive Invulnerability Field II Adaptive Invulnerability Field II Target Painter II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Cruise Missile Launcher II Large Anti-Thermal Screen Reinforcer I Large Core Defense Field Extender I Large Core Defense Field Extender I Hobgoblin II x10 Ogre II x6 Quake L x4028 Mjolnir Precision Cruise Missile x2712 Republic Fleet Depleted Uranium L x2816 Republic Fleet Fusion L x2252 Mjolnir Fury Cruise Missile x3588 She flies like a Vietnam Era Huey. In, out, no cap issues, fast, missiles, guns, and also a bunch of big & little drones to be used for pew-pew-pew stuff. Really fun to fly. Primaried by the whole fleet twice & she took it. Just sharing that love With Arty & Cruise Missiles at Spec 3, and Gallente Drones at Spec 4, she was hitting the tower for 9500 average. Almost Ghappy's Bargh
  23. The 1200mm Artie. Is it of use to us?

    This is a VG strategy that actually worked against TVP. With TVP you either engage or you dodge. We used 800mm machs in a 4 damage 5 tracking set-up, & then dodged sideways into the NCO's. TVP could not follow, & we made some good iskies in peace. I think we need to think this way at HQ level. We know that the Nightmares & Vindis work, but our Machs are... a little weak. Now factor in our Newbros & sub-opti Hulls, & I think dodging will be a winner for us. So we boss the rat-popping stuff; the NRF's & TPPH's. PvP-like application, instead of Paper DPS. That's my suggestion
  24. The 1200mm Artie. Is it of use to us?

    This is a skirmish Mach fit. 5 damage 4 tracking. [Machariel, WTM Mach? - Tracker :)] Damage Control II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II 500MN Quad LiF Restrained Microwarpdrive Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field Tracking Computer II Tracking Computer II Tracking Computer II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II Small Tractor Beam II Large Core Defense Field Extender II Large Projectile Metastasis Adjuster II Large Anti-EM Screen Reinforcer II Caldari Navy Wasp x5 Quake L x6557 Republic Fleet Depleted Uranium L x3000 Republic Fleet EMP L x5916 Tracking Speed Script x2 Or... 4 damage 5 tracking. [Machariel, WTM Mach? - Tracker+ :)] Damage Control II Tracking Enhancer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II 500MN Quad LiF Restrained Microwarpdrive Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field Tracking Computer II Tracking Computer II Tracking Computer II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II 1200mm Artillery Cannon II Small Tractor Beam II Large Core Defense Field Extender II Large Projectile Metastasis Adjuster II Large Anti-EM Screen Reinforcer II Caldari Navy Wasp x5 Quake L x6557 Republic Fleet Depleted Uranium L x3000 Republic Fleet EMP L x5916 Tracking Speed Script x2 . It would close in on it's target a bit ( say 15km, using 1 MWD pulse ) & then open fire. It can then hold that fire until teh target goes down. It makes up for paper dps loss by having better tracking & more mods/rigs. 1200's use less power. You won't win in a TCRC, but we are losing in TCRC's anyway. We don't do Opti as heavily as our rivals. So... If you are closer to your target & have better tracking you apply more compared to a static sniper. So we become bosses at popping rats instead. That way we are stronger in TPPH's & NRF's. Well, that's teh idea anyway. Our Machs move a little bit, just to get a better shot in. And discuss
  25. Phoon-tang. The Typhoon Fleet Issue.

    Weaker on the tower, but better against a moving target.