Brok Haslack

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Everything posted by Brok Haslack

  1. Drone damage research

    Generally I found Wasps better for the Drone-ball ( Romis & the odd Battleship ). Hence why I use them. Maybe my skills? Who knows. Plus Wasps have a good shield layer. Less need to broadcast them for reps then.
  2. 100% Loot Drop Event

    There is no way in New Eden that this won't turn into 'bash the Incursion-runner'. I may well dust off my old T1's. I fly a mean Potato. Realistically what stopped Gankers from operating outside of 0.5's & 0.6's was the cost. Guaranteed Death (tm) with a risky drop. Now the 'risky drop' bit is being corrected. As the phrase goes 'stuff that for a game of soldiers'.
  3. Fleet Efficiency - suggestions -

    Sooooo.... Warp Drive Engaged. Let's face it, wall to wall TPPH's are dull. So.... The issue with VG's is the amount of bouncing. That hurts the tick. But our ships just got a speed buff. That might allow us to VG and earn the same kinda ISK compared to HQ's. And at VG level shields have the edge. TPPH's are about 23 minutes or some-such? As well as dull. Community or not they are hurting us. VG's can go 5-6 minutes per site, with a speed buff now in ( as of today ) to reduce wastage in warp. Yes? No? It does take some pressure off of our fleet. What say you? Linked to this thread:
  4. TCRC Entry Manoeuver. A Suggestion.

    Ah, cool. I was wary about the pre-load. Glad it's not a dirty play. We don't want those days back.
  5. Been doing this for a while now, & it has kept me out of trouble. In a TCRC entry if you orbit AAA at the start you may find the Vindi's are out of range at the Tower. Obviously this is pretty dangerous, so... Here is the suggestion. > AAA goes in, & makes the call. > Fleet in. > Logi establish orbits & Cap Chain. Assign Links. Rep AAA. But you are orbiting the Booster. > Keep repping folks. > As the agro consolidates you'll be able to look about a bit more. Once the bumpy initial stage is done. You'll be half way up the Tower approach; everyone is in range as you moved properly; and AAA is either in position on the Tower, or just cruising by you towards the Tower. > Jump your orbit to AAA. That's it, job done. . It's nice & simple. It's one less call for people to make in a sometimes-bumpy TCRC entry ( especially if TDF are preloading them to try & gank us ). Gank? I flew with TDF originally, and they went all TVP ( I got into a right argument about it, & ended up banned ). I then flew with old ISN people for FoB's in High Sec, & ISN were ganky in their day. And then ISN people joined TDF. And now TDF preload TCRC's to increase the danger. Up to the FC's of course, but having one less thing for Logi to worry about ( position ) in a TCRC entry gives us more time to focus on reps. Since I have been doing this I have always been in range of a broadcast. . PS: Loved the EOS on gate giving Armor boosts. More buffer is more buffer #TripleLayerTristan
  6. Incursion Leshak

    I think the Leshak is one of the few ships we fly that is so Armor biased that it has to be 'overtanked' ( a no-no under rules & regs normally ) to get away from being an Armor-bot magnet. Obviously launching Armor bots can mess up the agro, so I think it's important that the 110k ehp level be ok. Swapping out mods? In-site? Yeah, I'll pass. SRP etc. Plus I can't do that that quickly as a pilot. I'm bad at live swaps, always have been. Fly in, make the pew-pews, & try not to explode. That's me. The Leshak reminds me of the Bhaalgorn & Domi Navy for how Armor-biased it is. And the TFI off the top of my head. They have to be slightly over-tanked to avoid Armor-slapping in my experience, so it's worth noting this. Like AAA in a TCRC if you are too squishy it can get a bit embarrassing. And fatal. Like a Mach with Standard Drop being used ( I am now Team Varg in the Mach-Varg debate I have to say ) sometimes you just have to have the extra tank. A Leshak using Standard Drop would be, well, more risk than I would take let's put it that way
  7. Leshak Tactics

    Having flown it I have helped patch ships live. Resists average at ~55% against Layzors for Armor in our fleets, so this is just about buffer whilst Logi do their thing. I can squeeze in a couple of cycles of 2 T2 Armor reppers typically. That is more buffer than the person had before. With range being such an Issue in HQ fleets Shield Reps just won't work. Mmm, buffer
  8. Leshak Tactics

    If you check Jita you'll find the T2 Modders. Abyssal 'T2 Entropic Radiation Sink'. I shopped around, & was able to find 4 of them, comparable to Veres, for 400m ISK total.
  9. Leshak Tactics

    As someone who flies a Leshak I'd suggest the following: Get your gun-spec to 4 whilst saving up. Buy the entry Leshak ONCE YOU HAVE GUN SPEC TO 4. Pay your SRP. I'm not kidding. First upgrade is the Thucker Shield Extender being replaced with an Abyssal that is AWESOME for hit-points ( like plus 650 hp's. 3200 hp's basic is a good place to be when you're checking contracts in Jita to find one ). This then reacts with the rigs & fleet boost to REALLY help with Armor-slapping. I have tested the hull in Pyfa for sig, and 5m makes no difference on such a large ship. So Abyssal 'Republic Fleet' works. Having flown it Pulse your MWD ( auto-repeat is off ). That keeps you out of trouble. Logi do fine. After that it's the Tracking Enhancers going Pirate. You need these at Maximum to hit the Cruisers. Then you get damage mods that are great for both damage amount & rate of fire ( Abyssal 'T2' ). CPU isn't a priority, as you can wangle the Utility slots in the highs to cover that ( Auto-Targ 1 is like 2 power 2 cpu, and gives you 2 extra locks ). After that? Shield Slaves are looking rather nice. They aren't out yet, but when they come out I may well be investing. 'shaks don't have to warp fast, that's the thing. They're there to kill Battleships & Towers. Mobile in site sure, but they do not need to be fast for warping. I have Zor's Hyper & an Ogdins in my pod too. Slot 9 Rate of Fire Implant will help. Armor Implant in slot 10 will help. Shak's have a large Armor layer, so you really do see that extra %. Slot 6 for me is currently navigation. To help with Pulsing the MWD. It does work well. And when you're looking at 110k ehp with a Shield Layer that works you really get to enjoy the hull. . Shield 'Shaks aren't cheap. If you want Cheap use a Vindi. I see the Shield 'Shak I have as the flagship of my operation. Brok. Note: Abyssal 'item' is the Basic Item with some decent dice-rolls on it.
  10. Hey all, just a few ideas to share. They've passed muster in fleet, so just to list for people. We don't do LSE's on Scimis because Scimis are speed and sig tanked. So the challenge is to get more ehp in, without slowing the Scimi down or increasing it's signature. It also has to be stable on 3 reppers plus tank & prop-module running. It's an interesting challenge. The WTM beginner Logi 4 Scimi has 2100 shield layer with good skills. 16200 ehp. It's 330m estimated. The following fit has, with good cap skills: 2450 shield layer, 17600 ehp. [Scimitar, Cheap Date - Entry] Power Diagnostic System II Power Diagnostic System II Power Diagnostic System II Power Diagnostic System II 10MN Afterburner II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Cap Recharger II Cap Recharger II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Medium Capacitor Control Circuit II Medium Capacitor Control Circuit II Light Hull Maintenance Bot I x4 Light Armor Maintenance Bot I x5 Nanite Repair Paste x500 . 300m estimated, and a bit more tank. Only works with good Cap skills, but she is very cheap & lasts a bit longer. . This next one is 400m ISK, but pushes the design further: Stable on 3, 2200 shield layer, and I have got a single Link in. For Logi 4 that's useful to fleet. [Scimitar, Cheap Date - Normal] Dark Blood Capacitor Power Relay Dark Blood Capacitor Power Relay Dark Blood Power Diagnostic System Dark Blood Power Diagnostic System 10MN Afterburner II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Cap Recharger II Remote Tracking Computer II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Medium Capacitor Control Circuit II Medium Capacitor Control Circuit II Light Hull Maintenance Bot I x4 Light Armor Maintenance Bot I x5 Tracking Speed Script x1 Nanite Repair Paste x500 Optimal Range Script x1 . The good thing about this fit is that you can lose the link for a Damage Control, which means that you can fit for influence. [Scimitar, Cheap Date - Influence/LM] Damage Control II Dark Blood Capacitor Power Relay Dark Blood Power Diagnostic System Dark Blood Power Diagnostic System 10MN Afterburner II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Cap Recharger II Cap Recharger II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Medium Capacitor Control Circuit II Medium Capacitor Control Circuit II Light Hull Maintenance Bot I x4 Light Armor Maintenance Bot I x5 Tracking Speed Script x1 Nanite Repair Paste x500 Optimal Range Script x1 . A Scimi that can fit for influence may well help you if you are new to Logi. . Implants? To compliment the above 2 fits I run a 605 Navigation implant and a Zor's Custom Hyper-link. An extra ~11% in speed. For a ship that speed tanks that is pretty handy. It helps the ship last, even when webbed. . The bling fit is thus: [Scimitar, Shiny Scimi Logi 4] Damage Control II Dark Blood Capacitor Power Relay Dark Blood Power Diagnostic System Dark Blood Power Diagnostic System 10MN Afterburner II Pithum C-Type Adaptive Invulnerability Field Cap Recharger II Cap Recharger II Tracking Computer II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Medium Capacitor Control Circuit II Medium Capacitor Control Circuit II Light Hull Maintenance Bot I x4 Light Armor Maintenance Bot I x5 Nanite Repair Paste x500 760m ISK. Insure her with the SRP, but she is very tanky for a Scimi. Lose the link for another T2 Invuln for Influence. Not really needed in my opinion, but if you want a Damage Control all the time you need to spend some ISK. . Just some fun for people to play with. Brok.
  11. Scimi fits. For Logi 4. Cheap fits too.

    Just to say I am now Logi 5, so have upgraded my Scimi to this one. [Scimitar, Cheap Date - Logi 5] Damage Control II Dark Blood Capacitor Power Relay Dark Blood Capacitor Power Relay Dark Blood Capacitor Power Relay Federation Navy 10MN Afterburner Adaptive Invulnerability Field II Adaptive Invulnerability Field II Remote Tracking Computer II Remote Tracking Computer II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Large Remote Shield Booster II Medium Ancillary Current Router II Medium Capacitor Control Circuit II Light Hull Maintenance Bot I x4 Light Armor Maintenance Bot I x5 Tracking Speed Script x2 Nanite Repair Paste x500 Optimal Range Script x2 .... Says 450m on the estimate. The upgrade was not back-breaking, and I have a Damage Control. If you have better Afterburner Skills than myself you may well be able to get the cost down further
  12. Incursion Leshak

    New to 'Shaks? Once you're bought your first entry-level 'shak you need to thin about Mods. I think the first upgrade ( my view ) is the Abyssal Shield Extender. It REALLY helps. After that, once you've patched your tank, you then get the shinies in for the Low Power slots. I went Tracking THEN DPS. Tracking first, to hit the thing. The Abyssal Shield Extender is a win though. Mutagened Republic Fleet or Thucker can work well.
  13. Incursion Leshak

    Just to add: A Republic Fleet LSE that has been Mutagened is working for me. + 1 squillion on shield layer, and +0m on sig. I pulse my MWD, & use a Gist X
  14. Drone DPS, Bunnies, and Sandbagging

    The Hull-bots & Armor-bots are there for patching someone up live. So that if they get a heavy switch a second time ( think Leshaks in a TCRC ) their passive buffers are at maximum again. So rep-rate is needed. Maximum bots. And, sadly, Logis just don't have the drone bay for other stuff. My opinion anyway.
  15. Scimi fits. For Logi 4. Cheap fits too.

    Apologies, missed your reply there. This. Trade-offs. My thinking is that a Scimi who can hold 4 reps for a bit less time, because they have gone for tank, can survive. Where-as a dead scimi in a TCRC holds zero reps. If I'm wrong then fair enough.
  16. Fleet Efficiency - suggestions -

    If we can get enough people into entry-level Leshaks, because of shield 'slaves' making them safer, then we stand a better chance in TCRC. That's the bottom line as I see it. There will always be tricky waves, but the Leshak is just too big a game-changer. We need them too. And if we run VG's for fun then that is R & R for tired pilots. With Pith B's I see: 77/77/83/86 With Pith A's I see: 79/79/84/87 . Only an extra 6k ehp. If Shield Slaves give me an extra 40% shield layer then... I'm pretty sure that that is more than 6k extra ehp. It should be about 20-25k more ehp. Team Shield 'slaves' ftw!
  17. Fleet Efficiency - suggestions -

    Personally, at this stage, I have a Bowhead in each empire. As I tend to move Scimi, Basi, & DPS, to focus. Logi 5 is in training. With the EU daytime-to-evening time-zone being a bit weak at present it's hard to cover losses. I think Shield 'Slaves' would be better than 'mega bling'. Simply because of how many Nulseccers will be reactivating their High Sec stuff due to Blackout. Plus we have Armor layer. Buffer. Before we even hit hull. I think dual Pith B's plus shield 'slaves' will do the job. That's just my view really, but bankrupting newbs if they get ganked is not gonna help anyone. Bling-dependency doesn't fix this IMHO. Not with the Nestor - Leshak balance so against us. Hard Switches kill ships, I agree, but that Nestor factor means... We need to think differently. Shield Slaves is 1 pod for all hulls, & pods can run from ganks pretty quickly. And I very much doubt that a set of Shield 'slaves' will be cheap.
  18. Fleet Efficiency - suggestions -

    Pith A prices are horrendous, & we have time-zone issues now with FC's. I think realistic targets help. I'm daytime to evening EU, so can only cobble together so much. Also... In September shield 'Slaves' are coming. That will help. 1 clone to cover multiple hulls etc. As a Scimi, Vindi, & Leshak, pilot i'm interested here, All 3 hulls could do with a bit more shield layer. That may well free up some Logi ( saving the next man ). But... Ditanian Leshaks can sit next to sniper targets, at VERY long range from their Logi, and top each other up if needed using Leshak Reps. We can't. Now factor in the Nestor. Mega-reps in the DPS pile. Bling won't fix this. Not this time if I am right. Ditanian have the tools, & we don't ( yet ). And that means dodging. Which is why I was interested in this old thread.
  19. VG Fits for NON-WTM ( NO SRP ) Kitchen SInks.

    We weren't that bad, but I agree. 6-7 mins was happening, with non-opti ships for about 50% of the fleet ( newbies etc ). I'm happy to follow orders with Leadership by the way. Here I'm just a chilled out space-miner. I do my politics elsewhere
  20. After a fun fleet this morning with LJ. We didn't have the numbers for anything else. Using an HQ Hull at VG level ( at your own risk. No SRP, as these are not official fleets ): All battleships can lose 1 Invuln and the prop-module. Leave your rigs. 70-80k ehp is fine. You're looking at 10k shield layer minimum, with resistances above 55% ( some may want 60% ) Logi as is. No need to change. HQ fits are fine. 2 of. Command Booster. If you're using your HQ Hulls you won't need much Shield Boost. This means you can boost for web range and sensor lock-on. This helps fleet. Nightmares: Pulse fit. 1 Faction Web, Loads of tracking. Can hit most targets on the grid, from 60km down to point-blank. Cruisers, Frigates, the nightmare can do it all. A VERY versatile hull. Vindi. Just as is. Vindi love is Vindi love. Blasters & Webz trash the frigates. Mach. 2 options. 800mm with a Faction web. Or 1200's with decent Sensor Boosting to allow you to lock on fast & kill the Niarjas. 1400's can work, but it's not that great for VG's. 1200's or 800's do better. 1400's are for towers & contests ( armor shots ). Heavy Drones: Assign to a Vindi. Berserkers do better than Ogres. Without a Vindi web or 2 our conventional Ogres will just miss frigates. Bhaalgorn: You only need 1 per fleet to mess up the Romis, as said Romis orbit at 20km out ( Vindis won't be able to web them ). 1 Bhaalgorn is opti for the fleet. Can also support snipers by slowing down sniper targets when they reach 30km out & closing ( when they start to get into their orbits ). Can also cap-buddy logi, and carry some battle-reps. Drone-boats. As I said, Berserkers. Sentries require 2 target painters on the primary to apply properly ( Gardes ). Bouncers can hit the Mara. A Potato would have a set of Bouncers & a set of Berserkers. Plus a faction web. Webs & Painters: You can never have enough Faction webs. You only need 1 Bhaalgorn to be opti though. 2 painters is enough across the whole fleet. Double-paint primary, & hey-presto. Drones love a painter too, in case there is a 3rd. Frigate-poppers. You only need one per VG fleet, but here are your options. These will only work in VG. They'll never be useful for HQ's unless it's an LM fit ( to my knowledge ). Cruisers: A 900dps Legion in Armor can do A LOT to frigate waves. So use that as your base-line. Vigilants can really hurt frigates, as an example. Work out your tank, & there you go. Generally speaking Cruisers have to stay moving. They have speed & sig as part of their tank.. Tank like a Basi to play safe. 'Tasms can be nasty if you have good skills. Cruisers are less DPS, but more accuracy. Application. It's all about that tracking. Battlecruisers with T2 Medium Lasers can be recreated in Shield Fleets. Like the Harbinger Navy Issue, as an example. The Harb can hit out to 60km ( the Mara ) with beams, or it can fit Pulse & whack frigates. Battlecruisers you tank like Battleships. It's near enough with the signature. Spare Command Battlecruisers. Tank like a BS, Max the DPS, and the tracking should look after itself. . Reminder: NO SRP. This is purely for ze poops und ze giggles. Fleet comp: 1 command booster, 2 logi, 10 battleships. Swap out a battleship for a specialist like a Bhaalgorn or Frigate-popper. I like Resistances at shield layer around the 60% marker in High-sec. 55% of the damage you take will be torps ( & they are 50% kinetic 50% explosive ). So shield fleets do have an edge at VG. Fun for when fleet is down
  21. VG Fits for NON-WTM ( NO SRP ) Kitchen SInks.

    My point is that this all works in fun fleets. Not contest ones. We didn't have to contest out there. Just Basi & Sub-cap fun really. With the repetition of the sites you need a bit of a mix in what you do. It's why I like WTM. You get a good choice of Hulls to play with.
  22. VG Fits for NON-WTM ( NO SRP ) Kitchen SInks.

    Worked fine in Null *shrugs*
  23. VG Fits for NON-WTM ( NO SRP ) Kitchen SInks.

    830dps on a Harbie Navy with Max Skills: [Harbinger Navy Issue, VG Frigate-popper] Damage Control II Dark Blood Capacitor Power Relay Heat Sink II Heat Sink II Heat Sink II Heat Sink II Gistum A-Type 50MN Microwarpdrive Adaptive Invulnerability Field II Adaptive Invulnerability Field II Thukker Large Shield Extender Domination Stasis Webifier Heavy Pulse Laser II Heavy Pulse Laser II Heavy Pulse Laser II Heavy Pulse Laser II Heavy Pulse Laser II Heavy Pulse Laser II Skirmish Command Burst II Medium Core Defense Field Extender I Medium Anti-EM Screen Reinforcer I Medium Processor Overclocking Unit II Hobgoblin II x15 Conflagration M x6 Interdiction Maneuvers Charge x300 . Pulse the mwd to get close to your target frigate, web them, then pew-pew!
  24. VG Fits for NON-WTM ( NO SRP ) Kitchen SInks.

    This is also a piece of tech we used out in Null. As I'm sure you know the venture used as a dropper can be killed, and that then messes up the drop ( & ore supply ). So... If the Hacker is also a Sniper it can help. You can keep the dropper off-grid, and then sneak the dropper in at the end of the NMC. So you don't have to risk said dropper in the OTA's. This is a Data-mare. [Nightmare, WTM 'mare - VG Data] Damage Control II Capacitor Power Relay II Tracking Enhancer II Heat Sink II Heat Sink II Heat Sink II 100MN Afterburner II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Tracking Computer II Tracking Computer II Data Analyzer II Data Analyzer II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Mega Pulse Laser II Pithum A-Type Medium Remote Shield Booster Pithum A-Type Medium Remote Shield Booster Large Anti-EM Screen Reinforcer I Large Capacitor Control Circuit I Large Capacitor Control Circuit I Berserker II x3 Conflagration L x4 Tracking Speed Script x2 Scorch L x4 Imperial Navy Multifrequency L x4 . It has Battle-reps, has enough Cap to just keep firing ( Conflag on the Deltoles, Multifreq on the Romi's orbiting at 20km, and Scorch on the Mara ), and it can also do the hack. When you land in an OTA the Data-mare flies out to do the hack. Then comes back to fleet. It has enough tank to do the job. Mixed with Vindis & other Pulse-fit Nightmares the OTA will just melt.
  25. VG Fits for NON-WTM ( NO SRP ) Kitchen SInks.

    Battleship Tank Exceptions for Vanguard Fleets All Battleships must meet or exceed 60% in all shield resistances without Command Bursts. All Battleships must be capable of reaching 80,000 Effective Hit Points (EHP) without Command Bursts. Calculated via Fitting tool with Omni-incoming damage profile and character with all Lvl 5 -skills. From 'Rules & Regulations' here. I'd like to fix the original post, but can't get access. So... Have I missed any regs? And if so please list them so I can make a new post ( deleting this one ).