FlameTounge

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Posts posted by FlameTounge


  1. 1 hour ago, Margaret Kennedy said:

    If you didn't have to pick trade hubs, how many 'pockets' of incursion systems could you identify, and what system would be central to said pockets ?

    I don't have as nicely analyzed data as OP had, but I can anecdotally say that there are about 10 major 'pockets' of incursion systems. I used to leave battleships all over the place, and just move the bling, and I ended up with about 10 of them. I would move the bling, then grab the nearest battleship (which I would then leave there afterward). The majority of the time, the closest one was within 10 jumps or so of the new focus. 

    • Like 1

  2. 7 minutes ago, Crazy CivAddict said:

    and um i wonder why this post is in wtm news channel :eyes:

    don't know what you're talking about...

    (pay no attention to the man behind the curtain)


  3. I really like the new NRF guide picture, and the addition of the leshak's pathing to it.

    My only problem with the anchoring guide is in the TPPH where you say 

    On 5/13/2020 at 3:28 PM, Xoceac said:

    Room 1 and 2

    • Everyone should be burning towards the outgate to go into the next room. For the final room, check the picture below.

    I disagree slightly. For one thing, snipers should sit still for the mara in room 2. Otherwise, snipers should do as this. DPS should always be burning out to targets for the first half of the room then to the gate when there are only a few rats left. 

    Unless I misunderstood the next lines where you mention VVV and AAA. If you are using them to generically reference DPS and Snipers, then that's actually fine and accurate. But it sounded at first like only the two anchors should do that...

     

    Overall, thanks for your effort and attention to these guides.


  4. 3 hours ago, Imelda Virpio said:

    And what happens if I bring in a cloaky to just sit there and STOP the Sansha from despawning?

    Actually, cloaked ships don't count at all. For example, after the mom pops, you can't save a site with a cloaked ship. The gate will despawn as if there was no one there. Same goes for completed TCRC gates.


  5. As far as incursion related, I'm just going to change from 'going back for my battleships in a shuttle' to 'going back in an AS Frig', cus it will be a faster trip. 

    Spare ammo in the frigate is a neat idea though, if you can access the frigate's cargo from the battleship in space... Might do that for my vindi. Also if you only move one ship, that's a lot of extra ammo you can carry to the focus, I guess. 

    Also, not sure what the point of any cloaking device is. If you BS gets popped, you will be within 2500m of the wreck long enough to get locked anyway... just book it? Maybe you burn away from the wreck in time, but if you're talking a gank situation, then they have at least one ship with a bunch of Sebo, so you'll be locked pretty quickly.


  6. 7 minutes ago, Shokre O'Corwi said:
    3 hours ago, FlameTounge said:

    But there's one more option: another implant. Not sure what's in your slot 7, but ES-706 (should be available from CONCORD) will reduce the activation cost of the cap transfers by 6%. With the mixed transfers and stock faction other mods that puts you at -61.5 delta. I think that's your best bet, if you can spare your slot 7 implant.

    Have Ogdin's Eye Coordinator Enhancer there. I don't have a separate logi clone, this is the same clone I use for both my Vindi and my Leshak.

    Ah, yes. I know that feeling. I have only one clone as well, which does it all; logi, battleships, boosting... 

    Yea, two meta transfers should be stable with the sigamp straight swap from the PDS.

    To get the one T2 in there, for the AB, I was going off of the faction / Corelum line. That 800m is on an Analog AB, which is the same base speed (the one in question is actually a bit faster), but is actually even better than my expectations. That one would leave you at -62.1 with Sensor Linking 4. There's another one based on a Corelum C-type (on contract for 500m) that's a 42.2 activation, which would still put you at about -62.2 in pyfa with your two cap implants... so either of those would get you there.

    Dunno if the 500m is more palletable, but it's there. 

    However you do it, I think the sig amp is a worthy addition. Getting a T2 transfer for the fleet is always appreciated, but if you can't swing them both, I'd personally run the sig amp.

    I look forward to seeing you in my fleet again. 


  7. I've been looking at ways to get the sig amp onto a basi with T2 cap transmitters, and yea, it's really hard with incoming meta. I'd like to see what you're starting with exactly.

    The main thing is: do you have one or two T2 transfers? I haven't found a way to have both T2 transfers and a sigamp, while being within fitting restrictions and stable with incoming meta transfer.

    However, I have found that: if you use one meta (for the cap chain, per current standard) and one T2 (for the fleet) cap transfer, (along with Republic Fleet LSE, which has the lowest PG of the faction ones) that solves your fitting problem, and alleviates the cap problem, leaving you at -63.1 delta. From there, abyssals are still your savior; if you get a perfect (and I mean absolutely perfect) activation cost roll, you are at -62.2 delta. Sensor Linking V will then be useful to buy you that extra 0.1 buffer... it's super tight, but can be done. That AB will not be cheap, though if you're willing to focus exclusively on the activation cost, and sacrifice the rest, it might be reasonable...

    But there's one more option: another implant. Not sure what's in your slot 7, but ES-706 (should be available from CONCORD) will reduce the activation cost of the cap transfers by 6%. With the mixed transfers and stock faction other mods that puts you at -61.5 delta. I think that's your best bet, if you can spare your slot 7 implant.

    • Upvote 2

  8. Another option is to move the vindi itself with a travel fit similar to that, but then go back in a shuttle or something and bring the 'bling' separately in a fast cloaky ship. This is more time / effort, but splits up the risk. I personally use a Blockade Runner for my expensive modules (which can conveniently bring the shuttle back too), and then I had been using a bowhead to move the hulls and basic mods. With only one hull, you wouldn't need the bowhead, of course. 

    But with that fit Malcolm suggested, 230k EHP (260k with heat) is pretty solid. Until your accumulated bling reaches some threshold, you're probably ok with that.

    There's also http://eve-gatecheck.space/eve/ which tells you (mostly) about the number of recent kills in systems along a route. It's kinda useful, but you have to use some common sense with it too. Checking dotlan or zkill of the lower security systems is also a good plan.


  9. I find that cutting my prop mod at about 20km from my destination (at least in my vindi) gets me pretty close on the coast in. So maybe use that your gauge for when to turn it off.

    You could also read the Anchoring guide and try to get yourself to the spots on your own, which reduces the risk of bumping the anchor. If you try to get in position, then look at where the anchor actually is and adjust from there. You don't need to be the official anchor to try flying there. Best way is to use the Tactical Overlay (to see range and direction) and holding 'Q'. This lets you draw a line in space. First click sets your direction, then you can move the mouse to set elevation and click again to go (or just double click to go flat). This is also the best way to align down a gate, and get to the next gate through a TPPH. You'll get the hang of it eventually.

     

    The fundamental answer is "practice and attention". Get used to how much you coast when you cut the MWD, get used to where the anchor spots are in the first place... Just keep an eye on your ship and what it's doing in response to your commands, and you'll get the right feel for it. It takes a bit of time, but you'll get there. Don't be too hard on yourself, and have fun.

    (btw, the anchoring guide is in the Fleet MOTD if you click the VVV or AAA tag in it. It's also here: 

    )


  10. Hello and continued welcome to WTM! Glad to hear that you're enjoying your time in fleets.

    If you want to prepare to take roles, there are a couple of things I can say. First and in general, there are a variety of guides here on the forums for all the roles and other things. https://forums.warptome.net/forum/14-guides/

    As for which role to try, yes HHH is probably the most straightforward role to take. Personally I find DDD to be the most exciting and challenging role (racing the rest of the fleet to blap all the frigates before they finish everything else).

    VVV can be tricky to find the right spots, but the guide is decent ("Anchoring Guide"). However, if  you're worried about 'messing up', you can practice VVV at any time by trying to get to the anchor spot on your own, rather than just 'keep at range' on the actual VVV. Then you can see where you end up and how close you are to the anchor and the spawn. Do that for a few sites, and then when the VVV -1's, you can step up and feel more comfortable.

     

    Keep on flying and keep on learning

    =)

    • Like 1

  11. Congrats on the upgrade. Some good mods on that thing.

    Just wanted to point out, though, that 2x Invul II *and* a DCU is actually over tanked for a scimi. You can either drop one invul for a third link (if you'll still be cap stable with it running), or you can trade the DCU for a SigAmp. Faction sig amps are cheap and can get you up to 2 more locks (if you have Adv Target Management 4 or 5) and also improve your lock speed. 

    Faction Tracking Computers (Shadow Serpentis in particular, I think) were also pretty cheap last I looked (which, admittedly, was before the null blackout). They improve your cap stability even further, as they take less cap to operate than the T2's and also work better besides.

     

    Keep up the good work. We love our logi!