NilesGrey

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About NilesGrey

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  1. Pro-Tips

    I personally agree, but we have a member of command core that suggested keeping 4 standard around specifically for this move and then an immediate switch to multifrequency afterward. When asked the specific reason given was the niarja falls exactly at the optimal range of standard which he said results in better damage application. I personally use and prefer gamma for this maneuver and was only conveying the information used to snipe the long-range niarja on entry to a TCRC as requested by the original post.
  2. Logi Tactics, Tips, and Tricks

    While typing up another guide I discovered something else to mention here. The configuration of your shield transfer modules on a basilisk is important, and I recommend the following: In the ship fitting window set them up in one of the two following configurations: Option 1 (My preference): Large Remote Shield Booster II (F1) Large 'Regard' Remote Capacitor Transmitter (combat cap/down cap) Large Remote Shield Booster II (F3) Large Remote Shield Booster II (F4) Large 'Regard' Remote Capacitor Transmitter (up cap chain position) Large Remote Shield Booster II (F2) Option 2: Large Remote Shield Booster II (F1) Large Remote Shield Booster II (F2) Large 'Regard' Remote Capacitor Transmitter Large 'Regard' Remote Capacitor Transmitter Large Remote Shield Booster II (F3) Large Remote Shield Booster II (F4) Once you undock rearrange your reps carefully to the order given. If you have to overheat your reps the first configuration maximizes the length of time you can overheat without burning out your remote repairers, and then once you cool you can alternate your decycled repairer to repair the heat damage with nano paste. This allows you to heat your remote reppers in slots F1-F3 with minimal risk of losing anything except your combat cap and you can always repair it with nano paste between cycles if needed to keep it operational.
  3. Pro-Tips

    If you're going to AAA a TCRC in a nightmare I suggest the following: Split your guns into 2/2, Load Gamma into all weapon groups before you enter. Alternatively, if you carry it, try Standard for slightly better range on the guns so you can hit the Niarja before it really accelerates. For a Normal Site: As soon as you land start locking the far Niarja then set yourself to fly approximately 20 degrees left of the tower (this is about halfway between the tower and the shield transfer arrays). Activate your prop module as soon as possible for 2 cycles then turn it off. AB - Leave your prop mod on for 4-5 cycles instead you aren't quite as fast as the MWD and every little bit helps. As soon as you have the Niarja locked fire one set of your guns then stagger your second set half way through the cycle. Start locking the tower as soon as you activate the first gun group. The Niarja is usually dead by the time you finish locking the tower if not cycle one group of guns off and switch to multifrequency ammo and turn it on the tower. As soon as the Niarja dies load multifrequency and turn your guns on the tower stagger them to reduce the time lag between your shots and maintain a more even DPS. You have two jobs first to consolidate as much of the aggro as you can, and second to hold that aggro as long as possible. As soon as you start getting webbed down pulse your prop mod 1 cycle on, 1-2 cycles off. Set yourself to keep at range 30km from the tower. For a Preload Site everything is close to the same except for your angle of approach on the tower: As soon as you land start locking the far Niarja then set yourself to fly approximately 60 degrees left of the tower (this is about halfway between the mtac facility and the shield transfer control tower). Activate your prop module as soon as possible for 2 cycles then turn it off you'll need to conserve your cap. AB - Leave your prop mod on for 4-5 cycles instead you aren't quite as fast as the MWD and every little bit helps. Regardless of prop mod type as soon as the first energy neutralizer icon shows up turn your prop mod off till logi help starts landing then pulse your prop mod as needed to make sure you're in position. As soon as you have the Niarja locked fire one set of your guns then stagger your second set half way through the cycle. Start locking the tower as soon as you activate the first gun group. The Niarja is usually dead by the time you finish locking the tower if not cycle one group of guns off and switch to multifrequency ammo and turn it on the tower. As soon as the Niarja dies load multifrequency and turn your guns on the tower stagger them to reduce the time lag between your shots and maintain a more even DPS. You have two jobs first to consolidate as much of the aggro as you can, and second to hold that aggro as long as possible. As soon as you start getting webbed down pulse your prop mod 1 cycle on, 1-2 cycles off. Set yourself to keep at range 30km from the tower. If your shields hit 50-55% overheat one of your invuls, if you hit 35-40% overheat the second, and remember heat one cycle, cool two cycles. Alternate so you're heating one invul and cooling the other. If you hit 20-25% shield heat both and keep em cooking till logi catches up, or you hit 75% heat damage on your invuls. It's far better to have your invuls working than to burn them out. Also, remember to separate your invuls on your ship fitting screen, and seperate your guns as well. For example, I put mine in the first mid slot and last mid slot and put my other modules between them. Then when you undock rearrange to your heart's desire to make things line up how you want. Visual Example In the fitting window it looks like this: Invul Prop Mod Tracking Computer Tracking Computer Tracking Computer Sensor Booster Invul When undocked it looks like this: Prop Mod Invul Invul Sensor Booster Tracking Computer Tracking Computer Tracking Computer This allows you to heat your invuls longer with less impact as a percentage of the heat damage is dissipated into space without any effect.
  4. Hey all this is by no means a finished work or definitive primer on being a logi pilot, but understanding these things have made me successful as a logi pilot, and I would love for you to share your tips and tricks to being a better logi pilot here in this thread. Order of operations as you land in a site start locking first/all shield broadcasts establish your orbit at 15km on the AAA Check for new shield broadcasts and start locking them- repeat this step after each step from here on lock start locking support targets (cap chain, resebo target, link targets) apply first rep (as you should have the first target locked by now) pause for 2-3 seconds and activate your second rep check your target's shield level if they are at 50% or less activate a 3rd rep, 25% or less activate a 4th. cycle down to 2 reps as the target stabilizes above the suggested amount Apply support modules (cap chain, resebo target, link targets) Ensure you have at least 1 rep available as often as possible, and your reps are staggered at even intervals so you can quickly switch them from one target to another in the event of a hard switch. The importance of staggered reps First, what exactly does staggering reps mean? Staggering reps is the most important thing you can do as a logi. It is the simple way for saying you should activate each of your remote repair modules 1/3 to 1/2 of the of the way through the cycle time of the last remote repair module you activated so each rep starts and finishes at a different time. This has a large number of benefits. First, it prevents you from "over-repping" a target and increasing your priority as a target for the Sansha. Second, it staggers your activation time meaning you have a second or two for your capacitor to recover between activations. This may not seems important, but it will often mean the difference between just capping out or being able to stretch your capacitor for 1-3 minutes if something happens to the cap chain as a basilisk, or being able to keep your ab and invul on as a scimitar if you get targeted by deltoles. Some additional benefits of staggered reps are explained in the Damage Waves section below. Remember that shield reps happen as soon as you activate the module while armor/hull reps happen at the end of the cycle so as a shield fleet we're already "ahead" of the game. (pardon the pun I couldn't resist.) Damage Waves: Remember damage comes in waves. Remember that Frigates, Cruisers, and Battleship weapons have different cycle times, in a room where all enemies have already spawned upon entrance, this means "3 waves of damage" our goal is to have reppers slide in between each wave to stabilize our targets as much as possible to avoid the "yo-yo" effect and prevent any potential armor damage bleed through. Since all pilots must have a minimum of Tactical Shield Manipulation 1 to use dead space/faction invulnerability fields, the highest shield percentage this bleed could occur is 20% of the targets total shields. Armor bleed happens only at 5% shields if they have skill level 4 and will never occur at level 5, so if they can us T2 Adaptive Invuls this concern is mostly mitigated. In rooms where enemies spawn after entrance remember that increases the "waves" of incoming damage to a target by a factor of 3 per wave (3 for no spawns, 6 for 1 spawn, 9 for 2 spawns, etc.) this is one of several things that makes a TCRC entrance so "difficult" for logi because we have 2 staggered spawns upon entrance, which means 9 waves of damage, and those 9 could be split 6 on 1 target and 3 on a different target. Smaller divisions can and do happen so you have to prioritize who appears to be the least stable at any given time. Use good judgment and be flexible, sometimes that means being willing to activate 2 reps on 1 target and 1 rep on another. Other times you'll have 1 rep on 3 different targets and be pulsing your forth rep on and off, don't panic and stay calm this is normal and aggro will consolidate soon. Aggro Switches: Soft switch: Every 45-65 seconds the Sansha choose a target based on a variety of factors we call this a soft switch, or more commonly just a switch when they slowly agress in time with their normal weapon cycles. Usually, this will look something like the frigs will switch then the cruisers, and a cycle or two later the battleships will follow. Sometimes the battleships won't follow for another 45-65 seconds when they would normally choose a new target. Hard switch There are two circumstances I would call a hard switch, in both cases you get little to no warning that the Sansha about to switch targets and shoot someone else. In both cases, you'll need to lock the new target which will take you long enough that they will get 2-3 cycles of damage in so you'll have some catching up to do to keep the target up, just remember to stagger your reps and if it's a hard switch I recommend activating 1 more rep than you normally would if possible. Don't forget to cycle down your reps once you catch the target (2-3 module cycles usually). First when the Sansha skip the yellow box phase of targeting and all apply damage at once to a single new target Second when they switch back and start shooting someone that they previously had targeted and had stopped shooting.
  5. Pirate forward operations base

    I'm willing to fly a logi in one of these
  6. Pirate forward operations base

    All security spaced have FOBs spawn
  7. Incursion Leshak

    Scruffy's fit doesn't actually meet requirements, it's only at ~9k Shields and only at ~95k ehp iirc. I realize that 5k who doesn't matter that much, however I don't think it's reasonable to use one of the only people allow fly under requirements as a judge of ship survivability. That seems to be like comparing the viability of a basilisk based on a pilot with Logistics level 2.
  8. Incursion Leshak

    I think some of your reply got cut off.. either you are referring to base shield hp, or... it's missing a digit as the stats are 13,500 HP. I don't want someone to skim the thread see your response and jump to a conclusion.
  9. Incursion Leshak

    That much is for leadership to ultimately decide, I believe it will face the same struggle as the Marshall. Currently, it's not a cost-effective alternative for a new capsuleer as an alternative entry option to incursions compared to the Optimal Fits. There are many many options that meet the reqs and perform well but WTM builds its doctrine on a large number of factors that include price, effectiveness, fleet support options, entry barriers (skill reqs, requires implants to use?), just to name a few. I am not opposed to the idea. In fact, I too love to challenge current doctrine to consider different options. Please remember that ultimately it is here on the forums that the decisions for adding a ship to doctrine will be discussed and the FC's you see in-game are often not the people that will make the final decision but are expected to follow the rules established by the leadership elected to guide and safeguard the community. Furthermore, it's important that we consider how difficult it would be for a day one player to get into this fit and be as effective as a bare minimum skilled dps/sniper pilot. You have the skills to make it work, I'm sure I do as well, but does Jim who joined Eve 3 weeks ago? Our best option is to provide the information in an effective breakdown of statistics (which is why I asked for the data I did) and then give leadership time to debate and discuss.
  10. Incursion Leshak

    @Dindil first off this ship would be allowed in a fun fleet. These are special events that WTM runs that allow any DPS/Sniper ship that meets the tanking requirements. Secondly, if you're going to compare the Nightmare, I'd recommend you use the right crystals for the job. Most nightmare pilots use Imperial Navy Multifrequency or Imp Navy Gamma for hitting their targets due to the increased range they get with multi that is usually sufficient to reach most targets after anchoring. Prior to anchoring, we'll use Gamma for picking off the Mara's and those pesky long range vylades. Compare those stats and let me know what you get.
  11. Logi School

    Logi school 11/25/2018 at 17:00 eve time. Look forward to seeing you guys all there.
  12. Happy Holidays

    Just wanted to wish everyone a Happy Thanksgiving/ Holidays.
  13. Logi School

    Rinoa, I'll be happy to give you a private school if you want, and I'll try schedule a couple in the near future. Give me till later tonight to get it scheduled. ?
  14. Possible Logi 3 entry Scimi

    Pretty close, yes but it's stable for a level 3 logi. Though as you guys said, it's a moot point when it takes approximately 270 days to meet minimum skill reqs (excluding skill injectors) for WTM logi and only 100 days to skill into a DPS/sniper ships it's kind of a non issue. I really want to figure out a lower/easier entry point for Logi because that's a major turn off to any new players considering getting into logi. Why skill into Logi when it takes 2-3 skill injectors to get into a DPS ship, and 10 just to hit the minimum reqs for a Logi?
  15. Possible Logi 3 entry Scimi

    I actually figured out a better option that is cap stable with 0 bling price tag of only 285.3 million: [Scimitar, Test] Power Diagnostic System II Capacitor Power Relay II Capacitor Power Relay II Capacitor Power Relay II 10MN Afterburner II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Medium Compact Pb-Acid Cap Battery Cap Recharger 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 Sorry should have updated this sooner