Anakin L

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Everything posted by Anakin L

  1. Updating the guides

    That's why I was saying two views. Vertical and horizontal. Just like is done on the exploration scanning map.
  2. Updating the guides

    For NRF I suggest a vertical (top down) map,as if looking at a conventional map, showing the positions most precisely. For TPPH both vertical and horizontal maps for the final room since some of the positions have both a horizontal and vertical component relative to the tower. More precise positions=faster clear rates=better isk per hour with the added bonus of safer flying
  3. Hello all I'll start with my point then explain in detail. We need regular good scouts to clear sites faster..well..you read the title so you know what I mean. I had originally started thinking about this because I've been reading about General George Washington's spy network and I had also read Field Marshal Erwin Rommel's excellent "Infantry Attacks". Both works directly and indirectly teach how invaluable good intel is. It's a force multiplier. Now. There are times when we have scouts, very often Kirsi (thanks Kirsi!), sometimes others. Sometimes our scouts do it as alts or sometimes they do it "themselves". I've noticed we operate MUCH more efficiently when we have good scouts and the more the better. For example Bouncing and failed contests burn time and time is money(isk and LP). Now a contest where we have a fighting chance is FUN! Actually I enjoy them almost as much as TCRCs, provided we have a chance! If the contesting fleet vastly outguns us, its a waste. How do we know who or what we are facing? A good scout. The more we know about which "enemy" is in space, where he is, what he is doing and what he is doing it with, this gives our FC better information as to what sites to go for, who is likely to finish the site they are running first and move on to that juicy TCRC that just spawned before we can finish the site we are running. what dakka they can bring to a contest and other valuable and handy info. Scouts can also help keep track of when new spawn is due to pop up. Generally there seem to be no more than us and two other fleets up at a time so three scouts would seem ideal as a minimum. Plus we have more people who can "HOLD" sites for us after the Kundalini goes down. Thoughts and discussion welcome, naturally.
  4. "I'm gonna make him an offer he can't refuse" Don Vito Corleone. The Godfather. Simple..make it worth their while. PAY scouts. How many? Like I said. Ideally a minimum of three. That's enough to keep tabs on the other two fleets and have one quick reaction force scout who can fly about checking sites for wrecks(incomplete sites) and other useful intel and all can help keep new spawn countdown "watch". How much...That will have to be debated. Here's my thought on the matter. Lately people have been asked to donate 1 mill per site since boosters aren't getting paid. If only half of the people (40 usually) in fleet do this also for scouts that's 20 mill. Divided 3 ways that's a bit south of 7 mill each which is not too shabby since they can scout in cheap frigs at essentially zero risk. 21-28 mil mostly riskless in a cheap frig is GOOD money in high sec. Whether its and actual WTM members alt or a hired scout.
  5. " whenever there's scouts available" makes my point. Perhaps I said so too obliquely so I'll be more direct. Rather than trust to the luck of having scouts available, we should instead seek/arrange to always have enough scouts as diligently as we seek to have enough logi, It will make a difference. Guaranteed.
  6. Hello Fleetmates! FCs! VVVs! HHHs! MTACs and all the rest! First post for me and before I get to the topic at hand I want to say thank you to my fleetmates and FCs for making this new experience welcoming, fun and profitable! After having flown WTM for a bit over a month : The best "sites per hour" I've seen us do consistently is 5 The worse sites per hour I've seen us do consistently is about 3.24 In both cases with the same traditional WTM laid-back "lifestyle/playstyle" (which is a good thing) and often roughly the same fleet make-up in terms of types and numbers, if not necessarily players. Now obviously part of the equation is site spawns and competitors, neither of which we have control over, so I started thinking, what factors slow us down or speed us up? One answer is properly concentrating fire on tags, but that's a topic for a different post later. Here I want to look at drones and drone bunnies in a particular circumstance. From observation, what slows us down more than anything else clearing sites is eliminating destroyers and frigs during either room endgame or site endgame. Which makes perfect sense, since if we aren't Battleships, we're Logi. Naturally we mostly suck at hitting small targets, even with target painters helping. Now, while it makes sense to let the bunnies and overflow bunnies handle drones during the main engagements, concentration of fire and all that, it seems to me we might do better with a different tactic with available light drones when it comes to endgame mopping up. Consider this: Sure 50 lights will insta-pop any frig they go after. But wouldn't it be better to pop more frigs faster once we've finished the "heavy lifting" portions of the site or room? Basically leaving 50 light drones with a light drone bunny is overkill. One frig is dying in the same time that 4 or more could be killed. With my decent drone skills and experience outside WTM, 5 lights will always kill pretty much any frig within 4 volleys. 5 rarely. That means EVERY 4 WTM fleetmates who can engage with 5 drones will probably insta-pop 1 frig where, in the same time span, if those drones were left with the bunny only one frig would be down. Now, I'm not suggesting we complicate things by making frig killer wings. Too much like work! What I am suggesting that once it's down to frigs, FCs command that pilots retrieve their light drones from the bunnies and fire at will at the remaining frigs. Now, while sometimes this approach will lead sometimes to overkill since actual targets aren't assigned and maybe more than the optimal number of Bros may engage a frig(or dessie), let's not overwork our FCs or ourselves. I believe on average things will still work out better and faster for us all. The FCs instead of the usual "Recall drones, recall drones, drones in" command, could easily say something like "Recall light drones, light drones free fire" once we get down to mopping up. This, will increase our clear rate without disturbing our laidback style or burdening our hardworking FCs Thoughts, comments and discussions invited now!
  7. Fleet Efficiency Drones and Drone Bunnies

    Thanks for the response and the welcome and the excellent FCing Niki. No offense meant to any other FCs, I've had a great time with all my FCs, it's just that Niki here is the one I've flown most often with. Yes. I kind of figures that the best day would be on my "day off" due to the Thanksgiving holiday here in the States, lol. Excellent DPS post also. I'd be thrilled and I think most of us would also be thrilled if we could consistently manage 5 an hour! I think it's helped when we had WTM vets who were assisting the FC by using scouting alts to help the FC choose the next move, since choosing and travel time are also a factor. Now as for upgrades, my personal strategy is set a certain amount of incursion income aside for supplies, a certain amount for skill books and a certain amount for injectors, all to improve my current boat and upgrade to a better boat. Oh ,and also a certain amount for unexpected expenses, like if it becomes necessary to pay unexpected hauling needs, including up to hiring a bowhead pilot if I ever need a boat shipped for some reason. I HIGHLY agree upgrading whatever you're flying. For instance, my current boat used to require constant cap calls, but after investing in a few upgrades that weren't even massively blingy she rarely if ever needs a cap call, unless I'm chasing an exceptionally faster VVV. Maybe this should be another post, one of the things I want to suggest to other DPS boats. Learn the routes the VVV is flying, because the AI in EVE flies what in the real air combat world is called "lag pursuit". Meaning either in "keep at range" mode or even "approach" it's flying to where the VVV WAS instead of where the VVV IS. If you know where he's going, you can fly intercept or "lead pursuit" and save time and cap.