Imelda Virpio

Training FC
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Imelda Virpio last won the day on March 1

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About Imelda Virpio

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  1. Scimitar Upgrades

    The reason this happens is that Deltoles have TARGET PAINTERS. So, if a Scimitar gets the initial switch in TCRC, it gets webbed by Schmaeels and Renyns and painted by five Deltoles, and then either the Ostingeles or Yulais pile on and *apply* damage. Its speed and sig tank are both *totally* cancelled, and even with a thousand reps on it goes 100% shield, 95% hull, 100% shield, gone. It happens the same way to Scimi's with two T2 invulns and DCU -- maybe the second step has 5% armor-- so the DCU doesn't fix it. You get a similar thing in the Overwhelmed Civilian Facility assault site, because it sometimes coughs up a wave with four Deltoles. Command corps has been having this discussion for at least five years. The suggestion that keeps coming up is to add a large shield extender for buffer, but Scimi has major powergrid problems already and the LSE also causes the sig radius to go up so it messes with the sig tank! Really, there's no perfect solution, and ... we keep logs. It turns out Scimitars don't actually die that much. They're random-number tanked, but the dice rolls are in our favor.
  2. Scimitar Upgrades

    Faction sigamp is not an improvement over T2 on the Scimitar. The lock increase is the same, and the change in scan res does not push any lock times past a one-second boundary for a properly skilled pilot.
  3. Scouting Guide (Unofficial)

    I figured... somebody WOULD have tried holding the HQ system hostage by now... but it's nice to have that confirmed.
  4. Scouting Guide (Unofficial)

    I suggest a wording change here: "A new site spawns 7 minutes after its predecessor is finished." "Every seven minutes" would mean that once a new site spawns, no other site will spawn for seven minutes, which, I saw three NRFs come up within the same minute yesterday. Also, do we know how this timer interacts with site ending, versus site despawning? If somebody kills a TCRC, does the new site happen seven minutes after payout, or seven minutes after everyone gets off grid and the Sansha go backstage? And what happens if I bring in a cloaky to just sit there and STOP the Sansha from despawning? Inquiring minds want to know.
  5. Interested in Seeing What Others Play

    Stellaris ofc, and I've been playing a lot of "Noita" the past few months. Fun little indie roguelike, sort of a metroidvania kind of? Unfortunately, eating your kills doesn't do anything for you
  6. Serving cap broadcast, a better method?

    It's really strange to me that this thread has gone on for what, a week? and nobody's mentioned that getting battleships to 75% cap isn't actually a reasonable goal, it's the *limit*. Fill somebody up to 75% and their cap regen decreases so much that they can drain just from running their invulns. (The crap Hyperion fit+pilot I keep in pyfa is stable at 62% with just their tank on.) The fleet does not need us over-capping people like this. What the fleet does need is to keep all the battleships energized enough to fight. About 40% is good; it's enough to pulse your prop mod and fire a wad of antimatter without triggering an alarm. This is why three-cycles-and-move-on works; even if the guy who broadcast is a fool and leaves ALL the lights on, your three cycles get him up to about that 40%; he's functioning, and his own cap regen is doing at least some of its job. Anything beyond that point is extra; if you spend another ten seconds dumping cap in, it'll only delay the next broadcast from that ship by five, or thereabouts. Any plan that starts with "we can get people to 75% by..." is a bad plan.
  7. Rookie guide / Fits suggestion

    My 2009 main still doesn't have Thermodynamics so it's not a new thing. Or maybe it's a new/not new/ancient thing And, no, you don't really need light drones skill on a Mael... or on any of our battleships really. Just bring Ogres, nobody will yell at you for having a bay full of Ogres.
  8. Which frigate you will fit after escape bay patch?

    Kind of a shame they took out jamming battleship guns onto a frigate; otherwise this could be the way to finally get one of those into space.
  9. Just a Hello from Newbro Nemrod

    Really, the *next* thing to do is to get really good at the ship you're trained for. Vindicators do a lot of stuff: 1) Memorize the target priorities for the rooms & sites, so that you can start burning and web down the correct thing as soon as you land, even if FC hasn't tagged yet. Also, *calling* those webs, so that you can coordinate with others.Getting the Ostingeles webbed next to each other so that you can burn 'em all down at once is a fun little mini-game 2) VVV! Learn where the anchor spots are. Learn how to powerslide to a stop 5km *beyond* the anchor spots, so that all those people following you at 5km end up sitting RIGHT in the middle of the next spawn. A good VVV is the difference between a DPS squad that fires at max damage and one that fires at half damage. 3) HHH. Same general idea. Be the guy who sends drones 5km to their next target, not the one who makes them run 50km across the field. 4) DDD. You know the trick where you can make drones chew on a Renyn over there, while webbing & pounding on Schmaeels over here? Can you end a TCRC with a pile of dead Niarjas sitting right at your feet? This stuff matters. Once you've got all that down... usually if somebody is looking for a second ship type, they'll go for logi. It's a longish train, about ten weeks if you're starting from just the battleship skills, but that just means you've got time to practice that DDD trick
  10. WTM Hubs?

    It's counterproductive to go to a "central" spot in a region when you jump to another clone. Usually it's faster to go from system A to system B directly than to go from system A to system C, and then from C to B, right? If you try to be "organized" about this, you're doing that exact thing. Where you place clones depends on how many you have. When I had two, I kept one on the "Amarr side" of things and one on the "Gallente side." At three, it was one Amarr, one Gallente, one Caldari. At four, one in each empire. When I quit... I have six sets, iirc. Ashab/Rens/Dodixie/Caldari/Kador Prime/Khanid, approximately. By the time you've got that many clones assembled, you have a fair idea of what the boundaries for each one are; there aren't that many hisec focuses.
  11. Booster fits

    Boosters are only flown by commanders in WtM, because it has huge skill & implant requirements, and we do not check those on line pilots. That said, the Claymore is the best booster for us because it has another mid. Utility mids can be a real benefit to the fleet, extra lows just get another power diagnostic tossed in for the 5% shield.
  12. This Is Bhaaloween Fun Fleet

    As everyone can see now, Hurley meant to run his fleet on FRIDAY. This one is SATURDAY. On the one hand I should'a waited some, but on the other hand NEW BHAALGORN WEIRDNESS WITH BAD PUN. Also I got party favors.
  13. This Is Bhaaloween Fun Fleet

    Bring it. I have one condition: have a Basilisk handy. Taking fleet down for lack of combat caps when there's enough logi that we *should* be fine would seriously annoy me. Also, let me warn you, they aren't cheap. I've only built the Loki (built-in passive EM makes it easier to build) but the Tengu fit that was the basis for discussion in command fora was [Tengu, ISS MERCY NDL-V1.0] Syndicate Damage Control Syndicate Signal Amplifier Corelum C-Type 10MN Afterburner Republic Fleet Large Cap Battery Pithum C-Type Adaptive Invulnerability Field True Sansha Cap Recharger Pithum A-Type EM Ward Amplifier Caldari Navy Large Shield Extender Pithum C-Type Adaptive Invulnerability Field Pithum A-Type Medium Remote Shield Booster Pithum A-Type Medium Remote Shield Booster Pithum A-Type Medium Remote Shield Booster Pithum A-Type Medium Remote Shield Booster Pithum A-Type Medium Remote Shield Booster Pithum A-Type Medium Remote Shield Booster Pithum A-Type Medium Remote Shield Booster Skirmish Command Burst II Medium Capacitor Control Circuit II Medium Capacitor Control Circuit I Medium Capacitor Control Circuit II Tengu Core - Augmented Graviton Reactor Tengu Defensive - Covert Reconfiguration Tengu Offensive - Support Processor Tengu Propulsion - Fuel Catalyst Light Hull Maintenance Bot II x5 Light Armor Maintenance Bot II x5 Make sure you're five-reps-stable; that makes you about as capable a repping platform as the scimi. Since you're not command, feel free to bring an 8-rep configuration or a 7-rep without the command burst. If you do bring the command burst, maybe an info boost with the sensor-boosting charge? We've never gotten to play with those.
  14. This Is Bhaaloween Fun Fleet

    It's that time of year, and we've got Bhaalgorns to play with. What better way to start things off with a fun fleet? The usual rules apply, battleships have to meet the usual tank standard (100k, 70% resists, DCU, passive EM). Logi should be logi, but it IS possible to make the Bhaalsilisk work. (I don't think we could handle more than one, maybe two. Oh god, it's horrible ) There may be some weirdly Bhaalgorn-themed handouts! I thiiiink... Saturday. November 3. From about 1700 EVE time to 2000, or whenever we run out of goats. Also, check this: https://forums.warptome.net/topic/907-crazy-imeldas-winter-clearance-sale/?tab=comments#comment-7240
  15. The Bhaalgorn is cheap right now. Like, 250 million. This is, like, not-even-a-faction-battleship cheap. And the Navy Apoc... actually it's come down a lot, but it's still four hundred and some. And the Bhaal is Just Better in most ways-- it's got more shield, it's got a web! So we're going to take advantage of this. Until the end of the year, we are DROPPING the requirement that Bhaals must use T2 lasers. This makes it a very attractive ship for starter pilots. It's cheap, has more hit points than any starter ship except the Maelstrom, goes faster than any starter but Navy Apoc, produces acceptable DPS... there's some fun value here. Here, look at this fit: [Bhaalgorn, Face-Sucking] Damage Control II Heat Sink II Heat Sink II Heat Sink II Heat Sink II Drone Damage Amplifier II Drone Damage Amplifier II Pithum C-Type EM Ward Amplifier Adaptive Invulnerability Field II Adaptive Invulnerability Field II 500MN Y-T8 Compact Microwarpdrive Stasis Webifier II Mega Modal Pulse Laser I, Imperial Navy Multifrequency L Mega Modal Pulse Laser I, Imperial Navy Multifrequency L Mega Modal Pulse Laser I, Imperial Navy Multifrequency L Mega Modal Pulse Laser I, Imperial Navy Multifrequency L Heavy Knave Scoped Energy Nosferatu Heavy Knave Scoped Energy Nosferatu Heavy Knave Scoped Energy Nosferatu Large Anti-Thermal Screen Reinforcer I Large Core Defense Field Extender II Large Auxiliary Thrusters I Federation Navy Ogre x4 Look at this baby. Run up to a Romi, web it down, nos it into submission and punch it in the face with multifreq. What's not to love? But wait, there's more. The proposal I wrote up also included.. beam lasers. BEAM lasers, on a 250m hull. You want to pilot a laser sniper, but don't want all those spikes? I've got your Beamgorn, right here. [Bhaalgorn, Beamgorn] Damage Control II Heat Sink II Heat Sink II Heat Sink II Heat Sink II Tracking Enhancer II Tracking Enhancer II Pithum C-Type EM Ward Amplifier Adaptive Invulnerability Field II Adaptive Invulnerability Field II 500MN Y-T8 Compact Microwarpdrive 'Marketeer' Tracking Computer, Tracking Speed Script Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L Large 'Regard' Remote Capacitor Transmitter Drone Link Augmentor I [Empty High slot] Large Anti-Thermal Screen Reinforcer I Large Core Defense Field Extender I Large Energy Metastasis Adjuster II Federation Navy Ogre x4 Anchor up, cap-buddy up, and you are CAP STABLE in this little darling. You've got enough drone range here to hit the Osti's in the second room of the TPPH while you're still in the first one. You've got better range than the Nightmare, and nearly as much tracking. This is a lean, mean killing machine. How much would you pay for a ship with all these amazing capabilities? For the ultimate in neuts, long range webs, AND the ability to run in either the DPS or sniper role? One billion isk? Two billion? More? No. You can drive away with this beauty, today, for the low, low price of three hundred and fifty million isk. But act fast, this offer is for a limited time only.