Imelda Virpio

Fleet Commander
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Imelda Virpio last won the day on July 26

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About Imelda Virpio

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  1. Fine, but you get to meatshield it into the final room
  2. I peeked into the first room on the left, and the exit was right up against the entrance. If the second is similar, we'll be fine. Even if it's not, you can clear the gate for right-side fleet without moving too much. Or maybe mobile depots and 50mn MWD's would be a good idea.
  3. Oh, if we get out alive, I'll probably try it again at 7-25 at 0100, give the USTZ guys a chance to see it too
  4. There are eight sites that WarpToMe runs, in between HQ's, assaults, and vanguards... and one that we don't. The "Nation Consolidation Network" remains a mystery to me and to nearly everyone else here. Let's go look at it. The NCN, you land on it and it's TWO gates; the right side allows normal incursion fleets through, the left side doesn't let battleships in. We need something a little different. I've brought a pile of Taloses to dockup, and will be handing them out to blaster-boat pilots; with proper support they should be able to handle the left side. Some are set up with T2 guns, some with meta-4. Here's the T2 fit: [Talos, Talos] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Tracking Enhancer II Large Shield Extender II Multispectrum Shield Hardener II Tracking Computer II Stasis Webifier II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Medium EM Shield Reinforcer I Medium Processor Overclocking Unit I Medium Core Defense Field Extender I Acolyte II x5 Void L x1337 Null L x1337 Caldari Navy Antimatter Charge L x640 Optimal Range Script x2 If you feel like bringing your own battlecruiser, or a T3 cruiser, or something like Malcom's Huggin... hey, it's all good.
  5. Carlos failed to mention the other reason to avoid the Rokh: it's not fast enough to keep up. Rokhs spend a *lot* of time 50km behind everybody else wailing for capacitor, because even with prop mod on they're slower than the logi. Train the extra three days and get a Hyperion.
  6. 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.
  7. 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.
  8. Scouting Guide (Unofficial)

    I figured... somebody WOULD have tried holding the HQ system hostage by now... but it's nice to have that confirmed.
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. 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
  15. 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.