Imelda Virpio

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Everything posted by Imelda Virpio

  1. A fun fleet, of sorts - Come One, Come All

    You're likely right about 20s, a truly crap nightmare takes 17 seconds to align with its prop mod on. Also might need wing commanders to watchlist their wing members and tell me if anybody doesn't get off grid.. But then, just TIMING site ends that accurately is its own problem.. You're in an NRF, how many half-dead osti's and yulai's even is twenty seconds worth? If this works, I expect shuffling wings and keeping track of who got payout to be a nearly full time job by itself, and I won't be surprised if I get two sites in and have to hand voice to somebody else .
  2. I would be interested in a scouting channel

    A semi-public channel would work tolerably well. Wouldn't want the entire fleet in it because people need to pay attention to their own grid and spamming the channel with despawn notifications makes it useless, but two or three line pilots plus whatever commanders were around would be fine. If I can remember :), I'll set one up next time I have fleet and see how it goes.
  3. The best Christmas movie ever

    Bruce Willis says "Ho ho ho, now I have a machine gun!" How can you get more Christmassy than that? Also, "It's a Wonderful Life" is.. Kind of like "Back to the Future 2" only with sideways instead of forward, and they didn't have DeLoreans to make fun of in 1946. If they'd gotten a Sherman up to 88mph, it would have some redeeming virtue.
  4. Memorial Fleet - NOT A WTM FLEET

    Here we are in Rancer, completely obscuring one of the gates with fireworks and cynos.
  5. The traditional day-two upgrade

    Traditionally the first upgrade a DPS pilot gets is a mid-grade microwarp drive. A better MWD gives you about 25%-40% more cap life, and most of the "pretty good" units cost less than 150m... you can afford these after only a couple of hours in fleet. A Hyperion or Rokh using the Compact or QuadLiF MWD's cannot keep up with the fleet, and even a Vindicator has major troubles burning out to targets as they should. Here's a table showing the cap life of various MWD types in a Vindi. I’ve sorted it by “both shooting AND running”, because that’s what you need to do in fleet. See that big difference in cap life between the Quad LiF and the Gist C-type? Get on the good side of that gap. Head over to Amarr, go down this list, pick up the biggest thing that fits your budget. If you're still doing these in a month or two you can come back, resell the one you got today, and pick up a Core X-type.
  6. Hello

    Biggest difference between PvP and PvE logi is that we bring *enough* logi to tank things. Instead of slamming on all reps to slow down somebody's death, you put on about two and hold the rest in reserve for when aggro switches, which happens every 45-60 seconds. Also, you don't have to worry about getting stuck in somebody's damn bubble
  7. Newbro Hello o/

    oh my... that R'n'K video... especially the bit about the TPPH... https://youtu.be/uGIWirJDZgY?t=424 Seriously, watch that thirty seconds if you haven't seen it already.
  8. Blobert's TPPH Basi Experiment

    There's a business-management thing, and since this one works there are thousands of examples. You've got a workplace, and workers, and you want more work out of them. So you try changing a thing, maybe you turn up the lights so people can see better. Hurray, production rises, the lights weren't bright enough! But after a few months everything goes back to where it was. Well, maybe the lights are too bright and they're hurting everybody's eyes; you turn them down a bit. Production rises, hurrah! And.. this works on *anything*. Practically any change you make to the way people work will increase productivity, for a few months. This is one more example. It's not better in an abstract sense... in the nowadays WTM fleet with four CC's, you completely don't need it... but it's survivable, and if it wakes up the logi some, cool.
  9. Logi Agro

    Hi, I just went through the last six months worth of logi losses. Three-quarters of them happen in the first minute of a TCRC. Half of the remainder are people who aren't aligned correctly EXITING a TCRC. Most of what's left are mass DC's, or Scimi's getting blown up in a four-Deltole wave in an OCF, or people jumping into the wrong site. The ONLY normal hazard in your lives is that first TCRC minute. And of course we just changed the way we do that minute, so maybe it's fixed! We'll know in October or so. In the meantime, I have a fun fact that may help: the dual A-type Claymore needs only thirteen reps to stand up to the entire room. This means, DO NOT put more than two reps on it unless it hits armor. Half of you should be using ONE rep. And the thing has only 10.9K of raw shield; sixteen shield reps brings that Claymore from 0 to full shields. If everybody has two reps on it, it goes from 0-100% shield, every 6.62 seconds. Don't stint on cap if it needs it, but do not over-rep the Claymore. Outside of that, don't be a complete fool and you'll be fine. Broadcast when you get aggro, run your active hardeners, keep your orbit and prop mod up, and it's all good. Do the job, and when you blow up in that TCRC minute you'll get logi SRP and probably a loaner hull and be back on grid by end of site.
  10. 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.
  11. Fine, but you get to meatshield it into the final room
  12. 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.
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. Scouting Guide (Unofficial)

    I figured... somebody WOULD have tried holding the HQ system hostage by now... but it's nice to have that confirmed.
  18. 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.
  19. 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
  20. 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.
  21. 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.
  22. 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.
  23. 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
  24. 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.
  25. 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.