Foshkey

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Everything posted by Foshkey

  1. Exactly what I did. Full on Vindi Optimal before anything else, bought a few other ships just to fill roles, but I still mostly fly my Vindi. Never get bored running up to something, webbing it down, and blasting it in the face.
  2. Travel Fits

    Foshkey's Tips with Incursion Travelling From years of experience and not losing a single ship to gankers Tip #1: Don't AFK. Don't Autopilot. Don't do anything that will leave your ship in space. Whenever I hear about somebody losing their ship to ganks, 9/10 times it's due to AFK or not paying attention. If a ganker sees your shiny vindicator sitting in space on a gate, or warping in at 15km and slowboating towards the gate, you will become a target. Gankers are capable of planning in advance and are extremely experienced in judging general routes, even from incursion to incursion. It doesn't take a genius ganker to figure out where that vindi is going by looking at their journal. Tip #2: Avoid known ganking systems (Niarja, Uedama, etc.), especially at prime time. Every time we have a new move up, I check my possibilities of routes. This is only really concerning going from amarr to minmatar space, but there is generally a route that goes through Devoid that is probably the most quiet route known in eve, and it only adds 3-8 jumps most of the time. Anyway, point being, check your routes, check your time. If you have to go through Niarja at 19:00, three options: wait until a more quiet time, reroute, or bite the bullet. ---------------------------------------------------------------- If you follow those 2 tips, you will not lose your ship to a ganker 99% of the time. So, most people don't even change their fits. If, however, you want to cover as much of that 1% as possible, I'll keep on going with these tips. ---------------------------------------------------------------- Tip #3: If you're going to refit for tank, refit for hull tank. Easily the most cost effective way to brick tank your ship is to fill your lows with DCU II and Reinforced Bulkheads. That alone will probably demotivate a ganker if they see that on your ship. Tip #4: Inertia Stabilizers / Nanofibers / Warp core stabilizers are worthless I've heard all the brags from the pilots claiming their battleships can go into warp in 4 seconds. Cool. How about that 2 second lock time of the disrupter pilot? Furthermore, it takes all of a single day to get a trial account to get a 2 second lock timer and fit a warp disrupter. If your vindi is a target, and they discover that you have warp core stabilizers, they're just going to log in more alts if they really want you. And nothing motivates a ganker more than a potential kill. Inertia Stabilizers and Nanofibers should only be used for cutting down on travel time, not avoiding ganks. Tip #5: The absolute safest way to travel between incursions is with a bowhead. This is my bowhead fit. There are many others like it, but this one is mine. If you're going to ask for a bowhead fit, you'll see some sort of variant of this. Now, putting your vindi in a bowhead with that fit is much, much safer than just flying the vindi. Why? Check out that EHP. 530k. Do you know how many catalysts are needed to take that down? 40-50. The Talos number is something like 25, maybe 20 if they have really good skills and T2 fitted. Another thing that may be confusing is that MWD. Believe it or not, that helps your warp faster than loading the bottom row up with inertia stabilizers. There's a slight trick with huge, industrial ships, that if you initiate warp, cycle your MWD once, you'll actually warp at the end of the cycle. Neat. So, standard pattern I go here is: Initiate warp, F1, F2, F3, F1 (MWD, Invul, Invul, MWD). This will turn on your tank and get yourself warping as soon as possible. Tip #6: Scout ahead I wouldn't recommend this if you don't have an alt. I have a convenient setup where I move my bowhead, orca, and vindi with my 3 characters. The orca and vindi always go on ahead, and since they're the cheaper stuff, they're convenient scouts to check out local before my bowhead gets there. Tip #7: If you're really concerned about losing your stuff, get a webber alt. I personally have never done this for moving between incursions (only really done it with my jump freighters), but I know people who do. Something to get your bowhead warping even faster than the MWD method is to web the shit out of it from a corp member. And there you have it. Follow these tips and you too will never have to worry about those dreaded gankers
  3. Thing in the Kundalini site

    Somebody ping wacko. He knows about this stuff.
  4. RIP FORUMS

    I lost a rep point :'(
  5. Warp speed implants?

    Me, laughing from my leopard.
  6. Warp speed implants?

    +5s or bust. Nah, I'll probably switch to geno just because it's a good, balanced set... after I train Logi V and all other BSs to V... and gun specs to V... and maybe some other stuff...
  7. question regarding corps

    I've had my "1-man" corp (quotes because it's actually 10 toons... 10 of my toons) for over 5 years and have only been wardec'd once... for a day... because it was a mistake. As long as you're not pissing off people, you're likely to never get wardec'd as a 1-man corp. If you do, just do what boldie said and dodge it.
  8. Advice for a Noob

    What Henri says is right. You need passive EM, and if below caldari battleship IV, passive thermal as well (usually a rig in the case of a Rokh). Reason being you could be neuted out by some sansha ships and you still need a good passive tank as a safety net. Drop the cap booster as well for a cap recharger II. We have basilisks that can feed you cap if need be. So, to summarize: Drop EM Field for a pith c-type EM amplifier Drop Cap Booster for Cap Recharger II (or LSE II if below Caldari BS III) Drop one of the CDFE rigs for a Thermal Screen Reinforcer if below Caldari BS IV, otherwise slap on a Capacitor Control Circuit
  9. New To Incursions

    Right, the EMP is for 1400 Artillery Cannons. You want to use Antimatter for Neutron Blasters. Some Thorium for longer ranges doesn't hurt either.
  10. New To Incursions

    T1 Megathron is not accepted, but Megathron Navy Issue is. T2 Guns are certainly not required, Meta 4 guns are acceptable. As far as ammo, the only thing you'll really be using with 1400s is Republic Fleet EMP L. Quake L is for shorter range for T2 guns. And for importing, two ways you could go about it. From out of game browser, right click on the fit, and copy link address. Then go to Pyfa and hit Ctrl+V. From in-game browser, click on the fit, and click "Copy to Clipboard"
  11. New To Incursions

    Hey Carson! Welcome! New professions are always overwhelming, we get that. We're also here to help. First, I'll answer all of the questions you have in your post. Where are the incursions done? HS, LS? We are a high-sec community. No worries about traveling anywhere lower than 0.5. Does my character have to have any particular standings with a faction or be in a positive security status or is she okay at zero security status? No standings requirement, just make sure you're above -2.0 so you don't get shot at by the factions. Do the incursions come up in the same place or are you guys always moving around? Incursions last about 3-6 days each, and there are at most 3 high-sec incursions at any given time. They pop up all over the place, the council makes a decision on which ones to do, and we all move there. So, incursioners are nomadic by nature and many own Orcas, Bowheads, or Freighters to carry their stuff around. But there are plenty who just stick with one battleship to move from site to site, and you don't necessarily need to worry about ammo as there is almost always ammo on the market at the dockup station (people make money off of it). So, to get started, you need a ship to fly. You mentioned you're able to fly a Megathron. Unfortunately, Megathrons are not accepted into WTM fleets, as they're really squishy. I recommend checking out Hyperions instead, as those are pretty good starter ships for Gallente pilots. Edit: For those who are reading this now, we have since released a skill guide that you all should check out! First, take a look at the official fittings website. There are plenty of rules there that you can read through regarding what you can and cannot fit and fly. If you have any questions, come back here with them and we'll answer them. If you have that site opened in the in-game browser, clicking on the fits will bring up the fitting window in the eve client, easily telling you what you can and cannot fit. Pick a fit and train for it. There are also a few other skills that you should train into. Stuff like Shield Management, Capacitor skills, and of course, weaponry. Once you're sitting in a WTM official ship & fit, and you're sitting in the focus dockup, then you're ready to fly in fleet. That's where the rookie guide comes in that your friend probably linked to you. It contains all of the steps to set up your settings and whatnot. After you've gone through the guide, it's time to "X-UP" on the waitlist manager. "X-ing up" basically means "Hey I got a ship ready and I'd love to fly with you guys once you have an open spot in fleet!" Look at the MOTD in the WTM channel in-game, and if the fleet is running, then there should be a WAITLIST MANAGER link. Click that, and there should be fairly simple instructions under the "I'm new, what do?" link. From there, the current fleet manager will approve your fit and will send an invite your way once you're at the top of the waitlist and there's a spot open. Once you're actually in fleet, say in fleet chat or on comms, "Hey I'm new here!" and the FC will pay special attention to you and make sure that you're up to speed and ready to shoot stuff, have fun, and make ISK. If you have any other questions, please don't hesitate to ask.
  12. Newbie

    Hey Ewe! Welcome to WTM. Hopping right into a career such as incursioning is definitely overwhelming at first, but hopefully we can help you out here. You already said you have a bunch of skills, but do you have the right skills? We actually have someone already in the process of writing a skill guide for all the newbies just like you (Edit: That guide has been released!). For now, we'll take a look at the official fittings website for a good place to start: what you'll be flying. Already, you're presented with a good list of rules. Feel free to read through them to understand what ship you need to fly, and come back with any questions. You can then browse through these fits, and if you click on these fits from within the in-game browser, it'll open up the fitting window right there, showing what you can and cannot fit. Pick one, and train for it. Beyond that, there are definitely a good set of skills to make sure you're trained up in. I'm a bit rusty on the exact list, but stuff like shield management, various fitting skills (ends in "upgrades", like shield upgrades, weapon upgrades, etc.), capacitor skills, and definitely some gunnery skills that increase your overall effectiveness. Once you're sitting in your fully fitted ship, you're ready to fly incursions. Here's the rookie guide, which is an excellent guide in setting up all of your settings and how to join fleet. The only real difference here is that you would be using the waitlist manager, which can be found in the WTM Chat's MotD. There, it provides fairly simple instructions for "x-ing up", which is just saying "hey I wanna fly incursions and would love a fleet invite when you have a spot!" At that point, the FC will take a look at your fit, approve it (or chat with you on how to fix it if he/she has a problem with it), and will send a fleet invite your way once the fleet has an open spot. Once you are invited to fleet, say in fleet chat or comms, "Hey I'm new here!" and the FC will then make sure that you're all squared away and ready to shoot stuff and make isk. If you have any questions, don't hesitate to ask!
  13. Waitlist manager needs to track AFK pilots

    You have a well-structured argument. I'll see what I can do if other Commanders and the Council aren't already taking notice of this post. And to add to your point, the waitlist manager was mainly created as a tool for FCs managing the fleet. Already, we're seeing the benefits of the tool, from easier management to more efficient run times because of it. For that reason alone, I don't think it's going away at all, but we absolutely do welcome feedback.
  14. Waitlist manager needs to track AFK pilots

    I'm happy to get some insight from those who use the waitlist regularly. I think I can help out here just giving some insight from an FC point of view. Fleet invites already have a 60-second expiration timer. If that timer expires, I move on to the next guy and the AFKer gets a tick next to his name. I'll invite again next time I need to recruit more people. After 3 ticks, I remove them from the waitlist. That's just what I do. Official guidline with the FCs (which I'm still in line with) is "If a pilot fails to accept an invite move down the WL and keep inviting after 15 minutes or 2 sites where spots open up, whatever is longer, you can remove the pilot from the waitlist." This doesn't necessarily directly counteract your point here, but it's how we combat AFKers at the time of the invite. We don't have anything for those simply waiting on the waitlist. Opinion-wise, I don't think we should enforce anything in regards of what people are doing while on the waitlist. As far as FCs are concerned, we only want you there when we send an invite your way. Sure, I agree that AFK-you is probably being unjustly rewarded and unfair to those who have been actively at their machines, but the basis of this waitlist is in our rule of first come first serve, not necessarily serving those who are active.
  15. TCRC ganks

    This is a good place to start a discussion on how to handle this ganking strategy, though. Major thing to note is the gankers are likely on comms as spies, since our comms are no real secret. Perhaps we should revert back to the very old strategy of doing the TCRC with 9-10 logi, have whole fleet take the gate at once, and have logi prepare for split aggro. Bonus points if you tell a well-tanked vindi to immediately burn and start smacking the tower to consolidate aggro. Another suggestion I heard is have logi take gate first. They just need to know that they need to be ready for aggro and broadcasts and immediately start moving full speed, regardless if there is an anchor on grid. Logi are fully capable of tanking the entire TCRC as long as they are getting sufficient reps and moving at a good speed. Only concern is when they're webbed down. Sure, it's not as safe as the normal way of only anchor taking the gate, but both strategies give significantly less time for the gankers to react, and is safer with gankers about, considering this is by far the most common ganking strategy nowadays.
  16. hi

  17. Blame Wacko...

    So I just logged back into that twitter and I find it funny that people were mentioning us haha. But seriously, I could hand it over to Leadership if you guys want it. All you need to do is poke me.
  18. try using http instead of https
  19. WTM Advert for In-Station

    I own it. It has the wonderful novelty of ever tweeting one thing: #blamewacko
  20. hi

    It's your cousin! Want to go bowling?
  21. Blame Wacko...