Malcolm Galora

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Everything posted by Malcolm Galora

  1. Implants and Guns

    Nice. Hit up a Commander next time you are in fleet and on TS for badges.
  2. Hello

    Mastery level 5 is pretty nice, that logistics cruiser level is where the real magic happens. Welcome to WTM! Look forward to seeing you in fleet.
  3. Drugs Guide (Unofficial)

    oh yeah that's a thing.
  4. Drugs Guide (Unofficial)

    Drop for DDD is really good, especially the improved/strong varieties. In HQs the velocity and shield buffer drawbacks can be a pain tho.
  5. Scimitar IV with a Remote Tracking Computer

    lol i love the enthusiasm. with a pith c hardener you can drop the second one, and with faction relays like you said help too. With an implant and good mods and secondary skills you can push a logi 4 scimi to 3 links and be 3 rep stable, but logi 5 makes it a whole lot easier making 4 rep stable and 3 links pretty simple.
  6. WTM Upgrade Policy

    Current policy doesn't require optimal fits... yet. Post was moved and tagged to avoid confusion.

    Interesting, that you can edit subsequent comments, but not the first post. Oh well.

    Do you see that option under the post?
  9. Blobert's TPPH Basi Experiment

    There's a sort of rhythm most established logi pilots get into the habit of, chain/links up, orbit+prop mod, then just working through broadcasts. Doing stuff out of the ordinary like this kind of breaks the rhythm. It's not a bad idea, logi 5 pilots can get away with a lot of stuff like this, but I can't see this as being standard practice. Someday I still dream of chainless basis
  10. Logi Agro

    Logi taking a switch is mostly situational, first waves when the battleships are not in postion to do damage a logi will likely take the switch. Most of the time we bug the logi is when they take initial aggro via taking the gate too soon, or by running too many reps. Promoting good habits should be advisable, reminding logi to cycle down reps at the end of waves, waiting a few seconds before taking a gate, using only as many reps as you need to keep someone stable, being ready for the switches. Reinforce the ideas, keep them engaged, all that jazz.
  11. niki's shop

    niki shop and eliz shop collab? cornering the market? @Mu Linfei shop doesn't stand a chance
  12. Fun Fleet, of sorts: "Where No Man Has Gone Before". 7-24-20, 1600h.

    2020.07.24 17:30 Insurance 73,219,921 ISK 1,050,864,307 ISK Insurance paid by EVE Central Bank to Malcolm Galora covering loss of a Oracle 2020.07.24 15:17 Insurance -21,965,976 ISK 977,644,386 ISK Insurance paid by Malcolm Galora to Secure Commerce Commission for ship Here lies... (Insurance RefID:1033898647736 All according to plan
  13. Fun Fleet, of sorts: "Where No Man Has Gone Before". 7-24-20, 1600h.

    Slow rider fleet I believe the last room has long range spawns, so we will need some sort of sniper boats. Maybe some ships can have rails?
  14. niki's shop

  15. niki's shop

    *stares into the shop window knowing I can't afford anything*
  16. Train Logi!

    If we have enough logi x'ing up then we can consider a 2nd HQ or assault fleet, but last couple months its been like 30 dps x'ing up but only 4 logi
  17. Project Infinite - WTM Free Fleet Supplies

    Overclockers I would recommenced for any logi pilot, mindflood can help with cap problems. Quafe Zero is pretty good if you are not using mindflood, although a little pricey at times.
  18. Project Infinite - WTM Free Fleet Supplies

    Those ones are for local reps only, not the remote ones we use. That would be pretty amazing if they did have those ones though.
  19. EDENCOM Ships

    It would need to be for sniper comps, third party would probably be ideal.
  20. Newbro Question: Is this fit acceptable?

    The raven with a t2 setup might be a little tight on cpu, which is why our fits advertise a cpu lowslot. Meta launchers are a bit easier to do 4 ballistic control units though. My advice for flying the raven is to try and burn a little ahead of time as the raven is not known for speed. Managing your cap is pretty much tied to just your prop mod, as missles don't use any cap, so practice cycling it off a little before you reach your destination and drift into your anchor spot. This will save you cap in the long run. Missle damage has a delayed effect on targets, so keep in mind to switch to the next target before the previous one goes down, this will insure you aren't losing any dps before the sansha die. Right as they go into armor is a good time to switch over. Sometimes things will go down too quickly and it will be hard to keep up. One of the reasons missles aren't considered optimal in WTM fleets, are turrets are just that much faster at applying damage. Your target painter will help greatly with how well your missles apply (it will also help your fleet mates a little too ) have your target painter as your first module to activate, then split your torpedoes into 2 groups, so you can do target painter, 1 second, first torpedo group, 1 second, second torpedo group. This insures your missles are going to apply well, you are wasting as few salvos as possible from targets dieing to quickly, and so you can cycle them off then back on to the next target in the correct order again. This covers some of the niche aspects of missile ships in HQ incursions, it should prepare you a little for the Vindicator though, our optimal dps boat. They both anchor the same and shoot the same targets, as you get more comfortable in the sites you can try and learn the anchor spots yourself, which will give you a leg up once you upgrade. I myself flew the Barghest a long time myself before the Vindicator. Sorry for the wall of text, just love to minmax.
  21. EDENCOM Ships

    I did a little bit of testing on SiSi in some vanguard sites, the application has some missile aspects to it, that being explosion radius and velocity. The battleship gun has very very bad explosion velocity. And currently there are no modules/rigs that make it any better.
  22. EDENCOM Ships

    Safeties green it will not shoot fleet mates, not sure how wardecs, corps with friendly fire, or your own drones factor into it though. Likely this ship won't have a place in incursions, due to it not being much help on tower bashes. It also has VERY poor application on frigates and cruisers.
  23. Scimitar Upgrades

    Sig amp is a quality of life improvement for logi pilots more than anything. I like dcu on influence fits and my snowflake ones too. Most of a scimitar's tank is in its tiny sig and higher base speed. It's biggest drawback is it's lack of buffer. Avoiding aggro is its best defense, but a dcu can be a nice touch if unavoidable (like high influence). There are some niche fits that combine dcu and pds for a more tanky setup, but the drawback being cap stability. Scimitar's in general are some of my favourite ships to fly
  24. Proposed pulse mare positions

    AAA isn't a command role, its just an anchor, most experienced people are anchoring themselves. Listen to your FC first always, but AAA should be worrying about themselves, if someone is harassing you like this again, let FC or another commander know.
  25. Proposed pulse mare positions

    This is actually the optimal positions for all sniper ships. Our AAA anchor spots are mainly for logi rep range and not optimal shooting ranges. The NRF anchor is actually a 2 parter. You burn another 50-60km parallel to the beacon for the last wave. Each spot puts you about 40km from your targets. For pulsemares it puts you right under your falloff. If you really want to get up in optimal ranges you would need to anchor almost like a leshak, but that would require some extra coordination with your cap buddy. Or a cap stable fit.