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o7 friends, Corbyn Vox here returning after winning eve for a year or so. Decided last night I'll probably be spending my eve time with you fine people again, and was wondering the current state of WTM fleets and activity. Are waitlists still sorely lacking in logi? Is Logi V Basi still preferable to blingy scimis? If Logi isn't in heavy demand, which other hull tends to be lacking? How reliable are nightly fleets? Does anyone provide moving services between focuses, as that has tended to cause my drop off in activity? TIA and I look forward to x'ing up very soon!
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Located in Botane structure, lots of extra ammo (like 100M worth of ammo). Asking 950M but you must pick up. It's an older Standard fit and needs higher EM resistance to meet fleet requirements, easiest would be to swap out the Hybrid Burst for EM resist rig. Technically also needs the MWD upgrade. http://evepraisal.com/a/y5lm5 I also have the Vindicator Sarpati's Revenge - Igil SKIN for sale, asking 250M http://evepraisal.com/a/y5lsk
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Okay, before you start screaming at me for altering optimal fits, let me explain first. I've been flying in recent fleets with a Vindicator, and found it to be a major upgrade over the Hyperion. Now, I am fully aware that Vindis are generally cap-light, and not cap-stable with everything except the MWD on. This has been a serious problem in some fleets for me, as the logi sometimes don't respond to my cap broadcast within a minute or so and I'm forced to stop firing my guns. I've spent some time tinkering with an Alpha-friendly "sub-optimal" fit for the Vindi(the Optimal Vindi with Meta 4 guns and a Tech II Collision Accelerator). What I found is that I can achieve cap stability (if MWD isn't running) by replacing a Fed. Navy DDA with a Dark Blood Capacitor Power Relay, while cutting only 50~51 DPS from the drones (I'm using 2x Geckos, 2x Fed. Navy Hammerheads, 1x Hobgoblin II). It's also marginally cheaper. To me, this seems like a major improvement over having to stop firing my 1000 DPS guns because logi are busy with others - however, it deviates from the accepted "Optimal" fit. Is this OK? Another option to achieve cap stability is to get a full Geno set and 4% Cap Management and Cap Systems Operation implants, but that is astronomically more expensive, since the implants are around 850M (Geno'd optimal is the 1st from the right). This is only for me personally - this isn't achievable with skills at all 5, as Tech II guns consume 60.8% more cap. This is also still far in the future, as I'm still trying to work up towards that point. I'm just throwing this out there.
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Hello all; Good Luck and Fortune to'ya. I am hoping Vindi Vets and DPS Vets add some of their wisdom on top of this, and please take the liberty to correct anything as they see prudent. I fell in love with WTM culture of newbro friendly, ISK faucets of fun: I started this thread to remark on some of the things i picked up and allow info to be spread to newbro's (including me'self) As DPS, whether your in an Optimal Ship, or a Starter: remember the fleet counts on us: being efficient in removing dangerous DPS tags from the field, as We are the Sword of the fleet. Our DPS targets are chosen with Wisdom behind it. The faster we Pop the Sansha, the faster our fleet will be in a safer state. I hope to stay on topic by sticking to Maneuvering, Web calls, and general info ------------------------------------------------------------------------------------------------------- Maneuvering ------------------------------------------------------------------------------------------------- The VVV Anchor should always be on your watchlist, easy right? But what happens when FC calls tag 1+2 outini/auga/deltole and you have no anchor in the pocket? BURN BABY BURN! 'Keep At Range' on the primary/Tag1 (Turn on your MWD) You do not need to be attached by the hip especially at the beggining of a room (*exeption TCRC) remember almost all FC's want Focus fire 1-X so you will generally be in the same place as the anchor anyhow. As a Blaster ship, you must get close to the enemy Sansha to hit them effectively. So in every beggining of each room, You should be anchoring(K.A.R) on your DPS Tags. This insures optimal range, and maximum potential damage application. **Pay attention to how many DPS tags are left, as you Should be Keeping at Range on your VVV-Anchor when DPS tags are low, or when FC calls for DPS burn to anchor spots* This applies in 1st rooms where the sancha are already on field, tags are up, and DPS is warping in: What I do 1st (example TPPH turn left go fast) i am spam 'E+Click' on tag 1 and as soon as i see warp meter ~40% i hit my MWD to start the burn. Then start locking your tags, i find im already hitting max speed just as the rest of the tags come in -Just remember the closing rate is fast! don't Bump nor overshoot your target (~20k out kill your MWD) and keep spamming that keep at range so you do not 'bump the targets' If your not still burnin' you can actually start to "keep at range"(E+click) to Tag 2, IF T2 is within 10k and IF Tag one(T1) is webbed.. this will help you apply more dps to T1 as you slowboat to T2(tag two) Get familliar with the Keep at range mechanic, as you get more experienced you'll notice how to apply more efficient DPS, and help the fleet and you make more ISK/hr as well as BE safer. - Eve University has a great thread on Transversals, angular velocity, and general gun dynamics, as a blaster you could benefit greatly from checking it out <https://wiki.eveuniversity.org/Turret_mechanics> --------- Sliding: aka "Using Momentum"------- So: In reference to landing in a pocket (aka Taking a Gate with FC's authorization) avoiding painful Mathimatical Calculations, what if i told you, that there is a way to use the warp speed you had to burn towards Sansha after you take an accelleration gate? Im not kiting you, it is possible. As you play, start to pay attention to your velocity Bar, especially while beginning to warping/ landing from warping. After awhile, you'll notice that the "Warp Bar" (The velocity bar that has WARPING shown across) enters warp at a certain point, (75%-90%) and exits warp, at about (40%) (Thats why we have you aligning full speed to quicken the warp) and although thats usuful, Im focusing on Landing from warp. * Id suggest to you to pay attention to when your ship Exits 'WARPING' (Aproximately 40% ) you'll notice it switches from saying "Warping" to the regular display (100m/s for example) ** This is the exact server tick/time that your ship is free to Move/aproach/keep at range, activate modules, lock targets, recieve links etc. if you desire it. And i would say you do! Why?? Because it allows you to carry that momentum! It is a lot easier for your ship to Burn to Max velocity from 100m/s vrs from a dead standstill. You "slide" from out of warp. ------------------------------------------------------------------------------------------------------- Webs------------------------------------------------------------------------------------------------------- Precall webs always. Every Situation 2 webs are needed when Sansha start their burn. Remember, you can limp away with 1 kneecap, if you lose 2 kneecaps? "You're goin' NoWheahr'!" In TPPH's, NRF's - when you Land&Slide, call Your Webs! You have all that time to burn towards them, so VVV will probably web tag_1, there are all the others out there, So call them! this will give plenty of time for your fellow pilots to grab the rest. So break the sansha's kneecaps and start shooting em in the face, the rest of the DPS train will come along following 1-> X, and they shall not have to travel far because you webbed that sansha down. [<3 Imelda <3] Webs help the whole fleet, especially DPS squad; in the pre-spawned pockets, down to when your VVV brings you to the next spawn, you want as many DPS targets webbed down as possible. - don't call webs after you web them imho -i would suggest precalling webs, it allows your fellow DPS to not waste time switching web targets wasting precious cooldown seconds. Be aware and know what will be in web range, and what will not. If your gonna lose a web on something, call it. WTM culture will not mind if you were mistaken, if you call "6 got away" it may allow another dps to try and catch it. Foshkey wrote an excellent article that includes pictures) regarding BS that need webs that are doing 100m/s or more. Dont forget if BS are webbed, go for them cruisers (Rommi's usually) as well, and help the HHH out. Remember when the FC calls for 'DPS burn your anchor spots' turn your MWD on and keep at range on your anchor (Be aware not to bump any objects (Tower, Rocks, etc), the fleet and your VVV needs Your blasters and webs ready and in range for the next wave.* again Spread those webs! Precall, and if there are no tags yet, STILL WEB. You can coordinate what you have webbed when the tag numbers appear. If you have a tag that is just outside web range, remember you can -Overheat your web- to reach out and stop them (To Sansha: "whear you Goin'?!!") And if your K.A.R on that one trying to get away, you should be within standard web range within 1-2 overheat cycles (so you dont damage your Mid slots too much) Remember to be shootin' some'thin ------------------------------------------------------------------------------ Tips------------------------------------------------------------------------------------------------------- Unlock Tag J if FC/LM calls one on the field, make sure you are not shooting it. Vylaids DONT NEED WEBS (Fiona helped me know that) as the Vylaid has no Propulsion module. Put that web to good use on some'thin else If you are HHH: and Vylaide is your Primary: 1 web on Vylaid will help Heavy Drones apply damage bettah While your webbing, remember to keep focus fire on your DPS Tags 1-X Don't chase after Trigger Tags (tag 9's OR tag Z's (TPPH last room))when the rest of the dps targets are killed. You should be K.A.R on your anchor when there are 2-3dps tags left. Remember Shoot in order. In a TPPH Final Room, Tag 9's Or Z's Ostingales are the Trigger for the next wave. It is important that tags before the trigger are killed first. * If the final Osti's are killed before the rest, there is a good chance You and your Fellow DPS members will not be waiting in ambush for the Next Wave spawn. ---Split your Guns 4/4 and stagger them, you will not regret it. You will apply more DPS, get armor shots without trying, and not waste volleys when Sansha's Pop. You can do this by holding shift, and dragging and dropping your gun group modules to the next module slot. It will start 7/1 and the next it will be 6/2. Get it to 4/4 and you will notice a difference. And dont worrie! You can always regroup them on tower bashes if you like seeing full damage ;] Precall Your Webs! Remember to shut your MWD off when you are done manuevering. Tactical Overlay Helps me out in maneuvering around the field the Default hotkey is (Ctrl-D) You can also find a Press-button Bottom left of your Capacitor GUI. -- then use HoldQ+LClick, (1st Lclick is direction, second LeftClick is elevation.) Keep and mind: listen to your FC! If the FC calls full fleet Arnons + Outini, or DPS Auga Outini Deltole Start locking them! When FC calls primaries : lock the primaries and then lock the rest of your DPS tags when the numbers arive. Remember to keep focusing fire. Just be aware if you accidentally lock a sniper target to Unlock them. You want to help your DPS squad crush your targets. Hotkey for Unlocking a target (CTL+SHIFT : CLICK) No worries about burning to final tag when there is another spawn to come, as it is much more important to be in position for the next wave/Room. (Except the end of the NRF) Your 2 types of ammo will almost always be Long Range (NULL/Faction Tungston, or Short range(VOID/Faction Antimatter. Try to pay attention to how far your targets will be, and Load the Appropriate ammo for the Task at hand. Remember it takes 5 seconds to reload *Niki's simple ammo change rule: " i always tell ppl with blasters: -if its more than 15 km away, change to long range -if its less than 10 km away, change to short range (hopefully this will be the case most of the times) -if its between 10 and 15 km just keep shooting with whatever you have loaded currently. This is good to follow until you get so experienced that you can figure out the exceptions yourself." [<3Niki<3] \m/ Try grouping your guns in a 4/4 setup, and stagger them on your DPS tags (in order), this will allow maximum amount of DPS/less cool down Active Brawl. Imho it is Much more fun and engaging than simply latching onto your VVV and not letting go. Remember: You must listen to your FC, as some things change, and WTM commanders are trained to see things you dont, coukd it safety situation, or a more efficient way than S.O.P (All written things are subject to change of the current Voice FC ) I have a blast flying with WTM (pun intended) these are just tips i gathered from learning, they'are not manditory (exception: for DPS burn to your anchor spots, be with your VVV) But they certainly go a long way to helping fleet, as well as yourself to have fun, safe fleets. I apologize in advance for any typos, as this was done from mobile device. Good luck n Fortune, I shall see you in Fleet! --VVR P.S Whether you are a Hyperion, rohk, or vindi -* if you have blasters*- and have any questions or would like to know more feel free to message me me in game mail, or give me a poke on TS "Victor Victor Rothwulf" - Me' door is open if im around. And I will find the time. \m/ "Make them sansha's go No-whear!" \m/
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So I asked today in a fleet if a Leshak would work for incursions and I was immediately told don't talk about it here post on the forums so that's what I'm doing now. I designed a fit using the warptome battleship fleet guide and found it has a comparable tank to the Vindicator Standard fit. The Vindicator Standard fit gets 108,157ehp with shield resists being 73% EM, 73% thermal, 73% kinetic, and 78% explosive and 14,464 raw shield hitpoints. This Leshak gets 108,795 total ehp with shield resists being 70% EM, 76% thermal, 82% kinetic, and 85% explosive and 13,500 raw shield hitpoints. My question is whether I would be allowed to bring this fit on a fleet. The dps ramp up to roughly 3000dps (I have heard that similar fits can get upwards of 9000dps when fully spooled up) would make it incredibly useful during tower bashes, and with a base dps of 737 (with precursor battleship at level 3) it still can compete with other dps platforms even with rapid target switching. I estimated on average primaried battleship rats will survive about 10-15 seconds which means the turret dps will ramp up to about 900. This is comparable to vindicator dps with null which sits at 980. If however the Leshak focused on dps target 2 or 3, its dps would ramp up much higher (I do not have hard numbers on this I would have to test it). Now a problem that was presented to me was "what if you had 10 people in these" and yes that would be an issue as having that many ships with spooling dps would hinder the fleet, and at that point it would be up to FC discretion to limit the total number of leshaks in the fleet to no more than 3 or 4. In short my main question is would this be allowed on fleets in small numbers given its stats are comparable to other dps platforms. Here is the Leshak fit [Leshak, *Incursion Leshak] Damage Control II Entropic Radiation Sink II Entropic Radiation Sink II Entropic Radiation Sink II Entropic Radiation Sink II Tracking Enhancer II Tracking Enhancer II Tracking Enhancer II Pithum B-Type Adaptive Invulnerability Field Pithum B-Type Adaptive Invulnerability Field Caldari Navy Large Shield Extender 500MN Microwarpdrive II Supratidal Entropic Disintegrator II Large Remote Capacitor Transmitter II Large Remote Capacitor Transmitter II Large Core Defense Field Extender II Large Core Defense Field Extender II Large Core Defense Field Extender II Hammerhead II x5 Occult L x1000 For reference here is the Vindicator Standard fit I pulled from https://wl.warptome.net/fits/ [Vindicator, Vindicator Standard] 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 Adaptive Invulnerability Field II Adaptive Invulnerability Field II Domination 500MN Microwarpdrive True Sansha Stasis Webifier Pithum C-Type EM Ward Amplifier Tracking Enhancer II Tracking Enhancer II Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Large Core Defense Field Extender I Large Core Defense Field Extender I Large Anti-Thermal Screen Reinforcer II Ogre II x5 Null L x1 Void L x1 Nanite Repair Paste x50 *edited Leshak dps to turret dps from total dps
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So, the Praxis lands tomorrow. I'll have a spare one to play with, so how about we get a fun fleet going next Sunday, with 39 Praxis and a FC inna Claymore. I am not that FC, and do not have a specific FC in mind, if a FC wants to volunteer, please do. The purpose of this thread to to play with Praxis fits, to see if we can get a viable fleet, and if we get enough people interested. Maybe we end up doing a few assaults, but it could be fun.