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Found 4 results

  1. Warptome Banned?

    Hi there I'm a returning player of Eve Online, I started back in 2015 or 16 and I only played for a few months. I never got around to do incursions, but I was nearly there, having almost completed requirements to fit machariel. I'm pretty sure that I've never been on this website before and that I've never done incursions before, so it strikes me as odd that I'm banned. When I logged in for the first time in years, yesterday, I found I was banned when I joined a corporation and a member tried to invite me to some channel for incursions I think? Anyway, my ingame character name is 'Kara Searae', I would appreciate any help, thank you in advance
  2. So this didn't used to be my main, but it most likely is now. And I have to say, incursion running has been pretty fun with you guys! I was gonna check out TVP but their FC was being a pretty big dick about a gank of his stiletto. And by actively contesting, kind of ruined me wanting to try them out too. So right now my goal is for personal gain towards a farmhole. Then, I'd like to get all the tags for all the ships! As I can fly every ship BS and below with all the tech II weapon systems! Thanks for running these guys! You're a big help.
  3. Citadels for Incursion Pilots

    Warp To Me Citadel Guide DISCLAIMER: Use Citadels at your own risk. Warp To Me or affiliated Commanders will not be held liable for locking or loss of assets, implants, or jump clones. Introduction Ah, Citadels, the cities of the heavens. Magnificent dreams have become a reality as beautiful, useful, and inexpensive structures have been added to the game. As we incursioners are opportunists, we'd like to ask one question: do Citadels serve a purpose to us? Are they useful? Should we take advantage of them? What are the risks? This guide serves to answer these questions. Benefits First, there are a few benefits of citadels that incursioners should note. The two most significant benefits are safe dockup in stationless systems and free repair, which we'll cover in more detail. However, benefits should be balanced with risks, as to take advantage of these benefits, you should be fully aware of the risks of doing so. Stationless Systems Of course, one problem we HQ runners have is stationless HQ systems. It's quite a bother when, after joining fleet, you have to jump a gate or two to be with the fleet. Citadels are meant to solve this problem, if only temporary. Once a move is set to a stationless HQ system, one of our commanders will anchor one as soon as they are able, but note that anchoring takes 24 hours. Thus, for stationless systems, we will always have an NPC station nearby as our official dockup. We cannot guarantee the safety of citadels, owned by commanders or otherwise. This is EVE Online, which has the unofficial tagline of Trust No One. Docking has risks you should be aware of, including locking of your assets or loss of jump clones. Free Repair Free is good, right? If you have docking rights, just by being nearby a citadel (not docked up), you will be tethered to it. This tethering does a number of things, one of which repairs your ship, drones, and modules (even burnt out ones). This serves incredibly useful in many cases, as you can make a quick trip to a citadel, sit there for a bit, and then rejoin the fleet once you're repaired. Risks Before docking to a citadel, you must understand the risks of doing so. In short: your assets may be locked for 5 days and possibly cost a fee to unlock them, and your jump clones may be destroyed if the citadel is decommissioned or destroyed. I'll cover these in more detail below. Assets First and foremost, it should be stated that it is 99% impossible to lose your assets in a citadel (the other 1% covers bugs/glitches; petition CCP if you lost your assets in this way). However, you should understand that you could potentially be locked out of your assets for a minimum of five days and possibly pay a 15% fee to recover them. This is due to the Asset Safety System, which is a system to relocate your assets if they're inaccessible or the citadel was decommissioned/destroyed. To clarify, for the incursion pilot, here are the cases that the Asset Safety System is triggered: Citadel is destroyed Note that it takes at least 7 days to destroy a citadel, due to reinforcement timers Citadel is decommissioned The decommission process takes 7 days Citadel displays an [UNACHORING] tag on grid during this process Citadel owner suddenly revokes docking rights Note that you will not be kicked out, but if you undock, then you're locked out. Asset Safety has to be triggered manually (via the asset window) Once triggered, your assets are locked for five days. After that, you can choose a point of delivery via your asset window and your assets will be delivered immediately. If the point of delivery is outside of the system, then a 15% fee will be included. If no action is taken for 15 more days (20 days total), then your assets will automatically be delivered to the nearest NPC station within the same security (HighSec to HighSec / NullSec/LowSec to LowSec). Note that you still have to pay the 15% fee if it automatically delivers to a point outside the system. Mitigation plan: Dock with the preparedness of locking your assets in there for 5 days and paying the 15% fee. A good suggestion is only dock with what you can undock. E.g. leave the majority of your assets in the official dock-up (NPC Station), and dock to a citadel with only your battleship or whatever you plan on running incursions with. Keep in mind that if the owner suddenly revokes docking rights, you can still undock with your ship, you just can't dock back up again. Jump Clones Citadels can offer jump clone services. While this is generally a wonderful feature, it should also be regarded as a risk. If you decide to leave jump clones in citadels, then know this: If the citadel is destroyed or decommissioned, then all jump clones inside are also destroyed. Mitigation Plan: Do not leave jump clones in citadels, especially citadels anchored for the express purpose of providing an incursion base, as these are temporary. Decommissioning For Citadels set up for incursion purposes, we cannot guarantee their longevity. As incursioners are nomadic by nature, calling no place our true home, no residence is permanent. Citadels set up for incursion purposes reflect this policy, and are subject to decommission by the owner to save Isk. The decommission process takes 7 days, during which the citadel will display an [UNACHORING] tag while on grid. If, by the end of this process, you don't have your assets moved out, they will be locked in asset safety. Furthermore, any jump clones within the citadel will be destroyed. Mitigation Plan: Ensure you have no assets and jump clones in the citadel 7 days after the end of the incursion. Citadels are likely to last longer than that, but nonetheless, the decommission process lasts 7 days. Conclusion So, a question: should you take advantage of citadels in stationless systems? As long as the risks are understood, the answer is absolutely yes. Just know that Warp To Me or affiliated commanders holds no responsibility for loss or locking of assets or jump clones, and we will in no way replace them. [v1]
  4. Logi Rookie Guide

    Warp To Me Logi Rookie Guide Introduction Welcome to being a Logistics pilot for Warp To Me Incursions! This is a guide for flying Logistics Cruisers (Basilisks and Scimitars) in our fleets. If you haven't already, please read our Rookie Guide. Joining Fleet First, you need a ship! Please view our fittings webpage for our current fits for Logistics. Once you have a ship, please read our Rookie Guide or go to our Waitlist Manager to learn how to join our fleet. Fleet MOTD Once you're invited to fleet, take a look at our Fleet MOTD, containing very important information. Most importantly, note the Basi & Scimi Chat Links. Please join your respective channel, as those are used for communication purposes among your fellow Logi pilots. The MOTD will contain other bits of information, including Current System, TS3 Information, SRP Information, and the current specialized Fleet Roles. Of these fleet roles, note your AAA (Anchor) and LC (Logi Commander). Add both of these people to your watchlist. Orbit the AAA at 10-15km The LC will manage Logi, including the cap chain for the Basilisks. Logistic Channels These sections will cover what to expect in your respective Logi channels (Basi chat or Scimi chat). Feel free to read only the section that pertains to you. Basilisks This is the chat channel that allows the Basilisk pilots to manage their cap chain to ensure cap stability and fleet safety. Upon entering this channel please state your logi level and post your fit. Once added to the cap chain you will check to see who you will be capping and who is capping you. Cap chains are needed to keep Basi pilots stable. You will use one or two of your cap transfers in the chain, depending on who is around you: Logi 5 Pilots need only one incoming cap transfer From the pilot below Logi 4 Pilots need two incoming cap transfers From pilots above & below Cap chains are always put in the order of names in the chat channel, and we always cap up to the person above us. If the LC has not had a chance to update the cap chain, use the chat window to determine your up cap. Pilots with a blue number before their name sets one cap transfer on the pilot above. The other cap transfer fulfills cap requests by the fleet, aka "combat cap". Pilots with a red number before their name uses both cap transfers One on the pilot above. One on the pilot below. A pilot who is above a Logi 4 pilot in the chain needs to cap up and down, not just up. This list also wraps around. For the pilot at the top of the cap chain, the person at the bottom is 'up'. For the pilot at the bottom of the chain, the person at the top is 'down'. Using the example image, here are the details. Pilot A will be capping up to Pilot E (Top to bottom). Pilot B, even though he is logi 5, is red and will be capping up and down as he has a Logi 4 pilot below him. Pilot C also logi 5 but has a logi 5 below him so he is blue. Pilot E is red as Pilot A is logi 4 (Bottom to top). After Basi Pilot names in the cap chain, there may be Remote Sensor Booster (ReSeBo) Targets. Most of the time, this will either state DDD or Up. DDD: Set the ReSeBo on the DDD. Up: Set the ReSeBo on the Basi Pilot above. Scimitars This is the chat channel that the scimitars use to manage their Tracking links to ensure they are given out with efficiency. Upon enter this channel please state the amount of links you have and who you are linking. If you are not linking anyone ask for someone to be assigned to you. Otherwise link with the default priority: Drone Bunny (Pilot Preference) x2 links VVV (Range) HHH (Range) Blasters (Range) Snipers (Tracking) Using the example image, here are the details. Scimi Pilot A has 0 links. Scimi Pilot B has 3 links and is giving them to Pilot 1/2/3. Scimi Pilot C has 2 links and is giving them to Pilot 4/5. Scimi Pilot D has 2 links and is giving both to the DDD. Watch List As a Logi pilot, you should make use of your watch list, as it is a quick reference for locking, orbiting, or watching members. To add members to your watch list, right-click on their name, go to Fleet > Add to Watch List. You should add the following pilots to your watch list. Basi Pilots Up Cap Down Cap (if necessary) AAA FC All Logi Squad Members Scimi Pilots Pilots you are linking (if necessary) AAA FC All Logi Squad Members Entering Site Upon entering a site, there are a number of things that you should do. As a general overview: Orbit the AAA with your Afterburner on (this stays on at all times) Lock up your Cap buddy (Basi) or Pilot you be linking (Scimi) Lock up all Shield Broadcasts Apply staggered reps to pilot taking aggro Orbit the AAA Once you land in site, get moving! Right click the AAA in your watch list and select Orbit > 10-15km. Always ensure you are orbiting the AAA with your Afterburner on. This will ensure that you are in the right spot as the AAA will take you where you need to go, and having the AB on will ensure your speed stays up so you can maintain your speed tank. Lock up your cap buddy or link buddy Once you have landed and are have set your orbit around the AAA, lock up your cap buddy and apply cap to set the cap chain (Basi) or lock your Link buddy and give tracking links (Scimi). These tasks need to be done each time you land in a room, and in the case of the Basi, it is imperative to fleet safety that this is done immediately upon landing in room. Lock up all Shield Broadcasts It is imperative that you lock all shield broadcasts every single time. The broadcasts will appear in the broadcast history window and can be color coded (as shown in the example image). A simple way to lock is hold down your lock hotkey and click on the broadcasts. Once you have them locked you will perform a threat assessment. In normal circumstances, you will lock up the person taking damage and give them 2 shield reppers. Try to stagger your reppers by about a second. This will ensure a steady stream of reps landing on the target. Giving 2 reppers will ensure that the person taking aggro is getting enough shield without endangering your own ship due to aggro. Be ready to switch the reppers off of one target onto the next once the aggro switches. Site Details TPPH - 3 rooms. First room has an Outuni (Neuts). Second Room has low DPS. Third Room has 3 waves. Second wave has High DPS and Deltoles (Paints). Final wave has an Arnons (Jams) and Outunis (Neuts). NRF - Multiple waves. Relatively low DPS throughout until the final wave. Final wave has 1-3 Outunis and 1-3 Deltoles. Heavy Neuts and Paint with a very hard switch. TCRC - Very High DPS at the start of the site, including Outunis (Neut) and Deltoles (Paint). The Outuni victim will need cap, and afterwards, Deltole victim will need cap. The Delotes will hard switch onto a new target shortly after the Outunis are killed. Deltole Target Painters are very dangerous when applied to Logi. At the end of the site, Logi stay behind with FC until all other Battleships are off grid and FC will call for Logi to warp. [v2.2]