Sign in to follow this  
Xoceac

Updating the guides

Recommended Posts

Posted (edited)

I am sorry, but waiting for a me to be a commander (hoping I become one), making a proposal and waiting weeks for these guides to be updated, hurts me physically and mentally. I am unsure at this point as the guides are being worked on, but I am in awe that some are not updated yet. Clearly there are a lot of mistakes that need to ironed out, pictures are missing, typos and incursions in general having progressed, that these guides need serious updating. Below I have linked all of my own guides, as I do believe newer guides that have been made are fairly up to date. The reason I am posting this here is so that anyone can have some imput, this post eventually be moved or deleted and remade somewhere else.

In general

  • Typos removed, edited or rebuild proper sentences
  • Shorten the guides, remove useless crap
  • All pictures have a permanent home now and hopefully won't be removed anymore
  • NEW GUIDE: Drugs guide
  • This isn't an exact write up for every guide, just a general edit

Updates:

  • 15-5-2020
    • Added Malcolms suggestions
      • Typos
      • New Drop Those Drones guide headline picture
      • Machs are the preferred MTACs.
    • Added Flametounges changes too
  • 14-5-2020
    • Added 2 implants to the implant guide
    • Added pictures to the Drop those drones guide
      • Wrote more about drones you should use

Anchoring Guide

  • Room 1 and 2
    • Everyone should be burning towards the outgate to go into the next room. For the final room, check the picture below.
    • Room 1
      VVV (and DPS): Burn towards the targets and web everything down. Priority: Auga, Outuni, Ostingles.
      AAA (and Snipers): Burn towards the outgate, shooting the Vylade.
    • Room 2
      VVV (and DPS): Burn towards the targets and web everything down. Priority: Auga, Deltole, Ostingale, Romi.
      AAA (and Snipers): Sit still, kill the Mara and then burn.
  • In the progress of updating the NRF picture. It's too zoomed out and all 3 DPS anchor spots can have a better overview of their respective anchor positions. TPPH and TCRC pictures are fine as they are.
    • The new NRF picture, hopefully it's ok. NRF-Anchoring-2.png
  • Leshaks should ofcourse be included into the anchoring guide.
    • Room 3 TPPH: (This should include Leshaks)
      • Burn towards the tower, spool nearby Ostingles.
      • Then, follow the VVV anohor. (There is a position below the VVV, but you will most likely get Arnon aggro, get jammed and lose DPS)
    • NRF
      • Burn behind the AAA anchor, about 90 to 95km off the beacon.
      • Burn left 50/55km, above the VVV anchor.
      • After that you can burn around the 4th wave into the sniper targets.

Incursion Guide

  • Picture missing
    • Incursions-info-panel.png
  • The blue color is horrible and hard to read, this should be changed to something more readable.
  • I think adding the "A site spawns 7 minutes after the beacon despawns" in there somewhere would be nice.
  • Outuni gets taken out first, but sometimes it's the Auga and Arnor first, this should be edited.
  • Niarja isn't as bad as I wrote it to be, can be toned down.
  • Vylade doesn't boost? Change it.
  • Deltole doesn't web.

Advanced Incursion Tips

  • Pictures Missing
    • First Picture, Staggering
    • Staggering.png
    • Second Picture, Overheating
    • Overheating.png
  • Are you THE VVV?
  • EWAR
    • Call out your webs in fleet chat or on voice
    • Not really EWAR, but call out spools as well
  • Link the skill Frequency Modulation and Sensor Compensation skills somewhere for more information.
  • Overheating
    • Explain how to overheat, shift click a module or SHIFT + HOTKEY (Example, SHIFT + F1)

Capacitor Guide

  • Picture missing
    • Capacitor.gif
    • Yeah I know, it's a big picture, but it perfectly shows how your capacitor is recharging and why we use the 30% to broadcast for cap.
  • Rest looks good I guess, I would make some minor changes to the color and overall look of the guide.

Influence guide

  • Pictures Missing
    • Invuln-II.png 3841.png
  • Unsure how the current influence fits are now. With maybe changes to WTM and the recent patch there might have been changes to add more tank. 
    • Remove the "Except Apocalypse Navy Issue - does not have an available midslot."
  • Rest looks ok I guess.

Drop those drones (Drone Guide)

  • Pictures Missing
    • HEADLINE       Drones-INformatin.jpg
    • Light Drones
      • Acolyte II   Acolyte-II.png
        • If you can't field Acolytes II, go for Imperial Navy Acolytes
      • Hammerhead II   Hammerhead-II.png
        • If you can't field Hammerhead II, go for Federation Navy Hammerheads
      • Ogre II   Ogre-II.png
        • If you can't field Ogre IIs, go for Federation Navy Ogres
          • Unable to find the images I used to use and only able to find really big drone pictures. Remove them?
      • DO NOT USE INTEGRATED DRONES
      • If you have money and want to risk it, you can buy "Augmented" drones
  • Drone Settings picture     Drone-Settings.png
  • Obviously there is something wrong with the code on the recommendations for the drones. Most drone suggestions are in the fitting list anyway. I suggest removing all text and just giving the suggestions for the drones
    • Battleships: 5 x Heavies
      • Ogres recommended
        • Augmented are best, but expensive.
    • Logistics: 5 x Lights
      • Acolytes recommended
        • Scimitars can bring hull bots
    • Again, don't buy Integrated, they are not allowed.

Implant Guide

  • Guide looks good, remove all prices, Bling already shows high cost.
    • One small edit, add a capacitor slot 6 for the logistics
      • Inherent Implants 'Squire' Capacitor Systems Operation EO-606
        • Cap Recharge Time Reduction -6 %
      • 2nd option: Eifyr and Co. 'Rogue' Navigation NN-606
        • Velocity Modifier  6 %

Drone Bunny (DDD)

  • Remove all recommended ships for the DDD
    • Vindicator is the optimal ship
  • 4/4 stack your guns, put 4 guns and a web on seperate targets.
  • Full fleet shoot XXX is debatable and should be revised.
    • Only when contested, you should just follow the tags below.
  • What should I shoot? NSTER
    • For example, the first room of the TPPH, you don't shoot the Outuni. Removed the Outuni and make it NSTER./
  • TPPH 1st room
    • Schmaeels, Tamas then Renyns
  • TPPH 2nd room
    • Is fine
  • TPPH 3rd room3
    • Wave 1
      • 1 Eystur
      • Then Tamas
      • Then the rest of the Eysturs
      • REMOVE ROMIS
    • Wave 2 is fine
    • Wave 3
      • Include Vylade
        • Leftover frigates
        • Vylade
        • Romis
  • NRF
    • Wave 1 is correct
    • Wave 2 is correct
    • Wave 3
      • First Maras (Use your resebo)
      • Then Frigates
      • Then Romis
    • Wave 4
      • 1 Outuni > go for Frigates, Vylade then Romis
      • 2/3 Outinies > Go for last tagged, then Eysturs, Vylade, then Romis.

Skill Guide

  • WORK IN PROGRESS
  • Remove the Rokh and the Maelstrom
  • Skills for the Hyperion
Spoiler

Spaceship Command IV
Gallente Frigate I
Gallente Frigate II
Gallente Frigate III
Gallente Destroyer I
Gallente Destroyer II
Gallente Destroyer III
Gallente Cruiser I
Gallente Cruiser II
Gallente Cruiser III
Gallente Battlecruiser I 
Gallente Battlecruiser II
Gallente Battlecruiser III
Gallente Battleship I
Gunnery V
Small Hybrid Turret I
Small Hybrid Turret II
Small Hybrid Turret III
Medium Hybrid Turret I
Medium Hybrid Turret II
Medium Hybrid Turret III
Large Hybrid Turret I
Large Hybrid Turret II
Large Hybrid Turret III
Power Grid Management II
Power Grid Management III
Power Grid Management IV

Capacitor Management IV
Capacitor Systems Operation IV
Weapon Upgrades III
Weapon Upgrades IV
Mechanics III
Mechanics IV
Hull Upgrades III
Hull Upgrades IV
Shield Operation IV
Shield Upgrades III
Shield Upgrades IV
Tactical Shield Manipulation III
Tactical Shield Manipulation IV
EM Shield Compensation I
EM Shield Compensation II
EM Shield Compensation III
Thermal Shield Compensation I

Thermal Shield Compensation II
Thermal Shield Compensation III
Trajectory Analysis II
Trajectory Analysis III
Trajectory Analysis IV
Surgical Strike II
Surgical Strike III
Surgical Strike IV
Rapid Firing IV
Controlled Bursts III

Controlled Bursts IV
Motion Prediction III

Motion Prediction IV
Sharpshooter IV
Drones II
Drones III
Drones IV
Drones V
Heavy Drone Operation I
Heavy Drone Operation II
Heavy Drone Operation III
Heavy Drone Operation IV
Drone Avionics II
Drone Avionics III
Drone Avionics IV
Advanced Drone Avionics I
Advanced Drone Avionics II
Advanced Drone Avionics III
Drone Interfacing I

Drone Interfacing II
Drone Interfacing III
Drone Interfacing IV
Drone Navigation I

Drone Navigation II
Drone Navigation III
Drone Navigation IV
Drone Sharpshooting I
Drone Sharpshooting II
Drone Sharpshooting III
Drone Sharpshooting IV
Drone Durability I
Drone Durability II
Drone Durability III
Acceleration Control II
Acceleration Control III
High Speed Maneuvering II

High Speed Maneuvering III
High Speed Maneuvering IV
Evasive Maneuvering II
Evasive Maneuvering III
Evasive Maneuvering IV
Navigation IV
Propulsion Jamming I
Propulsion Jamming II
Propulsion Jamming III
Propulsion Jamming IV

  • Minimum Vindicator
Spoiler

Spaceship Command IV
Gallente Frigate I
Gallente Frigate II
Gallente Frigate III
Gallente Destroyer I
Gallente Destroyer II
Gallente Destroyer III
Gallente Cruiser I
Gallentei Cruiser II
Gallente Cruiser III
Gallente Battlecruiser I 
Gallente Battlecruiser II
Gallente Battlecruiser III
Gallente Battleship I
Gunnery V
Small Hybrid Turret I
Small Hybrid Turret II
Small Hybrid Turret III
Medium Hybrid Turret I
Medium Hybrid Turret II
Medium Hybrid Turret III
Large Hybrid Turret I
Large Hybrid Turret II
Large Hybrid Turret III
Power Grid Management II
Power Grid Management III
Power Grid Management IV

Capacitor Management IV
Capacitor Systems Operation IV
Weapon Upgrades III
Weapon Upgrades IV
Mechanics III
Mechanics IV
Hull Upgrades III
Hull Upgrades IV
Shield Operation IV
Shield Upgrades III
Shield Upgrades IV
Tactical Shield Manipulation III
Tactical Shield Manipulation IV
EM Shield Compensation I
EM Shield Compensation II
EM Shield Compensation III
Thermal Compensation I

Thermal Compensation II
Thermal Compensation III
Trajectory Analysis II
Trajectory Analysis III
Trajectory Analysis IV
Surgical Strike II
Surgical Strike III
Surgical Strike IV
Rapid Firing IV
Controlled Bursts III

Controlled Bursts IV
Motion Prediction III

Motion Prediction IV
Sharpshooter IV
Drones II
Drones III
Drones IV
Drones V
Heavy Drone Operation I
Heavy Drone Operation II
Heavy Drone Operation III
Heavy Drone Operation IV
Drone Avionics II
Drone Avionics III
Drone Avionics IV
Advanced Drone Avionics I
Advanced Drone Avionics II
Advanced Drone Avionics III
Drone Interfacing I

Drone Interfacing II
Drone Interfacing III
Drone Interfacing IV
Drone Navigation I

Drone Navigation II
Drone Navigation III
Drone Navigation IV
Drone Sharpshooting I
Drone Sharpshooting II
Drone Sharpshooting III
Drone Sharpshooting IV
Drone Durability I
Drone Durability II
Drone Durability III
Acceleration Control II
Acceleration Control III
High Speed Maneuvering II

High Speed Maneuvering III
High Speed Maneuvering IV
Evasive Maneuvering II
Evasive Maneuvering III
Evasive Maneuvering IV
Navigation IV
Propulsion Jamming I
Propulsion Jamming II
Propulsion Jamming III
Propulsion Jamming IV

Minmatar Frigate I
Minmatar Frigate II
Minmatar Frigate III
Minmatar Destroyer I
Minmatar Destroyer II
Minmatar Destroyer III
Minmatar Cruiser I
Minmatar Cruiser II
Minmatar Cruiser III
Minmatar Battlecruiser I
Minmatar Battlecruiser II
Minmatar Battlecruiser III
Minmatar Battleship I
Large Hybrid Turret IV
Large Hybrid Turret V
Motion Prediction IV
Motion Prediction V
Large Blaster Specialization I
Large Blaster Specialization II
Large Blaster Specialization III
Large Blaster Specialization IV
Gallente Battleship II
Gallente Battleship III
Gallente Battleship IV

Minmatar Battleship II
Minmatar Battleship III
Minmatar Battleship IV

Power Grid Management V
Weapon Upgrades V
Advanced Weapon Upgrades V
CPU Management V
Capacitor Management V

Capacitor Systems Operation I
Capacitor Systems Operation II
Capacitor Systems Operation III
Capacitor Systems Operation IV
 

Optimal Vindicator

Spoiler

Capacitor Systems Operation V
High Speed Maneuvering V
Acceleration Control V
Navigation V
Warp Drive Operation V
Rapid Firing V
Controlled Bursts V
Shapshooter V
Trajectory Analysis V

MTAC Guides

  • Machariels preferred, Nightmares are secondary MTACs if no Mach is around.
  • Add a clear picture of the MTAC factory and Shield Transfer Control Tower.
    • Tone down the wall of text, make the guide simpler and add general tips
    • Requirement: Have a Tractor Beam fitted
      1. Whenever you take a TCRC gate, FC will say full fleet take gate, you wait about 5 seconds, so you won't get webbed.
      2. MTAC should burn immediatly to the MTAC factory.
      3. Within 20km of the MTAC factory, turn off the MWD, drop a can with 1 ammo and tractor it. (DO NOT SHOOT YOUR OWN CAN)
      4. Put the MTAC from the MTAC factory into your can. (The MTAC is too big for your ship, therefor you have a can)
      5. Move the MTAC from the MTAC Factory to the Shield Transfer Control Tower.
      6. Then go back to the MTAC factory, wait for another MTAC and keep doing it until the tower is dead.
      7. After the tower dies, you are allowed to warp off. (This is because you can get stuck on the collidable structures)
    • General tips
      • Focus on the first MTAC first, then the rest, like shooting the tower (if at all) and putting your drones on the tower.
      • Do not shoot the tower while burning towards the MTAC factory, you might get aggro.
      • Pulse your MWD towards the Shield Transfer Control Tower for the first MTAC, this means activating it and immediatly de-activating it.
        • Right after you pulse it, set your speed to 200 to 300, so you get a little bit of speed, no super boost.
      • Pull your drones a bit earlier, so you are able to warp off earlier as well. 50% hull should be good enough.
    • Contest tips
      • If you are taking the gate later, look out for contests. Tell the FC and immediatly take the gate. Pre heat your MWD and burn towards the MTAC factory immediatly.
      • It's imperative you get the first MTAC and ask the FC when to drop it. It comes to FC strategies on contests when to drop the MTAC.
        • The first MTAC is the most important one, but if you don't get it, it's fine. Don't stress. If you didn't get the first one, try to get the second one and ask the FC when to drop.

 

These should be all the updates to the guides. Thank you for reading.
Thanks for @Mu Linfei for helping me with some of the edits.

Edited by Xoceac
  • Like 2
  • Upvote 2

Share this post


Link to post
Share on other sites
Awards

Posted (edited)
6 hours ago, Malcolm Galora said:

Triple posted? :P

Yeah, no idea how that happened. The other two can be deleted. I just edited them, Mu said there were 3 up and I was as suprised as you are. 

Thank you, fixed!

Edited by Xoceac

Share this post


Link to post
Share on other sites
Awards

On 14/05/2020 at 5:28 AM, Xoceac said:

Pulse your MWD towards the Shield Transfer Control Tower for the first MTAC.

I try to cycle the MWD once at this point for the acceleration boost it gives me but then manually set my speed to ~200m/s so i'm not speeding into the tower and bumping straight back off it (remember to reset your speed to full as soon as you start heading back to the MTAC Fu~~~~ ummm factory)

not sure if that's too advanced for the guide but seems to do the trick nicely

Share this post


Link to post
Share on other sites
Awards

I really like the new NRF guide picture, and the addition of the leshak's pathing to it.

My only problem with the anchoring guide is in the TPPH where you say 

On 5/13/2020 at 3:28 PM, Xoceac said:

Room 1 and 2

  • Everyone should be burning towards the outgate to go into the next room. For the final room, check the picture below.

I disagree slightly. For one thing, snipers should sit still for the mara in room 2. Otherwise, snipers should do as this. DPS should always be burning out to targets for the first half of the room then to the gate when there are only a few rats left. 

Unless I misunderstood the next lines where you mention VVV and AAA. If you are using them to generically reference DPS and Snipers, then that's actually fine and accurate. But it sounded at first like only the two anchors should do that...

 

Overall, thanks for your effort and attention to these guides.

Share this post


Link to post
Share on other sites

On 5/13/2020 at 12:28 PM, Xoceac said:

If you can't field Ogre IIs, go for Federation Navy Hammerheads

Hmmmmm, :thinkingface: I think you meant fed navy ogres. Also as good as that headline looks, maybe something that doesn't have sentry drones? xD
 

On 5/13/2020 at 12:28 PM, Xoceac said:

Machariels and Pulsemares are preferred.

It should be machariels preferred, if none available, nightmare can do it if they refit beforehand.

On 5/13/2020 at 12:28 PM, Xoceac said:

Multitasking, you burn first, while you are burning, lock up the tower. You are able to assign your drones while you are burning.

They should wait to do that until they have dropped the first mtac, think Priorities. :P

Share this post


Link to post
Share on other sites

Posted (edited)
1 hour ago, Malcolm Galora said:

Hmmmmm, :thinkingface: I think you meant fed navy ogres. Also as good as that headline looks, maybe something that doesn't have sentry drones? xD

I did and changed the picture.

1 hour ago, Malcolm Galora said:

It should be machariels preferred, if none available, nightmare can do it if they refit beforehand.

Edited.

 

1 hour ago, Malcolm Galora said:

They should wait to do that until they have dropped the first mtac, think Priorities. :P

I mean, like it said, they can do it while burning right? What do else can you do while burning?

1 hour ago, FlameTounge said:

I really like the new NRF guide picture, and the addition of the leshak's pathing to it.

My only problem with the anchoring guide is in the TPPH where you say 

I disagree slightly. For one thing, snipers should sit still for the mara in room 2. Otherwise, snipers should do as this. DPS should always be burning out to targets for the first half of the room then to the gate when there are only a few rats left. 

Unless I misunderstood the next lines where you mention VVV and AAA. If you are using them to generically reference DPS and Snipers, then that's actually fine and accurate. But it sounded at first like only the two anchors should do that...

 

Overall, thanks for your effort and attention to these guides.

Ah yes, there is a slight mistake on my part. The red part should be redacted and replaced with the part below that, the green part. I did assume the DPS and Snipers here, not just the VVV. Edited.

5 hours ago, Kaye Huren said:

I try to cycle the MWD once at this point for the acceleration boost it gives me but then manually set my speed to ~200m/s so i'm not speeding into the tower and bumping straight back off it (remember to reset your speed to full as soon as you start heading back to the MTAC Fu~~~~ ummm factory)

not sure if that's too advanced for the guide but seems to do the trick nicely

I think you could actually be using the bump, quickly drop it before you are out of range and slow burn back, but I can include this tip in the guide.

Edited by Xoceac

Share this post


Link to post
Share on other sites
Awards

So the downside of putting your drones on the tower is if you do it too early (basically before first vindi shows up) then you are risking them to be a target of the MTAC response team, and there is a higher than normal chance that they will blow up.

  • Upvote 1

Share this post


Link to post
Share on other sites

Just now, Xoceac said:

I mean, like it said, they can do it while burning right? What do else can you do while burning?

Focus on getting there, separating your ammo out then dropping the can, tractoring it, grabbing the mtac, getting it to the transfer array, then dropping it. Then you can drop drones, considering you are right next to the tower at this point. For someone who has never done it before, they should just focus on doing their job first.

Share this post


Link to post
Share on other sites

Posted (edited)
5 hours ago, Kaye Huren said:

I try to cycle the MWD once at this point for the acceleration boost it gives me but then manually set my speed to ~200m/s so i'm not speeding into the tower and bumping straight back off it (remember to reset your speed to full as soon as you start heading back to the MTAC Fu~~~~ ummm factory)

not sure if that's too advanced for the guide but seems to do the trick nicely

So even if you are bumping on the Control Tower - and that is worse case scenario - after pulsing your MWD once you are going to probably drop the first MTAC quicker than just slowboating. Bumping is bad, you should try to not do it, but pulsing the MWD for the first drop is good.
Finding an advanced way to not bump and use MWD the same time is best. You can suit yourself and find what works for you.
What i do is : i dont adjust my speed, but i simply stop my ship after 5 seconds of MWD. Basically smashing ctrl+space halfway of the cycle. Thats probably the quickest or at least one of the quickest way to deliver fast without a bump.
 

Spoiler

The absolute fastest and pretty crazy, _not recommended_ way is to just use MWD intentionally bump but be fast enough to open and drop anyway.
Its pretty fun , but requires a lot of experience, a good setup for ingame windows, a good internet, server not to be too laggy, and all the stars to be aligned.
Prepare to be roasted if you try and fail even though this was not recommended.

After first drop you can chill and slowboat.

Edited by niki lasvegas

Share this post


Link to post
Share on other sites

8 minutes ago, niki lasvegas said:

What i do is : i dont adjust my speed, but i simply stop my ship after 5 seconds of MWD. Basically smashing ctrl+space halfway of the cycle. Thats probably the quickest or at least one of the quickest way to deliver fast without a bump.

That's what I've always done. Knowing when and where to stop your ship is a helpful skill to learn. Helps for stopping in front of romis to catch them burning, or stopping at your anchor spot and adjusting to avoid bumps.

Share this post


Link to post
Share on other sites

I tried doing the crazy thing back when I started in a machariel and was taking mtac actively, some days I could do it, some I couldn't, and what I did was I pulsed my mwd once I got the mtac, kind of bumped the shield relay tower with about half max mwd speed, and when you bounce back and the can is taking a while to catch up, you kind of end in between the can and tower can to drop it, it also re-positions yourself for slowboating back to the mtac factory.

So yeah you could do it, but not recommended to someone new to it and is just learning the role

Share this post


Link to post
Share on other sites

16 minutes ago, Mu Linfei said:

Speaking of guides, maybe take a look at the influence guide as well?

He mentions it. We should look about having an updated part for logi tho. Optimal basi add one passive em scimi add another invuln or dcu? Not sure what the right call would be for the guide.

Share this post


Link to post
Share on other sites

For NRF I suggest a vertical (top down) map,as if looking at a conventional map,  showing the positions most precisely. For TPPH both vertical and horizontal maps for the final room since some of the positions have both a horizontal and vertical component relative to the tower.

More precise positions=faster clear rates=better isk per hour with the added bonus of safer flying 

Share this post


Link to post
Share on other sites

Posted (edited)
1 hour ago, Anakin L said:

For NRF I suggest a vertical (top down) map,as if looking at a conventional map,  showing the positions most precisely. For TPPH both vertical and horizontal maps for the final room since some of the positions have both a horizontal and vertical component relative to the tower.

More precise positions=faster clear rates=better isk per hour with the added bonus of safer flying 

I refrain from using top down images (Mu suggested the same on voice), because first the NRF is vertical anchored, with that I mean the first anchor is much higher than the 2nd and with vertical view that's impossible to see. Second, I hate it.

Edited by Xoceac

Share this post


Link to post
Share on other sites
Awards

That's why I was saying two views. Vertical and horizontal. Just like is done on the exploration scanning map.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this