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Missions & Complexes

 
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Incursions Start here.

First post
Author
Frostys Virpio
State War Academy
Caldari State
#161 - 2013-04-18 14:40:35 UTC
Todath Narod wrote:


What is the difference between the effect of a pilot who has the skills for T2 equipment and ammo and one who has the skills for Meta 3/4 equipment? Again, marginal.



This one is actually big. Most weapon spec gives 5% dmg/level and meta 4 weapons usually only need the skill at rank 1 to be used while T2 require rank V + another bonus in the for of the specialisation skill needed to at least rank I. That add up to quite a lot of DPS.
Miles Forrester
Eire Engineers
Pandemic Horde
#162 - 2013-04-18 15:51:57 UTC
I'll bite.

Beforehand: Drones add not too much dps for a low skilled pilot but can add 99 dps if using 5 Hobgoblin II's from maxed drone user. Dps values are without drones.

A minimally skilled drake pilot (at most 2 weeks of training) could fly this fit, have 60k EHP including OGB bonus and deal a mere 123 dps.
[Drake, Basic Incursion Fit]
4x Ballistic Control System I

Limited 'Anointed' EM Ward Field
Limited Thermic Dissipation Field I
Limited Adaptive Invulnerability Field I
Large F-S9 Regolith Shield Induction
2x Phased Weapon Navigation Array Generation Extron

6x 'Arbalest' Heavy Missile Launcher, Scourge Heavy Missile
Auto Targeting System I

3x Medium Core Defense Field Extender I

Targeting system is to deal with skill gap and there are many tank mods to create the buffer. By all means swap the remaining extender for another painter.

The same fit above with All V skills has just over 91k EHP including OGB bonus and deals a measly 270 dps.

Swapping to this next fit with a T2 tank and T2 BCS's gives 48.5k EHP including OGB bonus and deals 145 dps.
With All V skills the fit has almost 73k EHP including OGB bonus and deals 319 dps.

For the low skilled pilot the only change is getting Weapon Upgrades IV and Tactical Shield Manipulation IV

[Drake, Basic Incursion Fit]
4x Ballistic Control System II

EM Ward Field II
Thermic Dissipation Field II
Adaptive Invulnerability Field II
3x Phased Weapon Navigation Array Generation Extron

6x 'Arbalest' Heavy Missile Launcher, Scourge Heavy Missile
Auto Targeting System I

3x Medium Core Defense Field Extender I

To use the T2 Heavy Missile Launchers, the low skilled pilot needs to train Missile Launcher Operation IV, Heavy Missiles V, Heavy Missile Specialization I and Electronics V (as the T2 launchers require more CPU and PG)
Changing the above fit to have T2 launchers (but use T1 ammo) the low skilled pilot deals 184 dps and the All V pilot deals 354 dps.
Training Missile Launcher Operation V will allow usage of T2 Heavy Missiles. This would change the dps to 249 and 478 respectively for the low skilled and All V pilot when using Scourge Fury missiles.
All this while the Battlecruiser skill is still at 1 and with many other missile support skills not even trained.

Ofcouse this comparison isn't truly fair because of the support skills, so lets compare the low skilled pilot between fits:
- 123 dps with T1 BCS's (for their meta's are quite pricy) and meta 4 launchers
- 145 dps with T2 BCS's and meta 4 launchers
- 184 dps with T2 BCS's and T2 launchers (T1 ammo)
- 249 dps with T2 BCS's and T2 launchers (T2 fury ammo)

As percentages you would go from 100 to 118, 150, 202. So the increase in dps is quite noticable.

Again for the sake of comparing, take each fit with All V skills:
- 270 dps with T1 BCS's (for their meta's are quite pricy) and meta 4 launchers
- 319 dps with T2 BCS's and meta 4 launchers
- 354 dps with T2 BCS's and T2 launchers (T1 ammo)
- 478 dps with T2 BCS's and T2 launchers (T2 fury ammo)

As percentages these are 100, 118, 131, 177. The increase is a bit less because in the above comparison the low-skilled pilot gains skill between each fitting.

So, the difference between meta 4 and T2 launchers for an All V pilot?
(354 / 319 - 1) * 100% = 10.97%
(478 / 319 - 1) * 100% = 49.84%

Both of these differences are far from marginal.
So there's your numbers. Have fun.
goldiiee
Bureau of Astronomical Anomalies
#163 - 2013-04-18 16:58:48 UTC  |  Edited by: Goldiiee
All those numbers and stats on a Drake :( As a diehard turret fan, I will make a simple comparison.

Mach with noob in it, meta 4 Arties minimum skills 375 DPS, range 32km to 85km.
Mach with me in it :), T2 Arties My skills, 1025 DPS, range 44km to 140km.

As an FC I compute 1000dps per pilot, and 1500 rep per cycle for each Logi (4 T2 reps), I want to field 10k DPS and tank 3k DPS, so it boil down to a numbers game, I can take less, but it means the guys I pick will have to work harder, and they trust me to look out for their best interests.

So essentially I would need 4 noobs in fleet, to make up for one of 'me' not in fleet. But I usually only need 9 dps guys. Meaning; if I take one meta 4 dps I am essentially throwing away 1/3 of my fleet.

Todath Narod, Thanks for your post I am pressed for time right now but I hope to get an answer to all your questions when I get a chance later tonight.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Kranyoldlady
Women's cave
#164 - 2013-04-18 17:22:32 UTC
Todath Narod wrote:
What is the real difference between the strict exclusionary incursion fleets and the inclusive incursion fleets? Much. Attitude / Sociability. The general difference between the two basic categories of human beings : those who have a general regard for others, and those who don't.


Althought this sounds like it might be true, your way off, but your excused cause you do not know.
So here it is, take a seat and hold on to your chair. it will rock your world.

e-peen :
-Used to describe the act of showing off or stroking one's own ego, esp. with regard to computer game prowess.

example a:
1337s4v10r: U l00zrz just ***** coz u dont no how 2 play ur toons rite!!!11 lern 2 play, fuktards!!one11
exapmle b:
casual_gamer: There's always some ******* e-peening on this forum *ignore button*.

Here is some history:

BTL, or also known as Better Then Life, was the first incursion channel when it came to shields.
It was no secret that even if you could run a mission solo, it does not mean you can run incursions. In the early days of tvp, it was a requirement to have a combination of passive buffer tank with active resistance tank. In this case a tech 2 tank, they did not care what dps you did. (note: chnages might have happend wich im not aware of, so find out first)

That said, in incursions it is normal to contest sites, although some groups do not like this. Yet, in BTL, we contested and we contested alot, basecly every "possibility we got.
Most groups are so close to eachother that to be able to win a contest, you need to take advantage of everything you can find, from faction ammo with t2 guns to pirate faction hulls and shield tanking.

Combine losing contests for various reasons, ranging from the profile of the particular channel to the fitting doctorine, with the general attitude of the involved channels and you will find the tears and epeen running freely

It has nothing to do with the general regard for others, or lack there off.
I want this to be absolutly clear.
I have fc-ed fleets in BTLl where i trained up most of the early fc's inTVP. From fitting adviced to making them into great fc's.


So if you want to run incursions, be adviced.
Do yourself a favor and make sure you can fly both armor and shields, have your skills trained up to t2 including your gun skills. So that in case of e-peen comming your way you have options to choose from.
Unezka Turigahl
Det Som Engang Var
#165 - 2013-04-18 18:04:16 UTC
Aside from safety, contesting sites is a big reason for high standards in a fleet. These days most of the communities are all packed in the same incursion constellation, either by choice or because all the other incursions have been killed. So competition can be fierce. ISN and similar communities aren't just being noob-hating jerks by enforcing standards, they're trying to make sure they can compete with other fleets and win sites. As Goldiee pointed out, accepting just one low end DPS can make enough of a difference that the fleet loses a contested site.

Yeah, some pilots ARE jerks about it. But I wouldn't associate it with the community they belong to or with incursions as a whole. Its more of an EVE/internet thing, theres always gonna be a jerk or two. Ignore the douches and follow the advice of the more pleasant ones.

TVP is the best bet for a newer player. But it is also not impossible for newish players to get together and run sites on their own, outside of the main communities. I've helped get fleets together with two different corps, the only requirement being T2 shield mods on all ships, and logi 4 for the Basilisks. One of the fleets had Drakes and Navy Omens in them, ships even TVP won't accept. Its not ISK efficient but it is kind of fun. Any contested site will be lost of course, and depending on time of day and # of incursions in hisec, it may be hard to get many sites to yourself. So incursions can be rather noob-unfriendly, yes. CCP designed them to be competitive.

The biggest challenge for getting a noob fleet rolling is simply finding enough pilots, including 2-3 trusted logi and someone who knows what they're doing. I really wish CCP would make scout sites harder and more rewarding, but still require less pilots than VGs. It would give newer players more room to enjoy incursions in say - fleets of 5 BCs with 1 logi or something. Right now they are pointless.
goldiiee
Bureau of Astronomical Anomalies
#166 - 2013-04-18 19:29:48 UTC  |  Edited by: Goldiiee
Todath Narod wrote:
Thanks for your reply. I understand why some fleets are strict from a few standpoints. The fact, however, that some fleets are more inclusive points up to the possibility that this strictness is based on collecting ISK and LP time-efficiently. The strict fleets *could* include a few less perfectly equipped pilots - they just dont want to spend the extra 30 seconds that person adds to the time it takes for the fleet to complete the swarms.

What is the real difference between a Meta 4 weapon and T2 weapon? Not much.

I think that one was covered pretty well by Miles in a previous post, but essentially 100% to 300% difference can be equated from both the T2 weapons systems and the skill required to field them.

Todath Narod wrote:
What is the difference between the 55-70% resists you get with Meta 3 and 4 modules and the T2 modules? Not much.
What is the difference between DPS with T2 ammo and Faction ammo? a few percentage points = not much.

The difference in resists from meta 4 to T2 can be compensated for by adding more hardeners and rigs, but a cursory look tells me that a ship with 60% resists will only tank 1650dps with 70% resist the tank goes up to 3000dps. So although it is possible to get 70% resists with meta 4 gear the loss of fitting slots spent on tank means a loss of DPS boosting modules like tracking computers, webs, target painters, and sensor boosters.

So although it would appear that meta 4 can be used, the subsequent loss of DPS application makes for a side effect that can’t be overcome with anything but training.

Most fleets that I am aware of use faction ammo almost exclusively, the base difference from T1 ammo in the mach I use is 100dps, not much? But if you add that to ten other pilots in fleet and you have the equivalent of an extra ship on grid. Making the completion times quicker and the amount of time the fleet is exposed to incoming DPS that much lower, thereby reducing risks.

Todath Narod wrote:
What is the difference between the effect of a pilot who has the skills for T2 equipment and ammo and one who has the skills for Meta 3/4 equipment? Again, marginal.
All these differences add up I suppose, but that's where leadership, if it is real leadership, makes up the difference.


As some people have already pointed this out in previous post I will only hit on it briefly, A pilot with the T2 modules trained have lower ‘sig rad’, higher resist, greater DPS, longer range, and quicker lock times. All these things make him safer, and by extension the fleet safer.

To sum up; All of the things you have pointed out are the ‘margins’ that fleets rely on to excel in Incursions. Each one is ‘Marginal’ but added together it can actually be like adding a whole extra wing of DPS and logis to the fleet without compromising the fleet or the payout.

As 'leadership' the difference can be made up to some extent, but the risks of losing someone’s ship due to their own lack of skills and fittings is not really an option. For one thing a ship loss disrupts the fleet and requires a replacement pilot, and secondly a ship loss discourages a potential pilot for much longer than he would have had to wait to get in fleet with the right skills and fittings.

Todath Narod wrote:
What is the real difference between the strict exclusionary incursion fleets and the inclusive incursion fleets? Much. Attitude / Sociability. The general difference between the two basic categories of human beings : those who have a general regard for others, and those who don't.


I am unfortunately one of the guys in chat channels that has to give the bad news to some prospects that their fits or skills are not going to cut it in our particular community. I try to be as diplomatic as possible and sometimes I fail horribly, as a reward I have been called all kinds of creative names in chats and in the forums for my efforts. I expect you were handled harshly and that experience has left a bad taste, I know sometimes after a few hours of pass/failing fits and pilots I get a little worn down and my answers go from ‘That’ll work just adjust ...’’ to ‘Really? Are you serious?’

If it was me that handled you badly I hope I can help in here, and find you a group to fly with; Without risking all your hard earned ISK.
cont.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

goldiiee
Bureau of Astronomical Anomalies
#167 - 2013-04-18 19:30:27 UTC  |  Edited by: Goldiiee
Todath Narod wrote:
It is understood that incursions are difficult and the risks are great (in some cases you cant warp out if the swarm is starting to blow ships up). But for high-sec space Vanguard level missions, the general attitude of exclusive incursion fleets cannot be based on some sort of technical necessity. Imo, and I am 3 months old and not know what I'm talking about = but I can do level 4 security missions alone without much problem. Can't see how my inclusion in a good fleet is really that big of a problem for others. If I don't contribute sufficiently, then don't include me in the next mission. And I'm speaking in the interest of the rest of the Eve Community that encounters these exclusivity attitudes and gets turned off by them.


I used to do a lot of missions (Before Incursions), my mission ship was great and powerful, I could crush rats like ants on a sidewalk, I would warp into missions with ‘ner do well’ attitude and blitz the field clean in a matter of minutes without changing my tank for the rat specific hardeners that old farts had suggested. I was a God. But I don’t think my Mission running ship would survive one salvo in an Incursion site, and I’m fairly confident it would not do anywhere the damage necessary to complete these sites. And finally it didn’t cost 1/20 of my current fit, so when looking to get in fleet ask yourself ‘Are you trying to fly a Chevy with a bunch of Ferraris’ and how confident would you be taking a noob in a frigate into a mission that tasks your Mission Ship to the max.

And yes, the attitudes can be quite bad, exclusivity tends to breed contempt, but anyone that has a marginal grip on reality knows that the ship they are flying wasn’t handed to them complete and ready to go, there is a learning curve (Like a cliff) and an ISK curve (similar cliff) to getting the right ship, right skills, and right fittings the rest is just routine and persistence.

Edit; Thanks for your very inquisitive post, I am sure many other people were asking the same questions. I hope this was helpful to anyone else that spent their time reading it.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Todath Narod
Integrated Secure Resources Extraction
#168 - 2013-04-18 23:01:25 UTC
Thanks for your extensive reply. I am better informed.
Todath Narod
Integrated Secure Resources Extraction
#169 - 2013-04-18 23:06:25 UTC  |  Edited by: Todath Narod
Unezka Turigahl wrote:

The biggest challenge for getting a noob fleet rolling is simply finding enough pilots, including 2-3 trusted logi and someone who knows what they're doing. I really wish CCP would make scout sites harder and more rewarding, but still require less pilots than VGs. It would give newer players more room to enjoy incursions in say - fleets of 5 BCs with 1 logi or something. Right now they are pointless.


I think this is the one thing that pisses me off more than anything : CCP put these relatively easy scout site missions in the incursion mix - they are interesting but there is virtually NO reward of any kind, not even a decent drop. My corpo partner and I did a scout site the other day (my first, his first without getting killed) and we were both surprised to find that the 3 waves of Sansha dropped absolutely nothing. The 50K ISK is a joke, as are the 50 LP - even the security status gain is much *much* less than one would expect given the effort (usually less than a few normal hisec belt waves). Then, as if to twist the knout on new players, they made the jump from working this kind of site to the very next level up from that about a 4 month training period. They shouldn't have even included scout sites in the model, or made a few more gradations so that people - like me - could participate without having to train out a 4 month "dead zone".
Todath Narod
Integrated Secure Resources Extraction
#170 - 2013-04-19 01:11:10 UTC
Frostys Virpio wrote:
Todath Narod wrote:


What is the difference between the effect of a pilot who has the skills for T2 equipment and ammo and one who has the skills for Meta 3/4 equipment? Again, marginal.



This one is actually big. Most weapon spec gives 5% dmg/level and meta 4 weapons usually only need the skill at rank 1 to be used while T2 require rank V + another bonus in the for of the specialisation skill needed to at least rank I. That add up to quite a lot of DPS.


Dont know what weapons you are referring to. Most of the meta 3/4s I use require some skills trained up. Some don't, and yes they are generally crap. The skill-requiring metastuff plus implants and enhancement gives you a performance profile which isn't really that far away from a fully trained up T2 player - roughly 30% difference when you add it all up. I've done *some* of the math (which in college was enough to give me a passing grade in calculus - I'm no Newton).
Miles Forrester
Eire Engineers
Pandemic Horde
#171 - 2013-04-19 05:59:22 UTC
Todath Narod wrote:
I think this is the one thing that pisses me off more than anything : CCP put these relatively easy scout site missions in the incursion mix - they are interesting but there is virtually NO reward of any kind, not even a decent drop. My corpo partner and I did a scout site the other day (my first, his first without getting killed) and we were both surprised to find that the 3 waves of Sansha dropped absolutely nothing. The 50K ISK is a joke, as are the 50 LP - even the security status gain is much *much* less than one would expect given the effort (usually less than a few normal hisec belt waves). Then, as if to twist the knout on new players, they made the jump from working this kind of site to the very next level up from that about a 4 month training period. They shouldn't have even included scout sites in the model, or made a few more gradations so that people - like me - could participate without having to train out a 4 month "dead zone".

That's basically what we all have been complaining about ever since incursions started.
Like proposed many times to make it a site for example for a fleet of 3-4 dps and a logi (heck, make it 3-4 dps and two T1 logi) but with only a single scout system I can only imagine the drama that would come from contests... but this place on the forums isn't the right place to deal with this Blink
Jacques-Benigne Bossuet
Federal Navy Academy
Gallente Federation
#172 - 2013-04-19 18:05:29 UTC  |  Edited by: Jacques-Benigne Bossuet
Goldiiee wrote:
...I believe many communities still use Loki as 'drone commanders'...



Please explain how this is done? I know it's a total noob question but I can never seem to get my drones to do anything other than just derp around the guy the are to assist or guard.

"An adventure is only an inconvenience rightly considered. An inconvenience is an adventure wrongly considered." G. K. Chesterton

goldiiee
Bureau of Astronomical Anomalies
#173 - 2013-04-19 18:27:23 UTC  |  Edited by: Goldiiee
Jacques-Benigne; When done correctly your drones will attack the last rat the drone commander targets with either guns or web (Might work with Target Painters too, IDK)

If you are assigning your drones to assist and they are not doing anything it could be one of two things, 1. The drone commander is afk and not shooting at anything. Or, 2. The target he is shooting at is out of range of your drones (or your skills for your drones).

When you assign your drones to assist the drone commander (also called ‘Drone Bunny’) he should be able to direct them to kill targets like frigs and whatnot, ideally he takes out anything the FC’s doesn’t usually tag. A properly fit Loki can have 40+km webs, this makes it ideal for slowing and killing fast moving frigs as well as assisting the fleet in killing Romi’s (A fast moving cruiser that uses a kiting technique to harass fleets). The addition of 5 drones per DPS fleet member, and 30 DPS ships for an HQ fleets, means 150 drones at his command. Assuming 100dps per set of drones this ship commands 15,000 DPS, it is easily the highest DPS ship in a fleet.

Additionally an FC, or anyone for that matter, can assign their drones to assist a fleet member, if the drone(s) go and orbit the member but show idle in the drone HUD it lets you know that member is not firing. (good way to find Leechers)

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Bananap0wn
FreeTrade
#174 - 2013-04-20 16:04:53 UTC  |  Edited by: Bananap0wn
Hey guys,

I recently reactivated my account. I'm interested in doing incursions (VG). Last time I did them I was 'advertising' my ship in BTL_Pub and that's how I got invited to fleets. Back then I was flying a Mach but I sold it. Right now I have about 450m with some more ISK coming in when I sell some stuff I have laying around, after which I'll have about 600-700m.
With this amount of ISK I won't be able to buy any Mach or NM, so I think a CS would be my best bet (I remember Sleipnir fleets being very effective in the sites that spawned a lot of frigs), but maybe there are other ships that are popular right now?

http://eveboard.com/pilot/Bananap0wn
These are my skills. I'm able to fly any CS with t2 guns and I can also use T2 large lasers and T2 large projectiles.

What do you guys think would the best ship I could fly with my budget and my skills - which ship would get me in a good fleet? (I'd rather not invest in any more logi skills)
goldiiee
Bureau of Astronomical Anomalies
#175 - 2013-04-20 19:15:12 UTC
Bananap0wn wrote:
Hey guys,

I recently reactivated my account. I'm interested in doing incursions (VG). Last time I did them I was 'advertising' my ship in BTL_Pub and that's how I got invited to fleets. Back then I was flying a Mach but I sold it. Right now I have about 450m with some more ISK coming in when I sell some stuff I have laying around, after which I'll have about 600-700m.
With this amount of ISK I won't be able to buy any Mach or NM, so I think a CS would be my best bet (I remember Sleipnir fleets being very effective in the sites that spawned a lot of frigs), but maybe there are other ships that are popular right now?

http://eveboard.com/pilot/Bananap0wn
These are my skills. I'm able to fly any CS with t2 guns and I can also use T2 large lasers and T2 large projectiles.

What do you guys think would the best ship I could fly with my budget and my skills - which ship would get me in a good fleet? (I'd rather not invest in any more logi skills)

I would invest in a strong Maelstrom, they are cheap and easy to fit up with your skills for both 800mm and 1400mm. A CS will cost you about as much as a Maelstrom and with it's limited range it won't be first pick for most FC's. With a week of running with any of the incursion groups you should have more than enough to rebuy a Mach.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Estella Osoka
Cranky Bitches Who PMS
#176 - 2013-04-20 21:05:17 UTC
Goldiiee wrote:
Jacques-Benigne; When done correctly your drones will attack the last rat the drone commander targets with either guns or web (Might work with Target Painters too, IDK)

If you are assigning your drones to assist and they are not doing anything it could be one of two things, 1. The drone commander is afk and not shooting at anything. Or, 2. The target he is shooting at is out of range of your drones (or your skills for your drones).

When you assign your drones to assist the drone commander (also called ‘Drone Bunny’) he should be able to direct them to kill targets like frigs and whatnot, ideally he takes out anything the FC’s doesn’t usually tag. A properly fit Loki can have 40+km webs, this makes it ideal for slowing and killing fast moving frigs as well as assisting the fleet in killing Romi’s (A fast moving cruiser that uses a kiting technique to harass fleets). The addition of 5 drones per DPS fleet member, and 30 DPS ships for an HQ fleets, means 150 drones at his command. Assuming 100dps per set of drones this ship commands 15,000 DPS, it is easily the highest DPS ship in a fleet.

Additionally an FC, or anyone for that matter, can assign their drones to assist a fleet member, if the drone(s) go and orbit the member but show idle in the drone HUD it lets you know that member is not firing. (good way to find Leechers)


^^This. If you have only trained your Drones to 5 and are using tech 1 drones then your max control range is 25km. To get the max drone control range through skills you need to train Scout Drone Operation and Electronic Warfare Drone Inerfacing. This will get you a total drone control range of 65km. Rigs and Mods can take that range out even further.

Goldiee: It works with TPs also.
Bananap0wn
FreeTrade
#177 - 2013-04-21 16:22:37 UTC
Goldiiee wrote:
Bananap0wn wrote:
Hey guys,

I recently reactivated my account. I'm interested in doing incursions (VG). Last time I did them I was 'advertising' my ship in BTL_Pub and that's how I got invited to fleets. Back then I was flying a Mach but I sold it. Right now I have about 450m with some more ISK coming in when I sell some stuff I have laying around, after which I'll have about 600-700m.
With this amount of ISK I won't be able to buy any Mach or NM, so I think a CS would be my best bet (I remember Sleipnir fleets being very effective in the sites that spawned a lot of frigs), but maybe there are other ships that are popular right now?

http://eveboard.com/pilot/Bananap0wn
These are my skills. I'm able to fly any CS with t2 guns and I can also use T2 large lasers and T2 large projectiles.

What do you guys think would the best ship I could fly with my budget and my skills - which ship would get me in a good fleet? (I'd rather not invest in any more logi skills)

I would invest in a strong Maelstrom, they are cheap and easy to fit up with your skills for both 800mm and 1400mm. A CS will cost you about as much as a Maelstrom and with it's limited range it won't be first pick for most FC's. With a week of running with any of the incursion groups you should have more than enough to rebuy a Mach.


Thanks for the quick response!

I bought a mael and started fiddling around in Pyfa. I ended up with these fits:

[Maelstrom, Incursion arty]
EHP: 83.4k
75.9% - 72.1% - 72.8% - 77.4%
11199 Volley - 848 DPS(653+195) - Range: 30km+42km - Tracking: 0.0184
Lock range: 93.8km - Scan res: 180mm

Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Damage Control II

Sensor Booster II, Scan Resolution Script
Dread Guristas EM Ward Field
Tracking Computer II, Tracking Speed Script
Tracking Computer II, Tracking Speed Script
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L
1400mm Howitzer Artillery II, Republic Fleet EMP L

Large Ancillary Current Router I
Large Anti-Thermal Screen Reinforcer II
Large Core Defense Field Extender I


Curator II x4


[Maelstrom, incursion AC]
EHP: 83.4k
75.9% - 72.1% - 72.8% - 77.4%
1003 DPS(808+195) - Range: 3.45km+35.2km - Tracking: 0.0933
Lock range: 93.8km - Scan res: 180mm

Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II

Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Dread Guristas EM Ward Field
Tracking Computer II, Tracking Speed Script
Tracking Computer II, Tracking Speed Script
Sensor Booster II, Scan Resolution Script

800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L

Large Anti-Thermal Screen Reinforcer II
Large Projectile Ambit Extension II
Large Core Defense Field Extender I


Curator II x4

I like the AC fit more than the Arty fit but I guess the range is lacking....
Any tips?
goldiiee
Bureau of Astronomical Anomalies
#178 - 2013-04-21 18:23:15 UTC
Bananap0wn wrote:
Edited for brevity

Ideally an FC would like you to be able to switch between 800s and 1400s, so a fit with both weapon systems available would be ideal for fleet invites. Personally I like the 1400s gives me a little time to survey between shots, and appraise the best place to land a big volley. But for a more engaging time the quick cycle of the 800s makes for more interesting gameplay. (And the ammo expense goes way down with Arties)

Both of those fits should work, and with some additional love from a pro Scimi the range on the autos will work just fine, alternatively some tracking love from the Scimis will round out the arties as well.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

James Baboli
Warp to Pharmacy
#179 - 2013-04-24 14:58:56 UTC
Unezka Turigahl wrote:

TVP is the best bet for a newer player. But it is also not impossible for newish players to get together and run sites on their own, outside of the main communities. I've helped get fleets together with two different corps, the only requirement being T2 shield mods on all ships, and logi 4 for the Basilisks. One of the fleets had Drakes and Navy Omens in them, ships even TVP won't accept. Its not ISK efficient but it is kind of fun. Any contested site will be lost of course, and depending on time of day and # of incursions in hisec, it may be hard to get many sites to yourself. So incursions can be rather noob-unfriendly, yes. CCP designed them to be competitive.


Warp To Me will take almost anything that will survive, although we do prefer the same things as any other community.


Example:
I have FC'd 13 minute pay to pay TCRCs with 2 t1 BCs in fleet.
Full disclosure:
The rest ranged from T1 BS t2 tank + damage mods meta 4 guns with faction ammo to full faction + deadspace fit vindicators, and only 8 logi.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#180 - 2013-04-24 15:15:01 UTC
Todath Narod wrote:


What is the difference between the 55-70% resists you get with Meta 3 and 4 modules and the T2 modules? Not much.

It can be the difference between lasting the 15 seconds it can take to get the right number of reps on you or not. Meta2 invuln is also the best you can get without going t2 or shiney, which makes that in particular a major concern, as most fits for new players should run double invuln + EM mod and thermal rig, to allow for both less than perfect response time and lower base HP from skills/t2 rigs/bittervet magic. LSE is also recommended on newer pilots ships, to provide more buffer and thus give more margin to catch people in shield.

Todath Narod wrote:

What is the difference between DPS with T2 ammo and Faction ammo? a few percentage points = not much.


The difference is a few points of base damage, modified by the damage multiplier of a weapon, which is usually between 3.5 and 20. This multiplies the low initial difference, and t1/meta1-4 damage mods/guns exaggerates the difference between t1 ammo and newbie friendly fit, faction ammo and newbie friendly fit and full t2 (including ammo) fit. Were it not for damage multipliers making this into a 10-25% increase in DPS, I would not see the issue. That said, if you are new and can fit the tank and have the ship ready to fly, in most newbie friendly channels someone will lend/give you the isk to get faction ammo if you are polite.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp