User:Cassiel Seraphim
Incursions
General advice
- Carry logistic drones, in case logistics get jammed or disconnect untimely (use tech two if you can).
- Fit an energy transfer or a shield transporter if you have spare highs, for the same reason.
- Put your drones on passive.
- If you are unsure about your fit, ask for a second opinion. Do remember that a lot of people throw advice around without really thinking or based on assumptions that may or may not be true. Don't be afraid to ask why they suggest something, if it seems weird.
- Stay calm and consider your options. A rash, split second, decision is usually much worse than taking a few seconds to consider your options.
- Never enter a site unless your fleet command tells you to.
- Always remember to align when the fleet commander tells you to, so you are ready to warp with the rest of the fleet instead of being left behind.
- Any ship in the fleet should be able to warp in first into a site and anchor, although practically you might want to make sure you don't tie up your dronebunny, logistics or your best damage dealers as an anchor (them being jammed would slow the fleet down).
Energy transfer advice
- Always know who your backup for energy transfers are, and make sure they know they are yours.
- If your energy transfer buddy is jammed and his energy transfers drop, turn off yours until your cap-buddy is unjammed. That way you conserve your own cap.
Logistics
- Always prioritize your fellow logistics before anything else when repairing. If a logistics ship goes down, the entire fleet risk going down.
- On Guardians and Baslisks, even without incoming energy transfers you have enough cap to run one shield transfer or remote armour repairer running indefinitely, possibly two pending on your skills. Remember that.
- Use only as many reppers as you need, don't over-repair because then you'll be too slow to respond to shifting aggro.
- If you are jammed, always call out "<name> jammed, ET down".
- Always turn off off your energy transfers if your energy transfer buddy is jammed and pending on the situation request backup energy from your damage dealers.
Target Calling
- Some ships are easier to hit than others (signature, resists, speed and prefered orbit). Tamas for example as much easier to hit than Schmaels, Eysters and Renyns. Romis, while having higher resists, are easier to hit than the close orbiting Augas.
- When the Sansha rats spawn at a distance, they'll use their microwarpdrives to burn straight at you until they hit their preferred orbit. If you can lock them fast enough while they are doing so, you'll have a ship with blown up signature and no transversal (ie, very easy to hit even for battleships).
- Decide whether you want to reduce the DPS as soon as possible or if you'd rather want each ship to fire at the most suitable ship in order to be as effective as possible in the long run.
Vanguard Sites
Override Transfer Array tips
- Focus fire to muscle through the tower's and Mara's repairs.
- The initial wave of Tamas do not spawn any Niarjas, only the delayed spawn do.
- Lock up the initial Tama Cerebelums right away and shoot those first, that way the delayed spawn of Tamas that will trigger the Niarjas, will be the last Tamas you end up killing. A simple solution that doesn't require tagging, but still allows you to trim the DPS down in a controlled manner.
Command Ships and Fleet Assistance Modules
Just a little something I'm putting together to see the various combinations for offgrid boosting, in regards to ships and implants. It will assume you have all the relevant skills trained to V and using tech 2 gang links, then show the difference between the various ships with or without the appropriate skirmish mindlink implant.
The numbers in parenthesis is if you have the appropriate warfare implant. So a Claymore running the Skirmish Warfare Mindlink would boost the previous +32,34% web range up to +48,52% web range. The siege and armour gang links are combined, since their effects are identical to either themselves (if using racial links) or the Claymore (if using non-racial links).
Relevant skills
Warfare Gang Links | Strategic cruisers | Command Ships | Warfare Mindlink implants |
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- <racial> Cruiser V means Amarr, Caldari, Gallente or Minmatar Cruiser V.
- <racial> Warfare (Specialist) V means Armor, Siege, Skirmish or Information Warfare (Specialist) V.
Command Ships and Strategic Cruisers
Type of Ship | Skirmish Links | Armour/Siege Links | Practical effects (bonus with correct implant): | |
---|---|---|---|---|
Web range | Signature | Resists, cycle & cap | ||
Claymore (skirmish) | +32,34% (+48,52%) |
-21,56% (-32,34%) |
+18,75% (+28,12%) |
Federation webs go from 14km to 18,5 km (20,8 km). True Sansha webs go from 15 km to 19,9 km (22,3 km). Meta 4 reps go from 5 sec to 4,1 sec (3,6 sec). Tech 2 reps go from 4,5 to 3,7 sec (3,2 sec). |
Damnation (armour) Vulture (shield) |
+28,13% (+42,19%) |
-18,75% (-28,12%) |
+21,56% (+32,34%) |
Federation webs go from 14km to 17,9 km (19,9 km). True Sansha webs go from 15 km to 19,2 km (21,3 km). Meta 4 reps go from 5 sec to 3,9 sec (3,4 sec). Tech 2 reps go from 4,5 to 3,7 sec (3,0 sec). |
Loki (skirmish) | +35,2% (+52,7%) |
-23,4% (-35,2%) |
+18,75% (+28,12%) |
Federation webs go from 14 km to 18,9 km (21,4 km). True Sansha webs go from 15 km to 20,3 km (22,9 km). Meta 4 reps go from 5 sec to 4,1 sec (3,6 sec). Tech 2 reps go from 4,5 to 3,7 sec (3,2 sec). |
Legion (armour) Tengu (shield) |
+28,13% (+42,19%) |
-18,75% (-28,12%) |
+23,44% (+35,16%) |
Federation webs go from 14 km to 17,9 km (19,9 km). True Sansha webs go from 15 km to 19,2 km (21,3 km). Meta 4 reps go from 5 sec to 3,8 sec (3,2 sec). Tech 2 reps go from 4,5 to 3,4 sec (2,9 sec). |
Bonused webs and stacking
The primary percentage is from using a 60% base reduction web, like the Federation Navy Stasis Webifier and the percentages in parenthesis is for 55% base reduction webs, like the True Sansha Stasis Webifier. The parenthesis in the header is the effective rating of each new web given the stacking penalty.
Velocity bonused ships like the Vindicator or the Vigilant have a 50% stronger reduction in speed (90% and 82,5% respectively).
Type of ship | Effective speed for webbed targets with stacking | Practical effects | |||||
---|---|---|---|---|---|---|---|
First web (100%) |
Second web (86,9%) |
Third web (57,1%) |
Fourth web (28,3%) |
Fifth web (10,6%) |
Sixth web (3,0%) | ||
Vindicator Vigilant |
10,00% (17,50%) |
2,18% (4,95%) |
1,06% (2,62%) |
0,79% (2,01%) |
0,71% (1,83%) |
0,69% (1,79%) |
Given a base speed of 1000 m/s: Federation reduce speed to 100, 22, 11 and 8 m/s. True Sansha reduce speed to 175, 50, 26 and 20 m/s. |
Non-bonused ships |
40,00% (45,00%) |
19,14% (23,49%) |
12,59% (16,11%) |
10,45% (13,61%) |
9,78% (12,81%) |
9,61% (12,60%) |
Given a base speed of 1000 m/s: Federation reduce speed to 400, 191, 126 and 104 m/s. True Sansha reduce speed to 450, 235, 161 and 136 m/s. |
Maintenance Bots
Below is a breakdown on the statistics of logistical drones compared to remote armour repairs and shield transporters. The regular values are for tech one drones and the values in parenthesis are for tech two drones. The numbers are split up into unbonused ships, regular ships, and logistics ships who get bonus to drone repairs and range of remote armour repairs and shield transporters.
Module/Drone | Light Bots (unbonused) | Light Bots (logistics) | Medium Bots (unbonused) | Medium Bots (logistics) | Heavy Bots (unbonused) | Remote Repair Modules | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Armour | Shield | Armour | Shield | Armour | Shield | Armour | Shield | Armour | Shield | No Boosts | Max Boosts | |
Optimal Range | 6,250 m (6,250 m) |
9,375 m (9,375 m) |
12,500 m (12,500 m) |
8,400 m (normal ships) 71,500 m (for logistics) | ||||||||
MWD Speed | 4,000 m/s (4,800 m/s) |
3,437,5 m/s (4,125 m/s) |
2,500 m/s (3,000 m/s) |
Instant | ||||||||
Speed | 350 m/s (420 m/s) |
300 m/s (360 m/s) |
250 m/s (300 m/s) |
Instant | ||||||||
HP / cycle | 15 hp (17,5 hp) |
15 hp (18 hp) |
30 hp (35 hp) |
30 hp (36 hp) |
30 hp (35 hp) |
30 hp (36 hp) |
60 hp (70 hp) |
60 hp (72 hp) |
75 hp (90 hp) |
384 hp (384 hp) | ||
Duration | 5 seconds (5 seconds) |
5 s (4,5 s) |
3,24 s (2,92 s) | |||||||||
HP / sec | 3 hp/s (3,5 hp/s) |
3 hp/s (3,6 hp/s) |
6 hp/s (7 hp/s) |
6 hp/s (7,2 hp/s) |
6 hp/s (7 hp/s) |
6 hp/s (7,2 hp/s) |
12 hp/s (14 hp/s) |
12 hp/s (14,4 hp/s) |
15 hp/s (18 hp/s) |
76,8 hp/s (85,3 hp/s) |
118,4 hp/s 131,6 hp/s) |
- Tech two light and medium armour drones only increase efficiency by 16,67% whereas the tech 2 shield drones are 20% more effecive. Both heavy armour and shield drones have the same +20% efficiency however.
- 5 x Light Armor Maintenance Bot II on a logistics ship equals 45,6% of an unbonused Large 'Solace' Remote Bulwark Reconstruction.
- 5 x Light Shield Maintenance Bot II equals 46,9% of an unbonused Large S95a Partial Shield Transporter.
- 5 x Medium Armor Maintenance Bot II equals 91,1% of an unbonused Large 'Solace' Remote Bulwark Reconstruction.
- 5 x Medium Shield Maintenance Bot II equals 93,8% of an unbonused Large S95a Partial Shield Transporter.
- Both 5 x Heavy Armor Maintenance Bot II and 5 x Heavy Shield Maintenance Bot II equal 234,4% of their respective module counter-parts.
- A single flight of Heavy Shield Maintenance Bot II drones can keep a logistics ship alive for a quite some time, as could a few flights of Medium Shield Maintenance Bot II drones, so do not underestimate the value of having tech two maintenance bots as backups on damage dealers.
- Logistics drones rarely get any aggro, so there is no reason not to use tech two drones if you can.