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JAF Anders
Quantum Cats Syndicate Samurai Pizza Cats
50
|
Posted - 2013.03.11 19:51:00 -
[61] - Quote
Friendly bump. |

Tigerras
Smash Incorporated
0
|
Posted - 2013.03.13 04:39:00 -
[62] - Quote
Very good information in here.
I really hate that logi 5 is required to fly by most groups. This pilot has a very strong set of skills (in terms of shield skills I'm missing lvl 5 on a couple of the reinforcement damage types and that's it), can fly a basi or a scimi, can field tech 2 shield drones (not to mention countless other fitting skills). However, she is useless for another 20-some days while she trains logi 5. I have a second toon for incursions because this one has horrible gallente and minnie faction standing, and he will be ready for incursions 10 hours after this one, despite having half as many skill points. In general, he will not be as strong, but he will be able to match the fittings and have logi v (and oddly enough he will be able to fly a guardian as well as a basi and scimi).
Sorry for the mini-rant. I know the extra 15% cap use reduction is important, but having to train the support skill to 5 is murder. I imagine I could top off several other skills in that 20 day window.
Are there any fleets that are more lenient on the logi 5 requirement, assuming the pilot can field a strong ship otherwise? (don't even bother asking about fielding a dps ship, my SP are heavy into missiles with almost no hybrids or other guns) |

Goldiiee
Superior Ratio High Sec Dropouts
270
|
Posted - 2013.03.13 05:46:00 -
[63] - Quote
Tigerras wrote:Very good information in here.
I really hate that logi 5 is required to fly by most groups. This pilot has a very strong set of skills (in terms of shield skills I'm missing lvl 5 on a couple of the reinforcement damage types and that's it), can fly a basi or a scimi, can field tech 2 shield drones (not to mention countless other fitting skills). However, she is useless for another 20-some days while she trains logi 5. I have a second toon for incursions because this one has horrible gallente and minnie faction standing, and he will be ready for incursions 10 hours after this one, despite having half as many skill points. In general, he will not be as strong, but he will be able to match the fittings and have logi v (and oddly enough he will be able to fly a guardian as well as a basi and scimi).
Sorry for the mini-rant. I know the extra 15% cap use reduction is important, but having to train the support skill to 5 is murder. I imagine I could top off several other skills in that 20 day window.
Are there any fleets that are more lenient on the logi 5 requirement, assuming the pilot can field a strong ship otherwise? (don't even bother asking about fielding a dps ship, my SP are heavy into missiles with almost no hybrids or other guns) If you want to start early go with a basi and possibly an implant, a 4 shield 2 energy transfer Basi can be made to 'work' for budding logi pilots. it's not pretty but it can work. tell the community youGÇÖre going to fly with that your logi 4 and 20 days from logi 5 and if they need you they will make adjustments, the good thing about a basi 4/2 fit is a pair of basis are still bringing 8 reps to the field which is more than enough to handle the rep needed in a VG fleet.
You will need two energy transfers feeding you at all times but the second basi should only need one feeding him (If he has logi 5) If your training em/therm/kin/exp shield compensation 5, then stop now, those are only affecting passive modules, and most of the basi fits I have seen use an active hardener and those skills are useless for active modules as of the last update.
Reason and logic never wins over Stubborn and Convinced-á (But-áI still try..) |

Verity Sovereign
Pator Tech School Minmatar Republic
402
|
Posted - 2013.03.13 07:26:00 -
[64] - Quote
Of course, until the DIN&TVP/ISN "dispute" gets resolved, there may not be many high sec incursions to partake in... |

Tigerras
Smash Incorporated
0
|
Posted - 2013.03.13 12:37:00 -
[65] - Quote
I was pointing out having the shield compensation skills because three of those skills and the smart bomb skill are the only engineering skills I do not have to 5. The last patch is one of the reasons they are not being trained on this character in the near future (but if I decide to go try one of the passive setups I was training for way back when they will be useful).
I will try to get into some groups with a 4/2 setup. I noticed I am also missing tech 2 logi drones (12 more days on that if I don't remap) but checked the fits and I have the rest of the skills for a tech 2 setup. |

Cavel Avada
New Eden Order Sev3rance
60
|
Posted - 2013.03.13 18:12:00 -
[66] - Quote
Will I be able to do incursions in navy apoc if I don't have all t2 mods? I have t2 defense (reps/hardeners), but not offense. |

Goldiiee
Superior Ratio High Sec Dropouts
276
|
Posted - 2013.03.13 18:23:00 -
[67] - Quote
Cavel Avada wrote:Will I be able to do incursions in navy apoc if I don't have all t2 mods? I have t2 defense (reps/hardeners), but not offense. Higher skilled pilots will always be picked over less skilled ones, that being said the fleet still needs a minimum number to get moving so there is usually room for 'Learning Pilots'.
As for T1 guns the whole point of a DPS ship is to project as much damage as possible, that is clearly evident with T2 guns. I know some communities have a T2 gun requirement, but many do not, I would post what you have in some of the community channels and see what they say.
Most likely you will find your ship and current skills are welcome in fleet, as everyone knows that skills are an ever changing thing.
Reason and logic never wins over Stubborn and Convinced (But I still try..) |

DarthNefarius
Minmatar Heavy Industries
676
|
Posted - 2013.03.13 18:43:00 -
[68] - Quote
Cavel Avada wrote:Will I be able to do incursions in navy apoc if I don't have all t2 mods? I have t2 defense (reps/hardeners), but not offense.
An armour fit NAPOC can find fleets in TDF even when its META 4 often its easier though to get into fleets all META 4'd in the slow hours of the day when you don't have T2 gun competition Ripard Teg-á for CSM 8 |

DarthNefarius
Minmatar Heavy Industries
676
|
Posted - 2013.03.13 18:48:00 -
[69] - Quote
Karig'Ano Keikira wrote:Anyone uses tengus in incursions these days? Or are they pretty much obsolete?
Only tengus I see are the ones run by a multi boxer guy with ~20-25 of them in assaults ~12-15 in VG's Ripard Teg-á for CSM 8 |

Pearlescent Blue
SPEAR CORPORATION
0
|
Posted - 2013.03.14 12:30:00 -
[70] - Quote
Hi Goldiiee, thanks again for the great feedback you have been giving. Lots of good stuff here.
I have a question in rerdards to dps vs logi role? Which role would give a spot in an incursion fleet quicker as a newish player? LIke is the waiting list shorter for Logi pilots or is the wait just as long as it is for a dps role? I mean I am sure there are a lot of dps pilots waiting for a spot but are there just as many logi pilots waiting as well?
Traditionally support pilots are always needed and hard to come by because most people would rather dps than doing logi stuff.
My toon is fully skilled towards tengu, but to be more flexable and able to fly with different groups or at least with groups that dont take T3, I would either need to train for BS or go the logi route. Any advivce would be appreciate it. Thank you!
P. Blue |

Goldiiee
Superior Ratio High Sec Dropouts
281
|
Posted - 2013.03.14 13:57:00 -
[71] - Quote
Pearlescent Blue wrote:Hi Goldiiee, thanks again for the great feedback you have been giving. Lots of good stuff here.
I have a question in rerdards to dps vs logi role? Which role would give a spot in an incursion fleet quicker as a newish player? LIke is the waiting list shorter for Logi pilots or is the wait just as long as it is for a dps role? I mean I am sure there are a lot of dps pilots waiting for a spot but are there just as many logi pilots waiting as well?
Traditionally support pilots are always needed and hard to come by because most people would rather dps than doing logi stuff.
My toon is fully skilled towards tengu, but to be more flexable and able to fly with different groups or at least with groups that dont take T3, I would either need to train for BS or go the logi route. Any advivce would be appreciate it. Thank you!
P. Blue I really hate giving out this advice, because I could be really wrong. So instead I will give you the stats that apply to your question. An 'average' fleet brings 1 logistics for every 4 DPS give or take. So you would think that there is a surplus of underemployed Logistics pilots running around. But in reality I see more underemployed DPS pilots; this is probably due to the long training requirement for Logistics V. Whereas a DPS pilot can be somewhat effective without any specialized training to V.
So that would be how I see it. Still not very helpful I fear, so I will add that many of the logistics pilots I have know cross train into a DPS role, and vice versa DPS to Logistics. With both roles covered they tend to ask for fleet invites by simply putting GÇÿLogi/DPSGÇÖ up as their X for fleet invite.
With your skills already at V for Caldari cruisers your logistic skills are probably easier to attain than the currently preferred turret DPS. But Tengus are still used by many of the less specialized (restrictive) communities. So before I tell you to make a new training plan you should check with TVP (they have the broadest connections) and see if they know anywhere your Tengu would be welcome in fleet. I guess only one more thing to add, the most needed pilot in all of the incursion communities are FCGÇÖs, as they are always needed, and there is no training que for it, except time in fleet.
Will stop typing now I seem to be rambling, and dont feel like I help much at all.
Reason and logic never wins over Stubborn and Convinced (But I still try..) |

Pearlescent Blue
SPEAR CORPORATION
0
|
Posted - 2013.03.14 14:20:00 -
[72] - Quote
Goldiiee wrote:Pearlescent Blue wrote:Hi Goldiiee, thanks again for the great feedback you have been giving. Lots of good stuff here.
I have a question in rerdards to dps vs logi role? Which role would give a spot in an incursion fleet quicker as a newish player? LIke is the waiting list shorter for Logi pilots or is the wait just as long as it is for a dps role? I mean I am sure there are a lot of dps pilots waiting for a spot but are there just as many logi pilots waiting as well?
Traditionally support pilots are always needed and hard to come by because most people would rather dps than doing logi stuff.
My toon is fully skilled towards tengu, but to be more flexable and able to fly with different groups or at least with groups that dont take T3, I would either need to train for BS or go the logi route. Any advivce would be appreciate it. Thank you!
P. Blue I really hate giving out this advice, because I could be really wrong. So instead I will give you the stats that apply to your question. An 'average' fleet brings 1 logistics for every 4 DPS give or take. So you would think that there is a surplus of underemployed Logistics pilots running around. But in reality I see more underemployed DPS pilots; this is probably due to the long training requirement for Logistics V. Whereas a DPS pilot can be somewhat effective without any specialized training to V. So that would be how I see it. Still not very helpful I fear, so I will add that many of the logistics pilots I have know cross train into a DPS role, and vice versa DPS to Logistics. With both roles covered they tend to ask for fleet invites by simply putting GÇÿLogi/DPSGÇÖ up as their X for fleet invite. With your skills already at V for Caldari cruisers your logistic skills are probably easier to attain than the currently preferred turret DPS. But Tengus are still used by many of the less specialized (restrictive) communities. So before I tell you to make a new training plan you should check with TVP (they have the broadest connections) and see if they know anywhere your Tengu would be welcome in fleet. I guess only one more thing to add, the most needed pilot in all of the incursion communities are FCGÇÖs, as they are always needed, and there is no training que for it, except time in fleet. Will stop typing now I seem to be rambling, and dont feel like I help much at all.
Thanks Goldiiee! It did help for sure! Thanks for taking all that time to answer our questions. It helps a lot! Not very many people especially on forums gives continuesly constructive advice that helps!
P. Blue |

Pearlescent Blue
SPEAR CORPORATION
1
|
Posted - 2013.03.14 14:50:00 -
[73] - Quote
Another quick question, do you know if HAM tengus are preferred now a days or are still more HM Tengus? Maybe something I need to take into the TVP channel!? Thanks!
P. Blue |

Pearlescent Blue
SPEAR CORPORATION
1
|
Posted - 2013.03.14 15:00:00 -
[74] - Quote
Goldiiee wrote:I really hate giving out this advice, because I could be really wrong. So instead I will give you the stats that apply to your question. An 'average' fleet brings 1 logistics for every 4 DPS give or take. So you would think that there is a surplus of underemployed Logistics pilots running around. But in reality I see more underemployed DPS pilots; this is probably due to the long training requirement for Logistics V. Whereas a DPS pilot can be somewhat effective without any specialized training to V.
So that would be how I see it. Still not very helpful I fear, so I will add that many of the logistics pilots I have know cross train into a DPS role, and vice versa DPS to Logistics. With both roles covered they tend to ask for fleet invites by simply putting GÇÿLogi/DPSGÇÖ up as their X for fleet invite.
With your skills already at V for Caldari cruisers your logistic skills are probably easier to attain than the currently preferred turret DPS. But Tengus are still used by many of the less specialized (restrictive) communities. So before I tell you to make a new training plan you should check with TVP (they have the broadest connections) and see if they know anywhere your Tengu would be welcome in fleet. I guess only one more thing to add, the most needed pilot in all of the incursion communities are FCGÇÖs, as they are always needed, and there is no training que for it, except time in fleet.
Will stop typing now I seem to be rambling, and dont feel like I help much at all.
Are you able to recommend a FC maybe yourself that I could hook up with (in game) to get some FC advice/recommendations/direction? |

Goldiiee
Superior Ratio High Sec Dropouts
283
|
Posted - 2013.03.14 15:08:00 -
[75] - Quote
Pearlescent Blue wrote:Are you able to recommend a FC maybe yourself  that I could hook up with (in game) to get some FC advice/recommendations/direction? I would be happy to give you a rundown of FC duties and some pointer on how to get heading in the right direction, next time your online look me up in ISN secondary, or open a private convo and I can get you on comms and answer any questions you have. Reason and logic never wins over Stubborn and Convinced (But I still try..) |

Pearlescent Blue
SPEAR CORPORATION
1
|
Posted - 2013.03.14 15:10:00 -
[76] - Quote
Goldiiee wrote:Pearlescent Blue wrote:Are you able to recommend a FC maybe yourself  that I could hook up with (in game) to get some FC advice/recommendations/direction? I would be happy to give you a rundown of FC duties and some pointer on how to get heading in the right direction, next time your online look me up in ISN secondary, or open a private convo and I can get you on comms and answer any questions you have.
Will take you up on that! thanks! |

Goldiiee
Superior Ratio High Sec Dropouts
285
|
Posted - 2013.03.14 20:39:00 -
[77] - Quote
Added. GÇ£WarpTo Me IncursionsGÇ¥ to the groups in the OP. New group with experienced FC's. look them up and join thier channel. Reason and logic never wins over Stubborn and Convinced (But I still try..) |

Goldiiee
Superior Ratio High Sec Dropouts
287
|
Posted - 2013.03.15 06:50:00 -
[78] - Quote
I had a few conversations yesterday about becoming an FC, and I realised that there wasnGÇÖt a lot of hard information on this, even though it is the most important role in fleet PVE so here are some thought on the matter.
Skills First and foremost you will need wing command skills to 2 for a VG fleet, this will allow you to fleet warp and ditrubute bonuses to 2 squads, or 21 pilots (including yourself). Assault might be able to be run at Wing Command 2 but I wouldnGÇÖt advise it. Wing Command 4 is the minimum for running HQGÇÖs but just barely, similar to assaults with Wing Command 2, you can do it but there is no room for errors.
Ship FC ship types have changed over time, originally a monster tank was the FC ship of choice (My first FC was sporting a 200k EHP tank), pretty much anything that could survive the first wave and keep the FC on the field, as the mechanics have been more closely observed groups have found a comfort zone some still use the huge anchor, others believe huge tanks are not as good as high resists and comfortable buffers. (I fall into the 70% resists and 14k buffer group). FCGÇÖing from a Logi boat is difficult at best, not being able to see the rats as they die makes it hard to judge how well the fleet is doing and make adjustments to improve. Not to mention a logi has enough important jobs to do, donGÇÖt add FCGÇÖing to the list it will only end in tears.
Forming Up Depending on your fleets abilities you will have to decide whether your Fleets DPS will remove enough of the rats to keep the logistics from being overrun. And if your fleet comp is capable of dealing with unexpected situations (never know when that Logis ISP will disconnect him to spite you). This is where a good understanding of ships, bonuses and all types of fittings comes in handy. Knowing what a ships optimal and falloff ranges will be. The appropriate DPS it should have. The amount of shield/armour it has for a buffer. The resists/buffer it should have with currently fitted modules. The range and efficiency of a large variety of Webs.
Fleet Composition A fleet full of 1400s will spend all day in a site and never kill the first wave if the rats get into orbit unless you have webs. A full fleet of blasters will kill everything quite efficiently but you will be tanking full room aggro for the entire time rats are getting in range. Missiles work at most ranges but a contesting fleet will make many of the volleys fly into nothing, and inexperienced pilots will waste weapon cycles on targets that are no longer there when the missile arrives.
Your Job As the FC you will be responsible for deciding if a volunteersGÇÖ ship will be a benefit or liability, and if the pilot will be helpful, disruptive or for that matter a greifer (Yes new news, some people get in fleets just to watch and sometimes help Incursion Bears lose ships) Being able to communicate exactly what you need and how you need it done will save time and assets. Voice comms are essential to making this work, and a microphone shy FC will worry a fleet of seasoned pilots, conversely a screaming FC will annoy good pilots and prove their incompetence by blaming other for their failures. If you make a mistake, own it, and donGÇÖt make the same mistake again.
Another FCGÇÖs job has to do with fluidity, having the next step planned and ready to execute will keep pilots happy and involved, things like knowing where the fleet need to go next, giving the command to align early and often, reminding the fleet to grab their drones, reload their ammo, follow tags, and all the while watching to make sure nobody is dying or asleep at the keyboard. It is a multitasking nightmare some days, and as easy as breathing the next day.
Manage your assets and time; nothing will break a fleet up faster than a 30 minute acceleration gate break after every site. Pick a time for a break and let everyone in fleet know. Ask pilots leaving fleet to let you know early as possible, donGÇÖt guilt them into staying. Keep the replacement pilots advised of when they will be active. You will find that people leaving fleet will look for you to FC for them more often if you are flexible and considerate.
Well I am sure there is more to add, but this should be a good start.
Reason and logic never wins over Stubborn and Convinced (But I still try..) |

Pearlescent Blue
SPEAR CORPORATION
1
|
Posted - 2013.03.15 07:09:00 -
[79] - Quote
Goldiiee wrote:I had a few conversations yesterday about becoming an FC, and I realised that there wasnGÇÖt a lot of hard information on this, even though it is the most important role in fleet PVE so here are some thought on the matter.
Skills First and foremost you will need wing command skills to 2 for a VG fleet, this will allow you to fleet warp and ditrubute bonuses to 2 squads, or 21 pilots (including yourself). Assault might be able to be run at Wing Command 2 but I wouldnGÇÖt advise it. Wing Command 4 is the minimum for running HQGÇÖs but just barely, similar to assaults with Wing Command 2, you can do it but there is no room for errors.
Ship FC ship types have changed over time, originally a monster tank was the FC ship of choice (My first FC was sporting a 200k EHP tank), pretty much anything that could survive the first wave and keep the FC on the field, as the mechanics have been more closely observed groups have found a comfort zone some still use the huge anchor, others believe huge tanks are not as good as high resists and comfortable buffers. (I fall into the 70% resists and 14k buffer group). FCGÇÖing from a Logi boat is difficult at best, not being able to see the rats as they die makes it hard to judge how well the fleet is doing and make adjustments to improve. Not to mention a logi has enough important jobs to do, donGÇÖt add FCGÇÖing to the list it will only end in tears.
Forming Up Depending on your fleets abilities you will have to decide whether your Fleets DPS will remove enough of the rats to keep the logistics from being overrun. And if your fleet comp is capable of dealing with unexpected situations (never know when that Logi's ISP will disconnect him to spite you). This is where a good understanding of ships, bonuses and all types of fittings comes in handy. Knowing what a ships optimal and falloff ranges will be. The appropriate DPS it should have. The amount of shield/armour it has for a buffer. The resists/buffer it should have with currently fitted modules. The range and efficiency of a large variety of Webs.
Fleet Composition A fleet full of 1400s will spend all day in a site and never kill the first wave if the rats get into orbit unless you have webs. A full fleet of blasters will kill everything quite efficiently but you will be tanking full room aggro for the entire time rats are getting in range. Missiles work at most ranges but a contesting fleet will make many of the volleys fly into nothing, and inexperienced pilots will waste weapon cycles on targets that are no longer there when the missile arrives.
Your Job As the FC you will be responsible for deciding if a volunteersGÇÖ ship will be a benefit or liability, and if the pilot will be helpful, disruptive or for that matter a greifer (Yes new news, some people get in fleets just to watch, and sometimes help, Incursion Bears lose ships) Being able to communicate exactly what you need and how you need it done will save time and assets. Voice comms are essential to making this work, and a microphone shy FC will worry a fleet of seasoned pilots, conversely a screaming FC will annoy good pilots and prove their incompetence by blaming other for their failures. If you make a mistake, own it, and donGÇÖt make the same mistake again.
Another FCGÇÖs job has to do with fluidity, having the next step planned and ready to execute will keep pilots happy and involved, things like knowing where the fleet needs to go next, giving the command to align early and often, reminding the fleet to grab their drones, reload their ammo, follow tags, and all the while watching to make sure nobody is dying or asleep at the keyboard. It is a multitasking nightmare some days, and as easy as breathing the next day.
Manage your assets and time; nothing will break a fleet up faster than a 30 minute acceleration gate break after every site. Pick a time for a break and let everyone in fleet know. Ask pilots leaving fleet to let you know as early as possible, donGÇÖt guilt them into staying. Keep the replacement pilots advised of when they will be active. You will find that people leaving fleet will look for you to FC for them more often if you are flexible and considerate.
Well I am sure there is more to add, but this should be a good start.
Hi Goldiiee, you are definitely a huge asset to the Incursion community. I am pretty new to the incursion way of live but you've been a huge help to point me in the right direction and how to get started. I hope I can get into a fleets asap to learn how its done.
|

DarthNefarius
Minmatar Heavy Industries
684
|
Posted - 2013.03.16 05:26:00 -
[80] - Quote
TDF :) Unabashed TDF promo pic :D  Ripard Teg-á for CSM 8 |

Goldiiee
Superior Ratio High Sec Dropouts
295
|
Posted - 2013.03.16 05:30:00 -
[81] - Quote
Incredible Screenshots, :) Reason and logic never wins over Stubborn and Convinced (But I still try..) |

Pearlescent Blue
SPEAR CORPORATION
1
|
Posted - 2013.03.19 08:24:00 -
[82] - Quote
With a friendly bump, back to the top.  |

Hyperr
24th Imperial Crusade Amarr Empire
6
|
Posted - 2013.03.20 03:08:00 -
[83] - Quote
few questions
armor or shield fleets more active?
top 3 ships to fly "in armor and shields. sides logi to get into fleets fastest"
Shields 1. 2. 3.
Armor 1. 2. 3.
currently can fly a legion teched 2 out
and amarr battle ships t2 meta 4 guns
what would be better |

Sturmwolke
386
|
Posted - 2013.03.20 04:23:00 -
[84] - Quote
Shields 1. Nightmare 2. Machariel 3. Kitchen Sink
Armor 1. Paladin 2. Vindicator / Kronos 3. Megathron Navy / Machariel
|

BlackPyroStorm
Acerbus Vindictum Stealth Wear Inc.
6
|
Posted - 2013.03.20 10:14:00 -
[85] - Quote
From sheer numbers alone shield fleets are a lot more popular. Top3 shield dps ships: Nightmare, Machariel, Vindi. Vindi might be best as it's the only one that occasionally has a specific role as a drone bunny.
Armor would most commonly be as Sturmwolke had said. Nightmare can be used effectively in armour fleet comps too |

Gerark
1
|
Posted - 2013.03.21 10:31:00 -
[86] - Quote
I currently have 2 potential pilots that I would like to get into incursions. This guy is probably more DPSish, both hybrids and projectiles, with both Minni and Gallente BS5. But I could also be a back up logistics, Logi 5, if needed. What skills should I get to 5 for Logi duty? I've never understood how fleet/wing/squad boosting works, can a single pilot with Fleet command 4 boost 20 squadrons? Do only people on-grid get payouts? So could you have a single OGB boosting 4 squads split into 2 groups running 2 sites at the same time without messing with the optimum payout formula thing? Again, I don't know how it works. My question is would it be desirable to get Command Ships on my second character that already has Fleet Command 4 and all other Leadership skills at 5 to be an OGB? The same character will eventually be able to pull Logi duty, also has Logi 5, but has no support/module skills for it at all, so no remote modules yet. This way I can contribute in some way while I train for a more active role. I only do high-sec PvE, so if there is some trouble causing people to clash for Incursion sites I would probably not join... I'm a wuss. |

Goldiiee
Superior Ratio High Sec Dropouts
300
|
Posted - 2013.03.21 11:45:00 -
[87] - Quote
Wow thatGÇÖs a lot of good questions, I will try to answer them one at a time and in order.
Having both Logistics and DPS covered is the best way to maximize your time doing incursions, while running both at the same time is a really bad idea, having both available for fleet is great. A fleet often falls apart due to lack of a logi or dps pilot replacement, being able to field both pilots will be of great benefit to a fleet, and ensure longer fleet running times. I recommend that all logistics pilots train Logi 5 to provide the most cap stable highest repair rate ship a fleet can have. And Multitasking to 3 will give you 10 locked ships, Multitasking 4 will give you 11 locks but you will need to fit a Signal Amplifier, Multitasking 5 gives you 12 but is rarely necessary.
For some communities the logi pilot handles Ore running in the GÇÖNation Mining ColonyGÇÖ: basically dropping a stack of ore in a can 60km from warp in point that completes the site when all the rats are dead. Additional task that Logi pilot get is Hacker in the VG site GÇÿOverride Transfer ArrayGÇÖ so Hacking will need to be trained to 3 or 4.
This is a pair of high end logi fits [Scimitar] [Scimitar, VG utillity] 4x Large Shield Transporter II
Pithum C-Type Adaptive Invulnerability Field Corelum B-Type 10MN Microwarpdrive 2x Codebreaker I Cap Recharger II
Capacitor Power Relay II 3x Dark Blood Power Diagnostic System
Medium Ancillary Current Router II Medium Capacitor Control Circuit II
4x Medium Armor Maintenance Bot II 1x Light Armor Maintenance Bot II
[Scimitar, Links] 4x Large Shield Transporter II
4x Shadow Serpentis Tracking Link (Tracking Speed Script) Pithum C-Type Adaptive Invulnerability Field
3x True Sansha Capacitor Power Relay Signal Amplifier II
Medium Capacitor Control Circuit II Medium Ancillary Current Router II
4x Medium Armor Maintenance Bot II 1x Light Armor Maintenance Bot II
Only the pilots on grid, in fleet, and in a ship that is not a noob ship or shuttle will get paid.
Fleet and wing boosts are a real PITA till someone explains it one time; itGÇÖs easiest to do all this if you look at the fleet composition in the Hierarchy view. First of all Leadership 5 allows for 10 pilots in a squad so this must be trained to 5. Additionally each level of Wing Command allows the FC to add one squad of 10 pilots, plus himself, to his fleet, so a minimum of squad command 2 is required to run a VG fleet with 12 people in it. Assaults will require 20 pilots, so two full squads, but I would recommend training it to 3, as it will simplify squad structure IE: Logi squad, Long range squad, short range squad.
The boosts are distributed by assigning a booster the role of Wing boost usually revoking everyoneGÇÖs booster roles and then assigning them in ascending order will correctly distribute the boosts, so the OGB gets wing boost, and squad leaders get squad boosts, the FC will be in the wing lead role but not assigned as a wing booster unless the OGB is in a higher Hierarchical role such as fleet leader.
An OGB can be shared between two fleets but the Broadcasts from the FC will get very confusing if it is not configured correctly (both fleets will be getting the same commands from warp to, align to, and whatnot) so usually one OGB per fleet and one FC per OGB.
There is a constant competition for premium sites, and E-Peen is rabid among Incursion communities and this usually amounts to trolling in local, and forum bombing at its worst, any danger to your ship will be on grid with you. To ensure the safety of all fleet members War Deced pilots are not repped in most fleets, as the aggression timers would bring a fleet to a standstill if a war target entered local, pilots are usually informed of this when they get in a fleet.
The clash for Incursion sites is done on grid, if two fleets enter a site, the fleet that does the most damage for the duration of the site gets paid, the other fleet does not get paid at all, this causes a lot of discord.
Phew... Well I think I covered everything. Reason and logic never wins over Stubborn and Convinced (But I still try..) |

marVLs
100
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Posted - 2013.03.21 17:35:00 -
[88] - Quote
Sturmwolke wrote:Shields 1. Vindi 2. Nightmare 3. Machariel
Fixed |

Lokna Rohgar
Tasman Exploration
0
|
Posted - 2013.03.22 07:42:00 -
[89] - Quote
In the original post could you fix the typo in The Ditanian Fleet channel name, thanks! |

Goldiiee
Superior Ratio High Sec Dropouts
301
|
Posted - 2013.03.22 07:46:00 -
[90] - Quote
Lokna Rohgar wrote:In the original post could you fix the typo in The Ditanian Fleet channel name, thanks! Fixed, sorry sometimes a few typos seem to slip past. Reason and logic never wins over Stubborn and Convinced (But I still try..) |
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