Low intensity warfare continues in pure blind. The focus seems to be mainly on technetium moons, with no serious threats to sov that I have been made aware of. Tri have apparently been grinding our towers steadily, prompting regular capital ops to clear them out. I always hope they'll get sloppy with their supers and I'll finally get to lock one, but they've been suitably cautious; so have we, bringing overwhelming numbers of capitals when possible and standing down when our numbers are small enough to be taken out by a dozen or so supercarriers. Overall I would describe the PB/CR conflict as boring and tedious, but at least grinding towers gives me killmails.
An annoying development over the past few months is that dreads rarely siege any more. I'm not sure precisely why capital fleets have more damage now, since moms can't hit towers and titans only do as much damage as 2-3 dreads, but these days tower kill ops rarely result in burning any strontium. On reinforce ops sometimes the FC will have us siege though, just so we can kill a few pos mods and get killmails as a reward for coming out.
Sunday, September 19, 2010
Thursday, September 16, 2010
Screenshot Thursday: Nyx
Yes, it's my most favorite ship in the game. Yes, there will be more nyx pictures. This one is notable for being the first nyx I ever saw, as well as predating the supercarrier buff to a time when motherships were just big carriers.
Saturday, September 11, 2010
Don't be these people
Don't fly shield tanks in an armor fleet. If there had been another pos gunner, or if we had had fewer than 15 guardians, these people would be dead and I would be happy.
Don't fly oneiros. Two in fleet and they're both in structure. This is normal. Train guardian, fly tackle, fly dps, just don't fly oneiros.
Wednesday, September 8, 2010
Exploration site guides: Guristas Fortress
Guristas fortress is one of the easiest and least valuable 0.0 guristas plex. It contains elite cruisers with significant ECM capabilities, but no particular obstacles or complications.
Running the site:
The first room is accessed through an acceleration gate and contains four groups of rats. The first will aggress on warpin, the rest by proximity.
Group 1:
Three elite frigates
Four battlecruisers
Group 2:
Four elite frigates
Three elite cruisers
Group 3:
5 cruisers and elite cruisers (randomized)
3 battleships
Group 4:
Three battlecruisers
Three battleships
As you kill the rats, three frigates will spawn. Once all the rats are dead, you may use the acceleration gate.
The second room contains two groups of enemies. The first will aggress on warpin, the second by proximity.
Group 1:
3 cruise missile batteries
3 stasis towers
Group 2:
1 cruiser
3 frigates
3 elite frigates, which may warp scramble
2 battlecruisers
3 elite cruisers
4 battleships
Destroying the cruiser may result in a faction spawn appearing. Killing the faction spawn may cause an escalation.
Statistics:
Times run: 30
Chance of faction spawn: 50%
Chance of escalation: 33.33%
Average isk value of drops: 19 million
Running the site:
The first room is accessed through an acceleration gate and contains four groups of rats. The first will aggress on warpin, the rest by proximity.
Group 1:
Three elite frigates
Four battlecruisers
Group 2:
Four elite frigates
Three elite cruisers
Group 3:
5 cruisers and elite cruisers (randomized)
3 battleships
Group 4:
Three battlecruisers
Three battleships
As you kill the rats, three frigates will spawn. Once all the rats are dead, you may use the acceleration gate.
The second room contains two groups of enemies. The first will aggress on warpin, the second by proximity.
Group 1:
3 cruise missile batteries
3 stasis towers
Group 2:
1 cruiser
3 frigates
3 elite frigates, which may warp scramble
2 battlecruisers
3 elite cruisers
4 battleships
Destroying the cruiser may result in a faction spawn appearing. Killing the faction spawn may cause an escalation.
- NOTE: To the left of the station ruins are 4 cuboid structures named 'guristas bunker'. If there is no faction spawn, KILL THESE and there may still be an escalation.
Statistics:
Times run: 30
Chance of faction spawn: 50%
Chance of escalation: 33.33%
Average isk value of drops: 19 million
Monday, September 6, 2010
Updating the worst tengu fit ever
...to be only slightly less bad.
In terms of carebearing I recently tried the 'guristas provincial HQ' plex a few times . It's one that I've long eschewed because the escalation end guy takes 2500 dps to kill, which I didn't have but can now manage in a pinch. What I found was that because of the siege railgun sentries in the plex, a standard plexing ishtar fit does not work well -- although it has good resists, the tank is paper thin and can break if the sentries don't miss often enough. One option would be using faction reppers and/or having the accompanying battleship use repair drones or RR; another would be to upgrade the tank on my scout/scanner/tank tengu and use that.
A few months ago I posted this tengu fit which I was using as a plexing utility ship, being able to fill the roles of scout, scanner and tank. I modified it to a more focused fit, making it a weaker scout (MWD removed, align time increased) while dramatically increasing the tank against guristas and keeping with my tradition of not using faction or deadspace mods.
There are three plex with special cases that the fit needs to work in:
First, the final room of pith's penal complex. Although the old fit *could* tank this I was forced to travel away from the NPCs to keep damage down, which was annoying. The new fit tanks the final room like the NPCs aren't even there.
The second is guristas provincial HQ, which gave my ishtar problems as noted above. The new tengu fit has no trouble at all there.
Finally, guristas military complex. The smartbomb in the second room does 6000 EM damage, and the tengu has 4400 shield and 0% base EM resist. I use a shield EM resist rig, which gives 30% EM resist and prevents the ship from taking armor damage when the smartbomb goes off. Note that replacing a kinetic hardener with an invulnerability field would give 30% EM resist without increasing the signature radius, but the change in signature radius from the rig is only about 5%, whereas the difference in kinetic resist from using an invuln (90% instead of 93%) increases incoming kinetic damage by 42%, which is sort of a big deal.
Also note that I changed HAMs to heavy missiles. The slight reduction in damage is more than made up for by the increased utility granted by the greater range of heavy missiles.
EDIT 2010-12-14: Two medium boosters have the same boost amount and cap requirement as a single large booster, so use that instead. I put an invuln in the spare mid spot, which means that the EM resist rig is no longer necessary.
Now all I need is to find a fit (non-scanner/scout) that can tank the maze without RR support. It's possible to get ridiculous guristas tanks out of the tengu but there's a question as to how much buffer and EM resist it needs.
In terms of carebearing I recently tried the 'guristas provincial HQ' plex a few times . It's one that I've long eschewed because the escalation end guy takes 2500 dps to kill, which I didn't have but can now manage in a pinch. What I found was that because of the siege railgun sentries in the plex, a standard plexing ishtar fit does not work well -- although it has good resists, the tank is paper thin and can break if the sentries don't miss often enough. One option would be using faction reppers and/or having the accompanying battleship use repair drones or RR; another would be to upgrade the tank on my scout/scanner/tank tengu and use that.
A few months ago I posted this tengu fit which I was using as a plexing utility ship, being able to fill the roles of scout, scanner and tank. I modified it to a more focused fit, making it a weaker scout (MWD removed, align time increased) while dramatically increasing the tank against guristas and keeping with my tradition of not using faction or deadspace mods.
There are three plex with special cases that the fit needs to work in:
First, the final room of pith's penal complex. Although the old fit *could* tank this I was forced to travel away from the NPCs to keep damage down, which was annoying. The new fit tanks the final room like the NPCs aren't even there.
What missiles blotting out the sun?
The second is guristas provincial HQ, which gave my ishtar problems as noted above. The new tengu fit has no trouble at all there.
Finally, guristas military complex. The smartbomb in the second room does 6000 EM damage, and the tengu has 4400 shield and 0% base EM resist. I use a shield EM resist rig, which gives 30% EM resist and prevents the ship from taking armor damage when the smartbomb goes off. Note that replacing a kinetic hardener with an invulnerability field would give 30% EM resist without increasing the signature radius, but the change in signature radius from the rig is only about 5%, whereas the difference in kinetic resist from using an invuln (90% instead of 93%) increases incoming kinetic damage by 42%, which is sort of a big deal.
Also note that I changed HAMs to heavy missiles. The slight reduction in damage is more than made up for by the increased utility granted by the greater range of heavy missiles.
EDIT 2010-12-14: Two medium boosters have the same boost amount and cap requirement as a single large booster, so use that instead. I put an invuln in the spare mid spot, which means that the EM resist rig is no longer necessary.
Now all I need is to find a fit (non-scanner/scout) that can tank the maze without RR support. It's possible to get ridiculous guristas tanks out of the tengu but there's a question as to how much buffer and EM resist it needs.
Saturday, September 4, 2010
General situation update
Cobalt Edge:
The campaign here seems to be over, probably because of distractions in Pure Blind. I haven't seen any fleets for this area recently.
Geminate:
The ME and RAGE campaign continues. No more stations have been taken, but there have been several fights. Apparently the focus is still on non-station systems.
Pure Blind:
Tri has been taking technetium moons in the Pure Blind area, and over the last few days we have reinforced a number of their POS. IT has started a campaign south of there against Tri allies Ev0ke over some moons in lowsec. IT also dropped some SBU in an FCON system, but didn't follow up. There has been speculation they might start a new campaign against the NC, but I'm not aware of any real evidence for this.
The campaign here seems to be over, probably because of distractions in Pure Blind. I haven't seen any fleets for this area recently.
Geminate:
The ME and RAGE campaign continues. No more stations have been taken, but there have been several fights. Apparently the focus is still on non-station systems.
Pure Blind:
Tri has been taking technetium moons in the Pure Blind area, and over the last few days we have reinforced a number of their POS. IT has started a campaign south of there against Tri allies Ev0ke over some moons in lowsec. IT also dropped some SBU in an FCON system, but didn't follow up. There has been speculation they might start a new campaign against the NC, but I'm not aware of any real evidence for this.
Friday, September 3, 2010
Screenshot Friday: Flying Escort
I spent a few minutes setting this up with a friend right after I got my first dread. It just goes to show that any ship can look good in the right light -- and I'm not talking about the hurricane.
Way back in the day I was deciding which capitals to train for and I went caldari because the chimera looked cool. I wasn't expecting to ever use them in a fight and didn't do enough research. Pretty soon I found I had isk, and rather than going for minmatar or amarr, which would take longer, decided to train phoenix because dreads were needed immediately to fight tri.
When the insurance ran out I sold it rather than reinsure. Why? Because caldari capitals are terrible. It's the largest training mistake I've ever made and I recommend others learn from it.
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