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enemy mission runners

2010/02/05 3 comments

I’m not a big fan of high security wars, most of the time it turns into station camping, docking games or the dreaded netural remote repair. From time to time, however, we find ourselves in this situation so here’s a little tip to probing enemy mission runners.

Get yourself into a cloaked ship and head over to the system where you have found the enemy mission runner. Find out what station he is using for his agent, then deloy your probes at the station with the smallest scan range you can. Make sure to sit on grid but far enough away that no one is going to decloak you and give away your location.

The minute you see him undock, do a scan and get his signature ID. Now filter your scanner to only show that result. Wait a few seconds for him to warp off to his mission zone then redeploy your probes and go find him. Once you get a 100% hit on him, call your fleet in and see one surprised mission runner.

I believe the signature ID will change each time a ship docks/undocks or jumps system so you may need to repeat this process until you can find him quick enough or he runs a longer mission.

This will teach people to misson run during wars; for extra points use a locator agent to find targets far away from the combat zone who think they are safe!

Categories: Guides, Knowledge

no pun intended

2009/12/30 2 comments

I’ve been thinking about large scale high-sec mining ops in systems without stations and how to make them most efficient, this method could also be scaled to work in low/null I believe.

If anyone has any feedback on this idea please let me know as I’d like to refine it [no pun intended ].

Requirements:
> Quiet high-sec system with a high number of belts (no station)
> POS in system with Large Ship Assembly Array (can hold 18.5m m3)
> 2x Orca’s (one with leadership skills & gang link modules, other with cargo optimization)
> Fleet of mining vessels
> 1x Freighter
> Light security (few but effective ships, i.e. HACs/Command/ECM/Logistics)

How it works:
1. Leadership/Gang link Orca sits in the POS giving bonuses to mining fleet in system
2. Other Orca acts as hauler gathering cans and bring them to the Large Ship Assembly Array
3. Mining vessels do their thing clearing belt by belt
4. Security stays with mining fleet
5. At the end of the mining op the freighter moves the ore from Large Ship Assembly Array to NPC station for refining and distribution/sale

Why 2 orcas:
> For a fleet to receive bonuses an Orca can NOT be docked or in warp
> A hauling Orca replaces the need of many haulers thus increasing ROI (return on investment) for the mining op

Payouts:
> All ore mined is pooled then a cut is giving to Alliance/Corporation i.e. 10%
> remaining ore is divided by participants by assigning the ships/roles they played in the op: 1 for stationary orca; 2 for security, hauler orca and non-mining barges; 3 for mining barges; 4 for hulks
> All the points are added up then ore is distributed based on your percentage

Example
stationary Orca = 1
hauling Orca = 2
security ship A = 2
security ship B = 2
non-mining barge = 2
mining barge A = 3
mining barge B = 3
Hulk A = 4
Hulk B = 4
Hulk C = 4
Total points = 27

So Hulk C would get 4/27 or 14.8% of the ore and so on for each pilot.

* This method could also be used in a system with a station by having the stationary orca sit in safe spot while hauler orca makes drops to NPC station.

Categories: Guides, Knowledge

that ain’t half bad

2009/11/06 2 comments
Recently, I volunteered to be an Fleet Commander (FC) for the first official PVP roam of the corporation I’m currently a member of – Midnight Elites. It has been while since I last FC’d and even then it was only a half dozen times, mostly with small groups of three to ten capsuleers; so I must admit it’s a little exciting and scary.

 

If you’re like me and want to be a leader and a public speaker but get nervous when speaking in front of groups you’ll know how I feel. It’s like giving a presentation at work or school all eyes are on you… Do I know what I am doing, do I know the material, do I have a outline of the training plan, can I tell these people want to do, are they going to listen or be interested, what happens if I let them down… How do I get over this my, dear, reader may be asking… Well, I realise I will probably never be a great FC as PVP isn’t my primary focus, I don’t really follow all the mechanics of the game and am not that bossy. But by just stepping up and doing it, I’ve already done a half-decent job and “that ain’t half bad.”

 

For those of you who may be facing similar situations – maybe you’re CEO’s of small corporations or flying with a few buddies and want to step it up a level – here is a beginners guide for Fleet Commanders that I’ve created from my own experiences and readings. I hope that you find it useful and helps make your job a little bit easier and your next fleet operation a little more successful.

 

If you have any feedback to improve this guide please let me know in the comment section!

 

Beginners Fleet Commander’s Guide

 

Pilots
> Clone is up to date; use jump clone without implants if possible
> Ship is insured (for T1; T2 optional)
>> if the operation “poster” has specified a ship type/loadout
>> check with the Fleet Commander (FC) when fleeting up if there is a ship type/loadout you are or should bring

 

Ship and Roles
> Fit your ship to take advantage of its bonuses, if you want to fly a different style switch to the proper ship.
> Use your optimal range and try to fit modules that operate at about the same range.
> Focus on your role, for example, if you are a tackler any DPS after your primary function (web, scram, etc) is a bonus to the fleet.

 

Basics
> Trust your FC and your members to play their roles
> Do not AFK without notifying the FC. Do not make your fleet wait for you.
> Do not worry about killmails during combat or at any time when your fleet is exposed (such as at gates).
> Have a printout of the area you are operating in.
> Know where you are (check system names as you enter, overtime).
> Know the systems, how many gates (names), stations and belts.
> Don’t make fleet changes (invites, squad/wing commanders, etc) without warning the gang.

 

Overview
> Optimize your overview settings to the role you are playing.
> Have multiple overview tabs and profiles ready for switching between multiple purposes (warp to points; drones on/off)

 

Communications
> turn off mail (personal) blinking to reduce lag in the event of ship destruction
> activate eve or 3rd party voice service
>> check sound levels
>> cover policy:
– keep comms clear
– reduce background noise
– voice should be used for items of importance to the fleet
– text chat should be used for general chat
– only FC, Scout, or request/action events (scram/web: points) should be reported on voice
– announce jams and other EWAR events as well as incoming intel such as cyan fields
– Keep communication simple. Use succinct sentences, for example. “In <system> : There are <amount of> hostiles and <amount of> neutrals at <system> gate.”
– Repeat orders, sometimes they will be missed or misunderstood. You may need to type them in text chat in certain situations or designate someone to do this.

 

Fleet Protocols
> At the operation start time be ready in rendezvous system with the proper ship and prerequisites completed
> Always form a fleet and assign an FC even when in small groups.
> Assign a backup FC incase the primary gets destroyed or client dropped.
> Assign Fleet positions (squad commander, scout, etc), and boosters.
> Setup squads according to ship roles or corp/alliance memberships
> When feasible, set fleet to “free move”
> FCs should know what ships are in their fleet; members should know what others are flying
> Learn which ships in your fleet will be the primary targets, be ready to support them (i.e. remote repair)

 

Flying
> When told to align, align; do not warp.
> Stay with the fleet, those who fly off, usually get picked off.
> All fleet members should warp together unless told otherwise.
> Do not jump gates, dock or undock until told to do so.
> Hold cloak until given orders
> Verify your warp-to range.
> NEVER warp to 0 at a friendly scout unless told to explicitly!.
> Do not engage unless told to by the FC.
> Focus fire on Primary targets unless told to do otherwise.
> When possible, be aligned to a way clear of the fight.
> Ensure redundant tackle. After that, spread tackle AND announce which targets you have tackled.
> Warping out, hesitating to engage when ordered, or operating outside your optimal range can get your whole fleet killed.

 

Loot, cash, mula, iskies
> Collect loot only when the field is clear and the situation is under friendly control.
> FC or designated pilot is responsible for handling fair loot division.
> Report what you loot, be honest with your fleet members. You got this loot due to their help.
> Everybody in the fleet deserves a share.
> Take care of those who lost ships.

 

When shit hits the fan
> Unless the FC has said otherwise when your ship starts to enter structure hang in as long as possible and if you can warp away before being destroyed.
> If a retreat order is given, pull out. Ensure as many people get clear as possible.
> Try to get survivors to a safe spot.
> Once everyone is clear decide whether to wait, run as a group, or disband on the spot.
> Don’t sacrifice remaining ships when you realise a flight is lost.
> Before counterattacking regroup and reorganize.
Categories: Guides, Knowledge