Well after talking about it literally for months we have finally been able to form a regular all-RSI and allies Incursion fleet and set a regular time for Incursion raids each weekend. Last night we ran a bunch and they are really a lot of fun! This is what EVE should be, teamwork, coordination, shared profits, voice comms, good times. The challenge for all of us has always been that RL and different timezones always seem to stand in the way. It took literally hours to coordinate the 11-man fleet we ended up using and because of this our profits were limited. However, I can see where as we go along this will greatly improve. The advantages of a fleet of trusted friends over just LFG'ing it in the local Incursion channel are staggering. We felt cool and collected, everything went smoothly, and it was enjoyable and team-building. Once we were all together we were very effective. We will continue to improve, and hopefully our coordination on raid day will improve, and I can see us both making a lot of isk and having a lot of fun running regular incursion fleets. Thanks to all those who came out and see you next weekend!
Posted a PvP refresher document in RSI corp mail today, just for those of us, myself included, who are feeling a bit PvP rusty. What with all the wardecs and such lately, it seemedvtime to think about basic PvP principles.
Ok a few things on PvP: Tackle: never approach an enemy ship directly. Always go for an angled approach. Usually it is best to set this manually and not just use the orbit button until you get close. Transversal means that the enemy ship will have a harder time hitting you and you die less. Tackle's job is to point and web the trget. This means using a warp scrambler or disruptior and webifier on the target to prevent them from moving quickly and prevent them from warping off. Most webs and scrams have a max range of 10 km and most points (disruptors) 20-24 km. ALPHA: Alpha refers to the amount of volley damage your ship can do. A common empire wardec tactic is to sit outside a station and draw aggro, but then just dock up when someone attacks you. A way to defeat this would be an alphastrike. This would involve a number of high DPS ships sitting at range and either simultaneously actively locking and firing at the target, or passively locking the target (without their knowledge) and firing. Typically alphafleet involves Minmatar tier 3 BCs or Minmatar BS's, fitted with artillery. These are the highest alpha output ships in the game when fitted properly and with the proper ammunition (typically faction.) I would like to see every member of RSI be able to fly a Minmatar Tornado with large arty if at all possible. This would allow us to pop enemies outside of stations before they have time to dock (among lots of other good things.) Alpha fitted Tornado: Hexapuma Logistics: logi is the key to Incursions and WH PvE and it is also the key to PvP victory. Logi ships can remotely repair your armor or shields with special modules every member should learn how to use at least in a basic way. Logistics ships can be humble like the Navitas or trulty awesome like the Guardian and Basilisk. Logi tactics typically involve either fast non-transfer vessels (Scimitar, Oneiros) or slower energy-transferring logi fits wth more tank (Guardian, Basilisk.) Logistics fleets of the former run with faster movers and provide on the fly logistics to boost their fleets. The second category requires more coordination. Logi partners need to be set up where one long transfers energy to their partner and the partner does the same. This sustains the cap level required for the large shield or armor repairers. As well in larger fleets typically they set up a chain, where logi's all follow a leader logi in terms of movement by setting their ships to orbit their squad commander or chain leader's ship as he moves through the battle area. If at all possible it wuld be best if every member had at least some capability with logistics vessels. Spider tank: This refers to the tactic of fitting your high DPS battleships with a remote repper in a high slot, typically used either by heavy armor tanked ships with close range weapons or by logistics Scorps which rep each other at long range while jamming. Typically your vessel would need a cap booster with 800 charges in order to sustain the cap energy required for the spider tank. Spider tank fitted high DPS Megathron: Behemoth Fleet tactics. There is so much to say about this. Basically everyone needs voice comms, needs to stay clam, needs to follow orders, and needs to be paying attention and alert. Understand the game mechanics. ALways fit a microwarpdrive or afterburner on a PvP fitted ship. If you are unsure about whether you can afford to lose a ship, don't use the ship. Insurance makes sense as losses do occur. More to come! MD So we have been wardec'd. Over the years we have been through numerous wardecs. It's all the same. They think they will get easy kills. But we are not noobs anymore.
It doesn't work, as has been amply demonstrated so far in this war. They have lost a 2.5 billion tengu (to a PvE fitted member of our alliance no less) and a 440 million isk Ishtar. I had to shoot a guy today. He was flashing yellow with the suspect tag and hanging around some folks in ice mining barges so he looked quite problematic to me, at least at first. I warped in with a Cane and popped him with 1 salvo. Thereafter I realized all he had been doing was scanning down other peoples' missions and salvaging and looting their wrecks. He wasn't happy with me and placed a million isk bounty on me. Kinda made me smile! |