After taking a grueling amount of time training up Tech II Projectiles, Knee took a small trip back to Empire space via Jump Clone Express. His old home base doubled as a great place to make a skillbook run. Able to put Tech II guns on Maelstroms and everything smaller, Knee decided his Minmatar training was adequate at the moment and he needed to embrace his humble side.
Despite TEST employing Shield fleets in their Maelstrom-fielded strategic ops, there were also other fleets regularly formed that called for Armor. Since Gallente ship performance has lately been considered lackluster, and Minmatar choices are limited to the Hurricane and the Loki, the best option is to fly Amarr.
Like most slave children who are lucky enough to be rescued by their Matari brethren and sent to be raised in the Heimatar region, Knee grew up with strong prejudice against everything dealing with the Amarr. Still, the older he has become and the more exposure he has had with the people themselves, he had to admit two things. First, that Amarr people aren't all bad guys out to enslave him. Second, they can build an array of truly impressive ships.
One such ship is the Zealot. A Heavy Assault Cruiser that is difficult to supersede. It's fast, it has a small signature making it hard to hit, and "Short Range" Pulse Lasers can do amazing damage at 35km when using Scorch crystals.
Knee liked the concept of infinite laser ammo. He never liked having to estimate how much projectile ammo to haul around, though being able to choose your damage type is handy. Lasers simplify the process to selecting the optimal crystal for your engagement range, with no reload delay.
Within a few days, Knee had learned the basics of Amarr ships and Laser turrets, all the way to Battleship level. Taking that knowledge to Tech II would take a lot more time, but since Beam Lasers seem to go unused, that simplifies the training a bit. Still, the plan contains three big time consuming skills that cannot be ignored for this type of ship:
Medium Energy Turret V (10d)
Amarr Cruiser V (16d)
Advanced Weapon Upgrades V (20d)
Everything else in the plan is another 22 days - Assault Ships to Heavy Assault Ships and Pulse Laser Specialization. It will be worth it, though, for it will enable Knee to be able to fly Armor or Shield at any time.
Saturday, June 4, 2011
Thursday, May 19, 2011
Incursion 1.5 Thoughts
I always find it amusing that CCP brags about their sandbox environment where one can do anything they like, yet they are constantly releasing patches that push forth an effort to influence what people should be doing.
Today's offering makes Highsec missioning more available and lucrative than ever before. My corpmates are saying that it's ridiculously easy to get to the reputation level needed for level 4 missions. I'll be testing out that theory in Serpentis space, flying a dirt-cheap Rifter and flying in the face of the resident hooligans who are claiming Serpentis space for themselves in the wake of TEST's failed effort to drive them out.
Today's offering makes Highsec missioning more available and lucrative than ever before. My corpmates are saying that it's ridiculously easy to get to the reputation level needed for level 4 missions. I'll be testing out that theory in Serpentis space, flying a dirt-cheap Rifter and flying in the face of the resident hooligans who are claiming Serpentis space for themselves in the wake of TEST's failed effort to drive them out.
Sunday, May 1, 2011
The Best-Laid Plans...
It feels like things have stagnated a bit. There was a large call about a month ago to move our base of operations right next to Serpentis NPC space so we can take over the area and run Archangels missions, turning in the loyalty points for shiny faction ships. So far that plan hasn't gone well. After we moved our staging system I was expecting to see lots of planned fleet ops to roam around the area and catch any enemy stragglers who happen to be hanging around. That hasn't happened very much. In fact the inhabitants seem to be holding on to the neutral space quite well, which does not bode well for our potential mission runners, myself included. There are the likes of Interceptors, Instacanes, and even a Carrier camping the stations. And like the 0rphanage, they hide in their hole anytime a fleet shows up.
The problem is that we are not displaying our show of force like we did in the siege of 6VDT. An ideal alliance would have ships in each of the seven NPC systems, even some with cynos fitted so that they can hotdrop on a carrier who tries to take a potshot at our fleet and think they can hold on to their tank for a minute while waiting to de-agress.
Instead what does it feel like we've been doing? Shooting a tower here, saving a tower there. Not much else. On the forums there's a general feeling of a lack of direction. I tend to agree with that sentiment. I have my own plans for improving things but I can't do it alone. In the meantime I'm focusing on a little bit of liquidation. Not because I'm wanting to move anywhere else, but to be ready to do so in case the situation with the alliance changes.
The problem is that we are not displaying our show of force like we did in the siege of 6VDT. An ideal alliance would have ships in each of the seven NPC systems, even some with cynos fitted so that they can hotdrop on a carrier who tries to take a potshot at our fleet and think they can hold on to their tank for a minute while waiting to de-agress.
Instead what does it feel like we've been doing? Shooting a tower here, saving a tower there. Not much else. On the forums there's a general feeling of a lack of direction. I tend to agree with that sentiment. I have my own plans for improving things but I can't do it alone. In the meantime I'm focusing on a little bit of liquidation. Not because I'm wanting to move anywhere else, but to be ready to do so in case the situation with the alliance changes.
Monday, April 18, 2011
Tech II Guns Take Forever
Medium Artillery Specialization is finished. Sharpshooter V is required for Large Artillery Specialization, as is Large Projectile V. In total about 24 days of training for those two skills alone. So much for April.
The good news is that the guns will see plenty of use.
The good news is that the guns will see plenty of use.
Saturday, March 26, 2011
Greeting The 0rphanage
Two weeks ago, TEST decided it was fed up with constant wardecs by The 0rphanage. In true newbie-loving fashion, we stormed Jita 4-4 with one hundred Rifters. This was the result. We exploded our ships hilariously and did 200 million in damage compared to 30 million in losses. 0rphanage retracted their wardec a few days later.
Three days ago, they declared war again. We decided to pay them another visit, and this time we were upping the ante. I had to join in the hilarity.
We assembled a fleet of Stabbers and Thoraxes. Able to fly both, I chose a Thorax for its greater DPS. Our scout surveyed the field and out of 12 or so hostiles, we decided the Legion was the juiciest target. We sent in bait. The Legion aggressed. Within seconds we pounced and decimated it. This time the damage was 460 million.
The ambush scared the rest of 0rphanage into the station. We regrouped at our launching station. They came out and camped it. We decided to engage them anyway. This time the juicy targets were gone but we still took out a Harbinger, another Harbinger, and a Drake. We lost most of our ships in the second engagement, but totaling up the encounter shows we did a total of 650 million in damage with a 463 million loss. This included our scout and bait ships. The cruisers were provided to us by the FC, cheaply fit, and fully insured. By blowing them up, we were paid to participate. It was a pleasure.
Three days ago, they declared war again. We decided to pay them another visit, and this time we were upping the ante. I had to join in the hilarity.
We assembled a fleet of Stabbers and Thoraxes. Able to fly both, I chose a Thorax for its greater DPS. Our scout surveyed the field and out of 12 or so hostiles, we decided the Legion was the juiciest target. We sent in bait. The Legion aggressed. Within seconds we pounced and decimated it. This time the damage was 460 million.
The ambush scared the rest of 0rphanage into the station. We regrouped at our launching station. They came out and camped it. We decided to engage them anyway. This time the juicy targets were gone but we still took out a Harbinger, another Harbinger, and a Drake. We lost most of our ships in the second engagement, but totaling up the encounter shows we did a total of 650 million in damage with a 463 million loss. This included our scout and bait ships. The cruisers were provided to us by the FC, cheaply fit, and fully insured. By blowing them up, we were paid to participate. It was a pleasure.
Friday, March 25, 2011
What's New?
Skill Training: I've completed Minmatar Frigate V and can now fly Assault Ships, Interceptors, Cov Ops, and EWar vessels ... though who would want to fly a Hyena anyway? The WoW Rogue player in me loves Cov Ops. I have a lot of missile skills to train before I can fly a Stealth Bomber effectively, so right now I'm just having fun scouting around in a Cheetah.
The next step is the long, arduous, but necessary path to Tech II guns. Projectiles are the flavor of the month and my Gunnery has been neglected for far too long.
Please support the relief efforts in Japan. So far I have donated 12 PLEX to CCP's campaign for good. I encourage everyone else to participate if they can.
I should have an interesting Op to talk about tomorrow.
The next step is the long, arduous, but necessary path to Tech II guns. Projectiles are the flavor of the month and my Gunnery has been neglected for far too long.
Please support the relief efforts in Japan. So far I have donated 12 PLEX to CCP's campaign for good. I encourage everyone else to participate if they can.
I should have an interesting Op to talk about tomorrow.
Saturday, March 5, 2011
Neural Remap
Everything was prepared ahead of time. It was just a matter of throwing the switch.
For the past seven months, Knee's learning plan had been focused entirely in support and infrastructure. All the non-combat tools that he would need to be a better combat pilot. Sounds contradictory, but take into consideration that a fighter pilot needs more than guns. He needs engines, shields, armor, and even a few tricks up his sleeve. Some of those tricks include overheating modules, jury rigging, electronic warfare, and astrometrics. Knee knew them all. He was ready.
He sat calmly in Medical while the doctor's aides busied themselves around him. Some were taking scans, others were hooking up equipment, and still others were running calculations. Neural remaps were not everyday procedures. Official regulations limited their use to once a standard year, though occasional grants by special request were possible. Knee was well-trained in Science but still did not understand the technology behind changing the brain to influence a person's mental capacity. Something about optimizing neural pathways. The scientists explained it best as "flashing" the brain the same way a data storage chip is written. Both are electrical systems, after all. When you abstract it to that level, it simply becomes a matter of circuit design. Knee was comfortable enough with the concept of implants supporting the brain's functions, but rewiring the brain itself was beyond his comprehension. He trusted the people around him.
When the aides confirmed everything was ready, the attention turned to Knee. He was focused, almost trancelike, on completing the final skill in his set, drawing in data from the invisible voice in his head. Finally he opened his eyes and Aura, connected to his implants, proudly announced "Skill training completed." He looked at the head doctor and nodded. One of the nurses applied a quick sedative and the experts went to work.
Within moments, it was finished. They removed the sedation and Knee regained consciousness. As he regained his bearings he could feel the eerie effects of the procedure. His willpower was higher than ever before - he knew no fear. His perception was nearly off the charts. He was able to predict the aides' actions and movements almost to the point of seeing into the future. He reveled in the feeling. He felt superhuman. He felt like a Capsuleer.
For the past seven months, Knee's learning plan had been focused entirely in support and infrastructure. All the non-combat tools that he would need to be a better combat pilot. Sounds contradictory, but take into consideration that a fighter pilot needs more than guns. He needs engines, shields, armor, and even a few tricks up his sleeve. Some of those tricks include overheating modules, jury rigging, electronic warfare, and astrometrics. Knee knew them all. He was ready.
He sat calmly in Medical while the doctor's aides busied themselves around him. Some were taking scans, others were hooking up equipment, and still others were running calculations. Neural remaps were not everyday procedures. Official regulations limited their use to once a standard year, though occasional grants by special request were possible. Knee was well-trained in Science but still did not understand the technology behind changing the brain to influence a person's mental capacity. Something about optimizing neural pathways. The scientists explained it best as "flashing" the brain the same way a data storage chip is written. Both are electrical systems, after all. When you abstract it to that level, it simply becomes a matter of circuit design. Knee was comfortable enough with the concept of implants supporting the brain's functions, but rewiring the brain itself was beyond his comprehension. He trusted the people around him.
When the aides confirmed everything was ready, the attention turned to Knee. He was focused, almost trancelike, on completing the final skill in his set, drawing in data from the invisible voice in his head. Finally he opened his eyes and Aura, connected to his implants, proudly announced "Skill training completed." He looked at the head doctor and nodded. One of the nurses applied a quick sedative and the experts went to work.
Within moments, it was finished. They removed the sedation and Knee regained consciousness. As he regained his bearings he could feel the eerie effects of the procedure. His willpower was higher than ever before - he knew no fear. His perception was nearly off the charts. He was able to predict the aides' actions and movements almost to the point of seeing into the future. He reveled in the feeling. He felt superhuman. He felt like a Capsuleer.
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