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#99979 So You Want to FC a Fleet in RvB?

Posted by Samuel Vokan on 28 September 2013 - 01:17 PM



So You Want to Command a Fleet in RvB?

Info For New FC's and Veteran FC's


Note: Posted in general chat so future FC's can see it before commanding.

Have you ever thought that you wanted to be more than just another ship in the line? Do you want to make a name for yourself? Earn a good reputation? Perhaps even aspire to one day join the command staff in the most active PvP corporation in EvE? This guide is here to help you to become somebody. This guide is for people who have aspirations in EvE. Although this guide is mainly focused on new FC's please read it if you are an experienced FC as we do things very differently here!


Of course I cannot answer every question you may have here, so if you do want some more guidance you have lots of options:

  • Mail an FC or Command Member in game   

  • Post in this thread 

  • Ask an experienced FC to help you 

  • Convo an FC or Command Member in game


To begin I'd like to point out your primary objectives as a Fleet Commander in RvB.

  • Keep people entertained! This is RvB, we're not a serious business corporation, we're here to have fun!   

  • Keep fights going! That means talking to the enemy FC, balancing ships and numbers!


And I cannot stress this enough:

The objective of a Fleet Commander in RvB is NOT to win fights. RvB FC's are there to help create balanced, fair and fun fights with as little drama as possible. Forget everything you learnt about Fleet Commanding in 0.0/low sec because here: Winning is NOT IMPORTANT.


Now, I'll break commanding here into three steps:

  • Forming the fleet, getting a fight   

  • During the fight   

  • End of the fight


How To Form Up and Get a Fight:


You can do this on your own or if you are a little nervous then ask an experienced FC to help you along with this! Just convo one of us and we will help you the whole time!


Communication is Key: Before you even start a fleet consider asking in RvB Community or R-V-B if the other side has a fleet out. If they do, ask who their FC is and convo them. If they don't then either wait for an enemy FC, go and FC for the other side or go out and roam. (Eventually you will gain access to the channel RvB Fleets where this can also happen)


Once you have convo'd the other FC you can say something along the lines of:

  • Want to get a fight going?
  • Cruiser down no logi? Frigates only? BC Down? Logi allowed?

    • (You can always tell the other FC it is your first time and you would like to do frigs only, 90% of the time they will agree)

  • Shall we fight on the Poinen gate in Jos?   

  • Your rough numbers?


Ok so now you have some intel it's time to form your fleet. Form your in game fleet and create a fleet advert open to your corporation. Post your advert in your corp chat and form your guys up in your home system. Tell them where to go, what ships to bring etc. A message of the day can help here as it means people don't have to keep asking your questions, a good fleet MOTD reads something like this:



Our FC: Samuel Vokan

DO NOT SHOOT: Charles Burger (Enemy FC)

Form up: Warp to Sam in Liekuri


Again I must stress:


Balancing fleets is NOT about getting the exact same number as each other. The right way to do this is to say roughly 15 people cruiser down and NOT: Ok we have 7 cruisers 8 frigs because by the time you get there these numbers WILL change and people WILL create drama.


Using Scouts can also stop drama. Either A: Use a scout to get a view of their fleet before the fight or B: Warp the fleet to a corp bookmark around the fight location to get eyes on their fleet before combat. This stops you warping into a blob twice the size you were expecting.


Ok so now you have your fleet together, you're formed up in your home system, you're in the right ships, you're ready to go. Try to keep comms as open as possible, talk to people, keep it relaxed, keep it fun and try to keep form up times short.


During the Fight:


  • Encourage people to reship as fast as possible

  • Call primary's and secondary's (People get the most terrified by this part. If it's relatively close and not a small gun maller then it's a good primary, simple!) 

  • Remind people not to shoot the enemy FC 

  • Keep encouraging your lads and lasses. E.g: Good job reshipping guys, Keep it up!  

  • If you're losing the field feel free to tell everyone to scatter, winning is not important.

  • You may die to stray DPS, just let someone else call targets whilst you reship.



Good job! The fighting bit is over. Remember winning/losing is not important here. The key points to look back on are whether your guys had fun and whether it was a good fight with some good kills!


End of the Fight:


  • (Optional) Let the enemy FC go at the end, this is one of the best gestures you can do as an FC. Please do it! It will give you an amazing reputation. Do this even if they wouldn't do the same to you, be the man! Sometimes they will return the favour! 

  • Tell everyone to put gf's in local! Do it yourself as well, you can also put a gf in your convo with their FC.   

  • If you won: let your guys loot the field then head home.   

  • If you lost: head back to reship and organise another fight, even asking the enemy FC: “Same again?” will do! 

  • Tell your guys to link killmails in fleet chat for everyone to see.   

  • Enjoy your free rewards: RvB offers FC's a great 'Loyalty Point' reward scheme. You deserve it!


So there we have it. Your first time Fleet Commanding in RvB hopefully doesn't feel as scary now! And if you're an experienced FC from elsewhere in EvE you now know more about how we act around here.


If you have any questions or feedback please do get in touch with a command member! Thank you for reading!


Samuel Vokan

Former RvB FC Co-ordinator

Former RvB Veteran Fleet Commander

Former RvB Team Commander

Former Republic Guard


Useful Links:

(Links in red will only work if you have access to the FC section of the forum, access is given to regular FC's)

(Links in green are from external sources and not all information will be relevant to RvB, they are however a good source for additional reading)

RvB and FC Etiquette: http://rvbeve.com/fo...-and-etiquette/

Shmores Fleet Operation Guide: http://rvbeve.com/fo...897-rvb-fleets/

Free FC Ship Replacement Program: http://rvbeve.com/fo...program-v20131/

New FC Free Ships Reward: http://rvbeve.com/fo...raging-new-fcs/

Fleet Commander Title Thread: http://rvbeve.com/fo...mmander-titles/

RvB Fleets Channel Info: http://rvbeve.com/fo...nel-rvb-fleets/

Some RvB FC suggestions http://rvbeve.com/fo...ce-suggestions/

Gary's Target Calling Advice http://rvbeve.com/fo...-and-knowledge/

External Link: FC Target Calling 101 http://evegateway.bl...alling-101.html

External Link: Fleet Commanding 101 http://evegateway.bl...anding-101.html

External Link: EVEWiki Command Guide http://www.eve-wiki....Commander_Guide

External Link: TenTonHammer Target Calling Guide http://www.tentonham...calling_targets

Azuals RvB FC Class (Audio Guide from 2011) http://rvbeve.com/fo...s-rvb-fc-class/

D-Scan Results Tool (For Scouts) http://eve-dingo.com/index.php



  • 36

#143374 Del Delvechio

Posted by Tim Pest on 23 January 2015 - 07:02 PM

While the majority of RvB probably has very little knowledge or care, a pretty big change took place in RvB last week with our changing of the CEO guard. Del Delvechio stepped down from his position as the head of RvB after keeping our organization afloat for a long, long time.


Personally, I wouldn't be on this forum had I not joined Red Federation 5 years ago and joined fleet with a drake flying, merlin loving mob boss. During my time in RvB thousands of pilots have come and gone, some stay for a day, some for a year. One of the few constants was Del Delvechio.


Most of you probably imagine being internet spaceship CEO/Alliance Head is a cupcake job. How could it not be? You can kick whoever you want, you have access to all of the money, you're the space king! Those of you who have actually held any position with responsibility in RvB and likely elsewhere know that to be false. 


When you're the CEO of an organization with thousands of noobs you log in with hundreds of e-mails everyday. Your play-time is constantly interrupted by randoms with questions that don't understand lower level leadership can answer your question about getting on comms or that you really don't care if they don't have any isk left. Fortunately for RvB, Del was always willing to help the noobs. If he heard you were in need of a frigate you'd often find a stack of them in your inventory shortly thereafter. Del's signature move was bombarding you with free ships, even if you said no 10 times they'd still find their way into your inventory.


For a significant portion of RvB's existence the primary source of RvB income came from Del's personal wallet. With rare exception if you flew in an RvB event where you received a free ship whether it be a hurricane or a rifter, Del was probably responsible for paying for it.


More valuable than the isk Del put into RvB was his time. During Del's reign many of us have been burned out with EVE several times. I don't know how much time I have invested into RvB and too be honest I don't want to! But I know that Del Delvechio easily put in 10 times that amount, oftentimes to his chagrin.


A lot of you that have been in RvB may rejoice that Del is finally stepping down to pursue other ventures. He was a fleet flying noob after all! He didn't go out of his way to make it easy for solo pilots to kill noobs. He didn't let me pod people I didn't like. He killed me when I brought my tornado to snipe frigates in an arranged fight. He setup boring arranged fights! He told me when I was dick. He was mean to me once! I couldn't use my neutral characters to win fights. He didn't change RvB to exactly how I wanted it. I couldn't use my neutral characters to win fights. Yet, most of you are still here.


I am not concerned with RvB's future. Del has left it in the capable hands of internet spaceship celebrities, former CEOs, and level-headed Texans. But next time you log off thinking you had a damn good time in RvB, a small part of that will still be thanks to the time and work Del Delvechio has put in over the years without asking for anything in return.


That said, thanks for doing all the dirty work Del. If it wasn't for your work in all of the facets of RvB I can assure you there'd be at least 10 fewer eve accounts AFK right now.


When you log on today take the time to shoot Del Delvechio one last mail thanking him for his years of making a special little place in the EVE universe because I think somewhere deep down when he is sitting around counting his isk and making bowheads he's going to miss reading your mails about who podded who or why you can't kill a velator with your 3 laser merlins.

  • 27

#93343 [Weekend Theme] Wild Wild West - Anarchy In The Forge

Posted by Guest on 02 August 2013 - 03:19 PM

Pod a man, you make him sad for a day. Teach a man to pod, you make him happy for a lifetime. 

  • 22

#88635 Logistics, What to and what not to do

Posted by Delarado on 01 July 2013 - 09:50 AM


Just thought I'd do a very brief write up on logistics, and how to run them.  Its a much overlooked fleet role, largely because everyone wants to fly the ship that puts out 500dps.  However, staying alive is far more important than anything else in a fleet fight, as you cannot do any DPS when your dead.  Logistics ships help accomplish this feat nicely!


Logistics ships generally work well in numbers.  There is little point in having a single logistics ship on the field, because an intelligent enemy FC will just kill it first. There are some exceptions to this rule, and some ships do work very well as solo logistics ships, however - I will say, the fastest way to become primary on the battlefield is to fly a logistics ship.  In order to survive, you need to either have another logistics ship to rep YOU up when you get primaried, or you have to be very slippery and good at evading damage (staying out of range, going fast, some people choose to take small damage drones to deal with frigates that chase them)


However, take two or three logistics focused ships, and they become VERY hard to kill, and make any other ships VERY hard to kill.  If them enemy FC primaries your damage dealers, the logistics ships keep them alive while they do the damage they are designed to do.  If the enemy FC primaries the logistics ship, the DPS ships run around and wreck everything.


I don't want to delve too deeply into heavy logistics usage;  This is more of an introduction to logistics, and how to do it efficiently.  Anyone who has seen the old PL "Fist" fleets or similar in action will know how effective logistics are (For anyone that doesn't know, PL used to roam 0.0 in a fleet of Guardians and Zealots.  The zealots were afterburner fit, with 1600mm plates and beam lasers.  The guardians are an amarr T2 logistics ship.  10-15 guardians and 10-15 zealots would stay in a close "Fist" Formation, a ball of about 10-15km wide.  Nothing could kill them.  They didnt put out massive DPS, but if you stuck around, you died; simple as that.  They would take on fleets ten times their own size.)



The main thing that makes a logistics fleet successful is discipline.  Some pointers:


-Some logistics REQUIRE another logistics ship to be effective, a Buddy if you will. Learn which ships do what, and take advantage of it.


-All logistics ships must X up when joining a fleet and ADD EACH OTHER TO WATCH LIST


-If you start to take HEAVY fire in a fleet engagement in a logistics ship, do not be afraid to overload any active hardeners (Shift left click) However, DO NOT Burn them out, you will die instantly.


-your NUMBER ONE priority is keeping your fellow logistics ships alive.


-If you are not in a logistics ship, take care not to run off too far out of rep range.


-Keep an eye on broadcasts.  Concentrate more on keeping your own fleet alive than killing the enemys. thats not your job.


-Take care not to move out of range of your rep partners (it helps here to have all logistics ships orbit an experienced pilot at a sensible range, and that experienced pilot to dictate where the logistics fleet moves to)


-When broadcasting for repair or capacitor, broadcast once, and once only.  DO NOT scream on comms you need reps. DO NOT spam the rep button.  Logistics is hard work, but very rewarding.  Logistics pilots do not need abuse from people who died for not repairing them in time.


-DO Become comfortable with keyboard shortcuts. CTRL+Click to lock. CTRL+SHIFT+Click to unlock.  You will be locking and unlocking targets like crazy


-DO Keep ALL of your fellow logistics ships locked up at all times, and immediately prepare to repair them if they take damage


-If you are flying a logistics ship with drones, and you have damage drones set your drones to assist a random friendly offensive ship, so you get on kill mails.  If your ship has no drones, you can put a tracking disruptor or something with semi decent range on it so you can get on KM's (although this is frowned upon, logistics arent really for getting on KM's)  DO NOT let KM whoring distract you from repairing people. DO NOT accidentally repair enemy ships when trying to whore on the KM!


-Armor transfers give their armor bonus at the end of a cycle.  Shield transfers give their bonus at the beginning of a cycle. Allow for this;  If you see an armor ship getting pelted, get reps on it ASAP, as it will be 5 seconds after you actually start repairing it that it will see the bonus.  Equally, if you are flying in a fleet with logistics ships, broadcast for armor/shield as soon as you get primaried, not when you have 10% structure.


-Work on your capacitor skills (Energy management, energy systems operation), remote armor repair skill (5 is recommended, 4 if not) and also the racial frigate/cruiser skill as it often bonuses the repair amount.  Logistics ships are VERY cap hungry, and often need constant micromanagement.  Mitigating this with skills is highly recommended.


-Turn off auto target-back. Now.  Unless you want to end up getting on the kill mails for friendly logis!



Now here are a few pictures to help you with flying logistics ships.

First off, Make sure your broadcasts are going to the entire fleet, otherwise you may be broadcasting to a squad that has no logistics, and you'll get no reps.


Here is how you broadcast for armor when you are being shot at. BROADCAST ONLY ONCE.  The need shields button is right next to it.



As a logistics ship, you should be primarily watching the broadcasts pane of the fleet window.  Set it so you view broadcasts, rather than loot history or anything else.



If you are getting spammed with other broadcasts about being in position, or targeting people; Or even if you are receiving "need shield" broadcasts when in a ship that can only give armor, you can ignore certain types of broadcast by right clicking them.


FInally, you can lock targets with people who have broadcasted by right clicking the broadcast, or CTRL+Clicking the broadcast.




Cap Chaining

Some ships receive a bonus to the capacitor usage of energy transfer arrays.  Namely the Osprey and Augoror in their T1 variants, and the Guardian and Basilisk in the T2 variant.


This allows them to actually create capacitor from thin air, the Augoror for example can project 324 units of capacitor every 5 seconds at a cost of 84 units of capacitor every 5 seconds.


This allows these ships to be fit in such a way that has more of a focus on the durability of the ship, rather than capacitor recharge rate.  Two or more Augorors will always work together, as will two or more Guardians, Basilisks or Ospreys.


However, its very important when flying these ships to understand capacitor chaining; It is an added complication.  Any pilot in a ship that has a bonus to cap transfers, should have a capacitor buddy (Again, namely the Augoror, Osprey, Guardian and Basilisk)


You will pair up with your "Cap buddy" and add them to watch list, at the top. I generally do this by asking all logistics to X up, and then just pairing people up as the list comes out in the chat window. For example:







John would transfer capacitor to James, James would transfer capacitor to Jim, and Jim would transfer capacitor to John.


 Any time from then on that you are in a fleet, you should always ensure you are transferring capacitor to each other.  Every time the fleet stops, even if you are just sitting on a gate, you should lock up your capacitor buddy, and start to transfer cap to them.  Leave them locked up and make sure you are transferring capacitor to them at all times.


In the above example, If James dies, Jim will get no Capacitor, and as such, John will very quickly cap out because Jim will cap out (because he is not receiving transfers) and wont have capacitor to transfer to John.  1 Logi dies, 3 logi's are dead in the water.  For this reason, Its important for all logistics pilots to sit in their own chat channel, and to keep this in focus AT ALL TIMES.  I suggest Logi pilots in a fleet join a channel called "Blue.Logi" Or similar.

When in a fleet fight, if James dies, he must announce it immediately in the chat channel, and say who he was transferring to. (you can also say it on comms as long as you are not interrupting, a simple "Logi down" once you has put your message in the chat channel will suffice and prompt the other logis to check the chat channel)

It is then their capacitor buddys job to commence transfer to the guy that James was previously transferring to.  An Augoror will cap out in 29 seconds with no cap buddy, so this is extremely important.





Jim> Gee, Thanks guys :)


This changes with the Guardian and the Basilisk, you will often run two energy transfers.  With these ships, it is a good idea to spread transfers for resiliency.  I use the 1 up 1 down method.  Example:



John> X

James> X

Jim> X


In the above, All pilots would add their two cap buddys to watch list in the top two slots.  1up buddy at the top, 1down buddy just below. John would place 1 cap transfer on James, and one on Jim.  James would place one on John, and one on Jim.  Jim would place one on John, and one on James.


This means, If one guardian dies, you only lose one cap transfer.  This allows you to keep running for quite some time before capping out, increasing the resiliency of the capacitor chain.


If James were to die, blue.logi should look like this:



Jim> James, You were my "1 up" cap buddy.  I will commence transfer to John

John> James, You were my "1 down" Cap buddy. I will commence transfer to Jim.


It doesnt need to be as descriptive as above, But Its important to state who your 1up and 1down buddy was when you died, the accepted way is just to say your 1up first then your 1down.  Its equally important to pick up the one that you've lost (Since Jim lost his 1up buddy, he picks up James' 1up buddy as his new 1up buddy, which is John)


The sole reason for ensuring that you maintain visibility of who is your "1up" and "1down" buddy is so that the fleet can deal with capacitor requests from other members.  If you receive a "need capacitor" broadcast from a friendly, non logistic ship, you should always and only ever use your "1down" Capacitor transfer to service this request.  The reason for this is so that a capacitor chain is still established, even when you only have 1 transfer going to other Guardians, you are still receiving capacitor from someone else.  See the below diagram...





FInally, a note on skill requirements, copied from later in the thread:



Delarado, Mizhir, Prof.Clio - thanks everyone for a very detailed and informative discussion over logistics. I was thinking about getting my feet wet in this area from time to time. And with these excellent recommendations, tips (and even youtubes), I finally decided to put my current skill training into this area.


That is why I'd like to add that initial post would become even more super-uber-useful if you provide some insight on the skill-plan and what core and support skills are  required to become an effective logi. I understand that the primary "remote armor repair systems" and "shield emission systems" are must (and you noted that it is important to max them out to do proper logi). But, as we all know, there are always additional support skills that will make the job easier/more efficient.


I did a quick check and found this list on E-Uni wiki, so I'll just put it here as a reference - http://wiki.eveunive...ogistics#Skills

Funnily enough, you dont even need that much skills to fly them.

One guy i was flying with earlier had 470,000 SP, and was flying one of my augorors i think (Although meta/t1 fitted)

He could rep people just fine and really helped the fleet. We fought a fleet almost double our size and lost a single frigate.

IT doesnt show up properly here (It shows blue deaths that werent really part of "the fight" and doesnt seem to include all the reds) but heres an example



The main high SP requirements would be for the exequror and the Scythe because they have to be self sufficient.


For those youd probably want, to at least 4, ideally 5:


Energy Management

Energy Systems Operation

Remote armor repair / shield emission systems

Energy Emissions Systems (For the Augoror/Basilisk fits that use cap transfer)

High speed manuvering (To reduce MWD cap usage)

Racial cruiser


Even with ALL of the above at 4 (Ive just EFT'd it) Both the exequror and the scythe are still workable.  Things get testy at 3 though.  The basilisk and the Augoror can be flown with everything at 3 no issues. (EFT Will say your not cap stable but you dont need to be, the break in rep cycles when changing targets is enough to max your cap again through transfers)

T2 ships are a different kettle of fish though, they obviously REQUIRE cruiser 5, and the guardian and the Scimitar (The tech 2 versions of the augoror and the scythe) really begin to shine once you have the "logistics" skill to level 5, which is almost a month of training time in itself.
An example though, the Guardian.
56,441 EHP.  723M/s (Largely unimportant) Cap stable at 93% with one energy transfer on it.  If flown in a fleet of 3, this ship can tank 3698 DPS, give or take.  Meaning if you had a fleet of 5 gank fitted battleships, they would not be able to kill a single thing.
[Guardian, Guardian fit]
1600mm Reinforced Rolled Tungsten Plates I
Imperial Navy Energized Adaptive Nano Membrane
Damage Control II
Coreli A-Type Adaptive Nano Plating
Corelum A-Type Energized Thermic Membrane
10MN Afterburner II
Conjunctive Radar ECCM Scanning Array I
Large 'Regard' Power Projector
Large 'Regard' Power Projector
Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
Large 'Solace' Remote Bulwark Reconstruction
Medium Ancillary Current Router II
Medium Ancillary Current Router II
Warrior II x5

Enjoy flying logistics guys, they really do make a fleet!



  • 16

#135701 Top mods used by RvB

Posted by Charles Burger on 01 October 2014 - 08:19 PM

These 230 mods represent 90% of all mods lost by RvB combat in the last 30 days.

If you're looking for market opportunities, these are the mods to stock.

I'm working on a tool to make stocking HQs very easy. Watch this space!


Medium Trimark Armor Pump I 2980
Damage Control II 2743
Small Anti-EM Screen Reinforcer I 1857
J5b Phased Prototype Warp Scrambler I 1693
Small Core Defense Field Extender I 1674
Small Trimark Armor Pump I 1514
Medium Core Defense Field Extender I 1498
X5 Prototype Engine Enervator 1419
Limited 1MN Microwarpdrive I 1333
Energized Adaptive Nano Membrane II 1219
Small Auxiliary Thrusters I 1103
Small Ancillary Current Router I 1095
Magnetic Field Stabilizer II 1091
Light Neutron Blaster II 1083
Experimental 10MN Microwarpdrive I 1077
Damage Control I 1065
Small Anti-Thermal Screen Reinforcer I 1010
Ballistic Control System II 984
Light Missile Launcher II 873
Upgraded 1MN Microwarpdrive I 863
Drone Damage Amplifier II 822
Small Hybrid Collision Accelerator I 821
Medium Anti-EM Screen Reinforcer I 821
Light Missile Launcher I 801
Small Anti-Explosive Pump I 780
Small Polycarbon Engine Housing I 744
Small Projectile Burst Aerator I 742
Warp Disruptor II 741
Light Ion Blaster II 730
Rocket Launcher II 720
Small Auxiliary Nano Pump I 707
Large Shield Extender II 695
Rapid Light Missile Launcher II 679
Small Transverse Bulkhead I 650
Nanofiber Internal Structure II 643
Small Projectile Collision Accelerator I 635
Small Processor Overclocking Unit I 624
Heavy Electron Blaster II 614
Gyrostabilizer II 597
Small Hybrid Burst Aerator I 597
Warp Scrambler II 595
J5 Prototype Warp Disruptor I 581
200mm AutoCannon II 571
Focused Medium Pulse Laser II 560
Experimental 1MN Afterburner I 542
Small Energy Locus Coordinator I 535
'Langour' Drive Disruptor I 523
Medium Polycarbon Engine Housing I 523
Small Armor Repairer II 500
Small Focused Pulse Laser II 495
Micro Auxiliary Power Core I 483
Heat Sink II 477
Tracking Enhancer II 476
Small Ancillary Armor Repairer 465
Medium Ancillary Shield Booster 464
150mm Railgun II 463
220mm Vulcan AutoCannon II 439
Adaptive Invulnerability Field II 424
1600mm Reinforced Rolled Tungsten Plates I 422
Light Electron Blaster II 414
Small Warhead Calefaction Catalyst I 413
Dual Light Pulse Laser II 406
150mm Light AutoCannon I 405
Adaptive Nano Plating II 401
Small Targeting System Subcontroller I 397
Stasis Webifier II 393
Ballistic Control System I 390
Medium Ancillary Current Router I 384
Magnetic Field Stabilizer I 381
150mm Light AutoCannon II 367
Light Electron Blaster I 365
1MN Afterburner II 348
Drone Damage Amplifier I 324
Overdrive Injector System II 323
Small Capacitor Booster II 318
Medium Shield Extender II 314
Medium Shield Extender I 311
Heavy Ion Blaster II 305
Light Ion Blaster I 293
Stasis Webifier I 293
Medium Anti-Thermal Screen Reinforcer I 285
250mm Light Artillery Cannon I 265
200mm Reinforced Rolled Tungsten Plates I 260
1600mm Reinforced Steel Plates II 257
200mm Railgun II 249
Nanofiber Internal Structure I 247
Small Anti-Kinetic Pump I 245
Medium Anti-Explosive Pump I 240
Limited 'Limos' Light Missile Launcher 238
Limited 1MN Afterburner I 237
Rocket Launcher I 235
125mm Railgun II 232
Small Bay Loading Accelerator I 232
Upgraded 'Malkuth' Light Missile Launcher 231
280mm Howitzer Artillery II 228
Heavy Assault Missile Launcher II 228
Heavy Pulse Laser II 226
Medium Auxiliary Nano Pump I 220
Fleeting Progressive Warp Scrambler I 219
Fleeting Propulsion Inhibitor I 219
Limited 'Limos' Rapid Light Missile Launcher 218
Heavy Neutron Blaster II 217
Emergency Damage Control I 213
Drone Link Augmentor I 212
Small Energy Neutralizer II 210
400mm Reinforced Rolled Tungsten Plates I 210
5W Infectious Power System Malfunction 203
125mm Prototype Gauss Gun 200
Small Energy Collision Accelerator I 193
75mm Gatling Rail II 192
Small Hybrid Locus Coordinator I 191
Patterned Stasis Web I 191
Experimental 10MN Afterburner I 178
Sensor Booster II 174
Sensor Booster I 173
200mm Reinforced Steel Plates I 172
F85 Peripheral Damage System I 171
Small Capacitor Control Circuit I 166
Dual Light Pulse Laser I 164
Small Nanobot Accelerator I 164
OE-5200 Rocket Launcher 163
250mm Light Artillery Cannon II 163
Balmer Series Tracking Disruptor I 162
Focused Medium Pulse Laser I 157
Overdrive Injector System I 152
Small Energy Burst Aerator I 152
Small Hydraulic Bay Thrusters I 151
'Malkuth' Rocket Launcher I 151
DDO Photometry Tracking Disruptor I 144
Small Anti-Kinetic Screen Reinforcer I 141
425mm AutoCannon II 140
1MN Afterburner I 139
250mm Railgun II 138
Light Neutron Blaster I 138
Tracking Computer II 137
Medium Ancillary Armor Repairer 135
'Arbalest' Rocket Launcher I 134
200mm AutoCannon I 134
Large Azeotropic Ward Salubrity I 132
Adaptive Invulnerability Field I 131
125mm Gatling AutoCannon II 131
Faint Epsilon Warp Scrambler I 131
Initiated Harmonic Warp Scrambler I 131
Faint Warp Disruptor I 131
10MN Afterburner II 131
1MN Microwarpdrive I 128
Gyrostabilizer I 126
Warp Disruptor I 126
Small Low Friction Nozzle Joints I 125
Medium Subordinate Screen Stabilizer I 124
Micro Auxiliary Power Core II 123
Dual 180mm AutoCannon II 123
Heavy Missile Launcher II 121
Phased Weapon Navigation Array Generation Extron 119
Pseudoelectron Containment Field I 118
Anode Ion Particle Cannon I 117
Small Diminishing Power System Drain I 116
Large F-S9 Regolith Shield Induction 112
1MN Microwarpdrive II 111
Medium Auxiliary Thrusters I 111
Small Unstable Power Fluctuator I 111
Medium Armor Repairer II 109
Target Painter I 109
Gatling Pulse Laser II 108
200mm Light Carbine Repeating Cannon I 107
425mm Medium Prototype Automatic Cannon 107
Medium Transverse Bulkhead I 106
Power Diagnostic System I 106
200mm Light 'Scout' Autocannon I 105
Adaptive Nano Plating I 105
Medium Processor Overclocking Unit I 105
Co-Processor II 105
Small Anti-Thermic Pump I 103
Experimental TE-2100 Light Missile Launcher 103
150mm Compressed Coil Gun I 103
Medium Warhead Rigor Catalyst I 100
50W Infectious Power System Malfunction 100
Small Projectile Locus Coordinator I 99
Modal Light Ion Particle Accelerator I 97
800mm Reinforced Rolled Tungsten Plates I 97
Small Ionic Field Projector I 97
150mm Prototype Gauss Gun 97
Medium Azeotropic Ward Salubrity I 96
Small 'Gremlin' Power Core Disruptor I 96
75mm Carbide Railgun I 95
'Limos' Rocket Launcher I 94
Small Projectile Ambit Extension I 94
Cap Recharger II 93
Local Hull Conversion Nanofiber Structure I 91
Limited Light Neutron Blaster I 88
Medium Projectile Burst Aerator I 87
Medium Hybrid Collision Accelerator I 87
Prototype 'Arbalest' Rapid Light Missile Launcher 86
Prototype Energized Adaptive Nano Membrane I 86
150mm Light 'Scout' Autocannon I 86
Medium Energy Locus Coordinator I 86
Medium Electrochemical Capacitor Booster I 85
Local Hull Conversion Overdrive Injector I 85
Warp Scrambler I 84
200mm Light Prototype Automatic Cannon 83
Alumel-Wired Sensor Augmentation 81
Limited Adaptive Invulnerability Field I 80
Medium Capacitor Booster II 80
Medium F-S9 Regolith Shield Induction 80
Remote Sensor Dampener I 78
Low Frequency Sensor Suppressor I 78
Anode Neutron Particle Cannon I 77
Medium Nanobot Accelerator I 77
Medium Trimark Armor Pump II 77
Small Energy Metastasis Adjuster I 76
Counterbalanced Weapon Mounts I 76
Power Diagnostic System II 74
Fourier Transform Tracking Program 73
650mm Artillery Cannon II 73
Medium Capacitor Control Circuit I 71
Experimental SV-2000 Rapid Light Missile Launcher 70
Medium Unstable Power Fluctuator I 70
XR-3200 Heavy Missile Bay 70
Capacitor Power Relay II 69
Reinforced Bulkheads II 69
Medium Projectile Collision Accelerator I 67
Small Hybrid Metastasis Adjuster I 66
Small Capacitor Booster I 65
Large Trimark Armor Pump I 65
200mm Compressed Coil Gun I 65
Small Rocket Fuel Cache Partition I 64
Fleeting Warp Disruptor I 63
150mm Light Prototype Automatic Cannon 63
Internal Force Field Array I 62
F-90 Positional Sensor Subroutines 62

  • 15

#93706 A Rookies thoughts on his first AT

Posted by Arjar Ammar on 04 August 2013 - 04:58 PM

Whilst it's been an ambition of mine to fly in the AT ever since I saw AT 9 on YouTube, I only joined up this year to be a practice body, target, call it what you will, and then with some more understanding of what was expected maybe have a chance at next years team for AT Xii.


Imagine my surprise then when I was asked to submit to the hell that is Dracoth and Xan's examination to be allowed to go from the Open to the Closed practices! (NB If you're allergic to latex and scared of needles, don't apply, although apparently this year was easier than last as Dracoth had been persuaded NOT to put sand in the Vaseline again)!



Open practices were fun, (in fact all the practices were fun and I learned a hell of a lot that carries over into the day to day RvB experience), but the level ramped up a fair bit when the closed practices started and the tinfoil hats were issued! One thing that struck me was both the professional but relaxed way that the team went about their business, time for fun yes but always with aims for each particular session in mind.


I'm not going to go into too much detail, mainly as the hours spent practicing have mostly blurred into one big ball, but a few things that stand out were getting to fly and explode shit in a Sleipnir and a Mach on the test server, (no way I can afford that on TQ), practicing against Agony Empire when we moved onto the Duality test environment and surprisingly enough the nerves I felt at the first practice! Bearing in mind all the ships I've blown up and the battles I've been involved in on TQ the last thing I expected was to feel as nervous as I had going into my first ever PvP engagement!
Adrenaline is a wonderful thing!


It was during the practices against Agony that I realised we, as in RvB, were actually pretty damn good! Without wanting to take anything away from Agony, (especially as they got to the final weekend and we didn't), we beat them pretty badly in a lot of the practices that we had and they are an excellent, well drilled PvP organisation. Whilst there were a chunk of new people in their line up the same was equally true of ours, and our vets seemed to be able to heard the cats and get them all pointed in the same direction a bit better, I think we had a better handle on the fleets we were using as well.




A quick digression, the number of people involved in the preparation was small but very focused and intense, from the EFT warriors doing the fitting theory crafting to the shipbuilders and also the planning about how to use each fleet against various types of opponents there is a surprising amount of behind the scenes work before you even think about undocking on the test server never mind the match itself. Then we also had some people involved in buying and building all the "real" stuff on TQ spending billions of ISK, which is as good a time as any to say a huge thank you to the individuals who donated ISK, ships, implants, modules etc that let the team go into this years tourney on as close to an equal footing as the big guys as possible, and not forgetting of course our excellent sponsor SOMERblink.


Without this help and these people, some of who you can guess and some who are more than willing to help with practice but don't want to appear in the AT itself we would have looked like just like the teams that
obviously had just entered the AT for a bit of fun.


AT Week 1 - OMG this just got real!


Alliance Tournament XI weekend 1 dawns, my wife asks why I'm so nervous, and then spends the next 10 minutes laughing when I tell her! An hour later she's making sure that I'm fed and watered and that our son is out of the way, she's still laughing but she's seen what this means to me.


First match, and I get the call, flying a Harpy against Why So Serious, GULP! If I thought my heart was racing before it's switched into overdrive now - my hands are shaking so much it's a wonder I can hit the keys on the keyboard.

Last minute drama - Clio has dc'd, but he's still on comms and telling us he will be logged back in immediately, only later do we find out why he's so certain about this, but you'll have to ask him why!


We get moved to our beacon in the system, well most of us do Fewell has been moved to the sun! Quick convo between Xan, the GM and an amazingly calm sounding Fewell and it's all sorted. Xan tells us to warp to the correct beacon at our various ranges, we arrive to see that WSS have also bought a Mini rush set-up similar to ours - so it's going to be down to FCing, pilot skill and who's practiced the most - Xan outlines the plan, countdown starts and it's on!!


I dive in and lock down the Sleip I was assigned whilst the big boys charge across and start taking down their Logi, Clio gets himself safe and then comes back in to keep us all alive. Their Scimi goes down, followed by the pesky Griffins who have managed to land a couple of jams on me and some of the rest of the team but we soon get the Sleipnirs locked back up again. Main dps moves onto the Sleips now and it's just a mop up with us slowing down on the last Claymore so we've got time to loot the field, everything of theirs wrecked and everything of ours still shiny! It's only now that I realised my nerves had stopped as soon as I had locked the first target!


People after were saying it looked easy, and to be honest it was, we were just better led, and better practiced, in short we slam dunked a very similar set-up to our own with simply better team work. Too drained to go on Ganked, but I get the best nights sleep I've had in years, might have had something to do with the large celebratory single malt that I had, but perhaps not!!


Next match against No Holes Barred and I'm watching from the sideline along with a everyone else not in the team, ready in case of a last minute DC and call up but everything seems to be going fine. Fewell mentions on comms that this is even worse than being in the match - and then the feed brings up the two teams and we laugh as the commentators go orgasmic over RvB bringing Gnosis. Oh and Fewells right, it's harder to watch than fly! From the outside looking in it seems that once again we execute a plan pretty much perfectly taking out the big dps, then switching to the Logi when it comes into range before  mopping up again. Week one down, we've done what we had to,  so I have another celebratory single malt and sleep like a baby again!


AT Week 2 -  "Well that didn't go to plan"!


2nd Weekend - but our match isn't till the Sunday so we run a practice on Saturday night!


Sunday comes around and I'm in the first match again, Enyo this time and once again we have a DC whilst the fleet is being assembled, one of the others is put on stand-by but Nyu gets reconnected and we're all ready to go - I take the time to wonder what Xan's heart rate must be!

We warp in and see our opponents, targets are assigned on comms. Everything starts off going to plan - I get tackle on the Vindicator, then hand it off when the big ships get there, and go onto my secondary target, however I must have really annoyed someone because right after the whole of the Initiative's AF wing locks on and unloads all their dps - I'm either out of Clio's rep range or he's probably quite rightly concentrating on keeping Nyu's Hyp repped so my one overheated AAR can't keep me up against all their firepower and I get to watch the rest of the match from a pod. Xan has switched to the Navy Mega which goes down but oh so slowly, also the Initiative pilots are flying really well and using their TD's to maximum advantage - it takes a while and we are in with a shout if they make a mistake, but unfortunately they don't and we've lost our first match........ Comms is quiet and we're in the losers bracket from now on which will make everything a lot harder, but I notice their isn't any recriminations or back biting, just a determination to do better next time.


Second match, and again I'm watching from the sidelines as we bring out a set-up we've tested against Domi's and regularly beaten them with it. It's on and I know that we have to get a jam on the Logi  as soon as possible, but the dice gods have turned their back on us at the start of the match, lot's of other things would have to go our way now but none of them do and we exit from the tournament - the studio commentators seem to feel that we had the right set-up to take down the hated Domi set-up but just didn't get the breaks, it's not any comfort - at all!


So I've ticked off one of the things on my lifetime to-do list, but I'm not happy - I know we could have done better, (as an aside the fleet we would have been bringing against PL was the Scissors to their Paper -
we would have had to try really hard to lose the match if they had brought the same fleet against us as they did against The Initiative), and I'm really angry not at anyone, not even myself, just angry that we didn't do everything perfectly. As Shadoo would say "mistakes were made", not necessarily the ones that people think, but we've identified them and we won't make them again next year - I really hope that everybody on the team this year comes back again next year, there were no "weak sisters", even our youngest pilot, (a 2013 toon if you can believe it), held up his end, and even if only the majority come back I can see us kicking ass and taking names in AT Xii.


Last but not least a huge thank you to Xan for leading us this year in his own inimitable style, he's already made a post about some of the others on the team so I'm not going to repeat that here, but his calm, measured voice, (unless people have just dc'd), tactical acumen and ability to think on the fly, (especially when Dracoth lies and brings a totally different fleet to the one he said he was going to), made it difficult for us to believe that this was his first go around as Team Captain - here's hoping it's not his last.

  • 13

#148264 Do they never sleep?!

Posted by Xan Drakov on 07 April 2015 - 03:28 PM

Hi all, just to let you know that in the small hours of Monday morning, Mrs Drakov gave birth to our little baby girl, Amy Charlotte. She's 7 pound 5. Both mum and baby are doing just fine.

I miss sleeping 😔
  • 13

#69000 EUni FCing log part deux: The killing of the POS

Posted by Professor Clio on 17 February 2013 - 12:07 AM

Yesterday we reinforced the Uni POS, today we killed it. As expected they brought a fleet to try and stop us and a pretty big one too. In the end we prevailed, killing their entire fleet for minimal losses of our own. Full battle report here:  http://rvbeve.com/bl...d&kll_id=440154

We won this fight for one reason above all others: Preparation. We’ve been preparing the entire war for a long time. Moving corp ships to Aldrat and anchoring neutral POSes in system. Del did a really tremendous job of all that. In a similar vein, Shen and I have been preparing our strategy for this fight for a while. We identified the reasons we lost last year in the first battle for Aldrat and decided to  correct all those mistakes. One of our big problems last year was staging out of Hek, which we solved, but we also lacked a unified doctrine and proper fleet composition. This time we came prepared. 

The firs tkey point was getting a proper fleet boosting chain up. Since we’re riddled with Uni spies, we needed a boosting chain that couldn’t be disrupted by primarying the wing commanders so Shen,  Kikkio and I broke out 4 neutral boosters between us, putting a maxed EOS with info war mindlink at the top of the fleet, then max armor and shield boosters in the armor and shield wings. I think the  unistas caught on to the fact that our eos boosts and ECCM up the wazoo would have rendered their traditional Black Bird squads ineffective because we didn’t see much ECM in the first 2 days of the war.

Last war the Uni spies quickly identified our target callers and primaried them early on, which hurt us quite a bit. This time I was prepared for that and had fitted a total dick proteus with 500K ehp, 150 sensor strength and 90% resist. I call the the “I dare you”.

Next we needed a single fleet doctrine. Hard enough to do in RvB but by posting on the forums and encouraging people in the various channels to get amor battleships ready we managed to field an almost fully armor fleet. In fact I was really really impressed with our Fleet comp. This is what an early scan of our POS grid looked like: http://raynor.cl/eve....php?id=NmcsvNQ

We managed to get 69 battleships almost all armor fit. Highlights for me include the 30+ amarr Battleships, including 8 navy geddons and a navy apoc. None of our battleships died thanks largely to a great group of logistics pilots. We fielded an impressive 30 armor logis, 20 of those T2. Here preparation again played a large part. Del had generously donated 8 fitted Gardians that I handed out prior to the fight. Now Eve Uni had 16 T2 logis, not much fewer than us but crucially they split theirs into both shields and armor.

Now I don’t want to imply that everything went according to plan, quite the contrary we had a few SNAFUs including our Logis going suspect by repping the other corp leading to the loss of a gardian and the need for logis to only rep their corp mates, effectively cutting our repping power in half. We also had comms issues in the early parts of the fight but Del stepped up while I got my shit sorted and was able to take the mic back. I'm actually surprised at how well Eve Voice performed but asking it to handle separate wing calling in a maxed fleet might have been... optimistic. Once I started calling entire ship types things got rolling pretty good and enemy ships started dying left and right. Of great help in overcoming the enemy RR, the  overflow” fleet, led by Fallen Titan managed a textbook warp in on the enemy logis at range thanks to some stellar probing work by TGL3. They sowed confusion in the enemy ranks and helped us overwhelm the Uni reps.

Overall the fight wasn’t particularly close in fact the fights we had on the previous day while reinforcing the POS were much more challenging but keep in mind that the Uni fleet was formidable. They had 30+ BSs, 45+ BCs, 16 T2 logis and a lot of support. In the end though, superior preparation won the day.

Special shout out to all the guys who brought it today. I was very impressed with the fleet we managed to field.  It was by far the largest, most expensive fleet I ever FCed and I had a blast. Thank you very much for letting me run it.


Special thanks also to Shen and Del for being awesome back up FCs and making the job of herding 256 cats a lot less stressful.

  • 12

#139621 The Imperial Navy Slicer - A Mini Guide

Posted by Telemachus Rheade on 24 November 2014 - 09:39 AM

Did you guys know that there hasn't been a thread about the Imperial Navy Slicer on the forums since December 27th, 2012?! Mang, delete the following post please because it's obviously outdated: http://rvbeve.com/fo...al-navy-slicer/


So, I am about to give the game away a bit, but I think everyone should learn to fly an Imperial Navy Slicer! In case you don't know already, I fly the ship almost exclusively as of late, until someone upships unnecessarily and pisses me off. The Slicer is an extremely advanced ship to fly, in terms of SP (I know you only need Amarr Frigate 5, but there are tons of other skills you need to fly it well!) and also piloting skill.


So, let's start with how to fit a Slicer. There will be many people who will disagree with me on how a Slicer should be fit, but the following fit is, in my opinion, the optimal fit for a Slicer that takes into consideration optimal range for lasers, some tank for "oh shit" moments, and dps for the amount of time you have before your cap runs out.


The Fit (Current as of Eve Build Proteus 1.2, Released on Tuesday, January 20, 2015)




Other Stats (Max Skills)


Preheat DPS: 149.4 (You should ALWAYS overheat when in optimal range, so this number is kind of unimportant)

Cap without AAR running: 1 minute 42 seconds

Speed with overheat: 5782m/s

Align time to warp when MWD is off: 2.3 seconds

Actual Optimal: 21497 (~21km)

Other ammo to carry: Imperial Navy Multifrequency




The following are the bare minimum implants I would recommend when flying a Slicer. If your Slicer doesn't do at least 4km/s, you're pretty much dead. The Fit above is for a character with max skills, with the following implants.


Eifyr and Co. 'Rogue' Navigation NN-603

Zor's Custom Navigation Hyper-Link


Better implants just mean more speed, but I take the above implants to nullsec as my "clean" clone.




Must have:


- Acceleration Control 5 (This is a long but AMAZING skill for all ships). If you only have level 4, you can augment the speed with implants. I did for a long time.

- Navigation 5 (It is a 1x skill)

- High Speed Maneuvering 4 (at least for cap management)

- Space Ship Command 5 (It is a 1x skill)

- Thermodynamics 4 at least.

- T2 Small Pulse Laser Specialization to level 4 (duh!) for Scorch


Important to have:


- Gunnery Support skills at least at level 4

- Decent to great Capacitor skills, because your capacitor management skills will determine what you can kill before you run out of cap. More cap = more damage output

- Decent Armor skills, at least to fit a T2 DCU.


What can you kill?


What can't you kill? Obviously you will run out of cap if you try to solo anything bigger than a Destroyer, but there isn't a ship Dessie down that I haven't killed in a Slicer. Maybe I haven't killed a Dramiel solo, but I haven't checked.


What should you avoid?


Caracals, duh!


How to fly a Slicer


So, now that you know you should avoid Caracals, how do you go about killing something? Well first of all, DON'T GET SCRAMMED (unless you meant to do it - I won't explain that, you'll figure it out)! Now that you are trying so hard not to get scrammed, don't use the "orbit" or "keep at range" buttons! However, your default Orbit should be set to 18km (18000m), and your default Keep at Range should be set to 19km (19000m). Those buttons really suck balls, and more than likely will get you killed. The ONLY time you should use the keep at range button is if you catch a poor AB fit frig 300km off the gate, and you managed to maintain an orbit of around 18km on it, and you hit keep at range 19km because you get lazy, and the tracking sucks while you orbit a frig that doesn't have a MWD bloom.


If you DO get scrammed, switch to Imperial Navy Multifrequency, overheat everything including your AAR (you won't have cap issues once your MWD is off), and shoot whatever is scramming you in the face while you pray.


The ONLY way to fly a Slicer is to double click in space. Zoom in sort of close to your ship, figure out where you want to go, swing your camera around, and double click in space. I also don't recommend using that option in Eve that makes your camera keep your target fully centered on your screen. Turn that off, it's bad unless you are making a movie (default toggle key is C). At the start, err on the side of caution when you are double clicking in space. It's okay if sometimes your target manages to burn away from your point range of 28.8km, and warps off. You'll eventually get the hang of keeping your target pointed while manual piloting. You can also just always repoint them within a few seconds because sometimes people don't realize that they burned out of point range.


Try to keep within 22km, but further away than 13/14km (overheated web range) as much as possible, because Pulse Laser falloff is atrocious. Your overheated Warp Disruptor points out to 28.8km, which gives you some breathing room to adjust your manual orbit. Remember to turn off your guns as soon as you go out of optimal range and while you adjust your orbit to bring you back into optimal range. I've fought other Slicer pilots who continue to shoot my Slicer from 30km and waste valuable cap that they could use later on for their AAR. They usually die...


Speaking of the AAR, NO you should not be repping mid-fight! There are only two good reasons to be repping during a fight.


1. You MASSIVELY screwed up and need that little extra HP to GTFO, or to kill that frigate that scrammed you because you derped like a massive derp. Seriously, don't derp!


2. You are extremely confident in your ability to kill whatever you are fighting even though you are taking a lot of damage from whatever you are killing, or a fleet, and that AAR is just that little extra HP push to get that killmail.


Also, when flying a Slicer, do what the following video tells you to do. The following is what you call manual piloting, or spiralling.



TIP: While flying a Slicer, play whatever music gets you pumpin' (Yes, I just said pumpin'). I like clubmixes, electro, dubstep etc. and sometimes a bit of AC/DC's "Back in Black" to keep a beat while flying. Trust me, it helps!



Why I think everyone should learn to properly fly a Slicer!


The Slicer is quite possibly the hardest ship to fly WELL in Eve (my opinion). The reason is the fact that it has very little tank, no ewar to save its ass, except for a warp disruptor, and you just shoot stuff with it. The point of the ship is to slice your opponent (pun!), while staying alive. You stay alive and kill using (game) mechanics like tracking, explosion velocity, missile travel time, transversal/angular/radial velocity, and optimal/falloff range. Those mechanics are invaluable to master no matter what ship you fly in Eve. Mastering those mechanics while flying a Slicer is the difference between winning or losing a fight. At first, understanding and actually applying all those mechanics in the middle of a fight is daunting. However, like all things, it comes with a lot of practice, and a lot of dead Slicers. The Eve University Wiki (wiki.eveuniversity.org) and Wikipedia have explanations of those mechanics (Yes, they are IRL physics mechanics that are applied in Eve Online so they can be found on Wikipedia).


Also, the skills you need to perfect a Slicer are invaluable when flying other ships in Eve too. Skills that improve capacitor management, gunnery skills, and speed help you stay alive and do well in PvP, and shoot things harder in PvE. Lasers are awesome, and Scorch is the new Barrage (poor Minmatar, for anyone who has been around long enough to know what I mean).


Flying a Slicer also requires you to learn how to manually pilot your ship. Only way you should fly ships in Eve, because skillz.


The Slicer is sexy. Yes, it's a reason!


If you are a little wary of losing so many Slicers while you practice kiting, I would recommend flying Condors fit with a Tracking Disruptor and Warp Disruptor to practice. A fit similar to http://purple.rvbeve...l&kll_id=678837




I wrote this guide in the middle of the night because I was bored. I will update with some extra info/tips on how to fly a Slicer as things pop into my head in the next few days.




I have lost 70+ slicers as of this writing, with the fit posted in this thread being version 8 (v8) of the Slicer fit I have saved in the Fitting Management page in the game. Hopefully the fit will help you avoid some of the experimentation I went through. There are obviously a lot of other people who could speak on flying Slicers with a lot more authority than me (I usually avoid fighting those people in my Slicer), but I've killed a few things with my Slicer! Now you can too :D! Post your solo Slicer kills below if you use/used the fit from above!


Edit 20/01/2015


The "Advanced" Fit


If you have read the entire guide and/or feel like you have the hang of things, try a more advanced (read slightly more expensive, but more effective) fit, use http://i.imgur.com/MEodapN.jpg

Do drugs, Quafe Zero and the 3% optimal one, Synth Frentix Booster


I would not recommend the advanced fit if you are just getting the hang of Slicers, because the extra DPS and a little less optimal on the original fit serves you better to kill things faster and practice manual piloting.

  • 11

#130234 Kudo to POCO Warriors

Posted by Telemachus Rheade on 04 August 2014 - 04:59 AM


  • 11

#151518 I won EVE guys.

Posted by Mangala Solaris on 02 June 2015 - 11:28 PM

8 years, 7 months. That's how long I have been playing EVE.  
During that time I started playing for the spaceships, then the pvp and eventually I simply played for the people, especially RvB and the NPSI communities I flew with and eventually lead over the past several years.
However, its time to hang up my hat and call it a day. 
Yes chaps, I won EVE.
For many of you this may be sudden and gods do I know it is.  Please understand that for me this decision was a very difficult one to make considering how involved in EVE I have been during my time playing this game. From being a simple FC in RvB, to leading one of EVE's larger, more notable communities right up to  trying (not very well) to represent you all as a delegate on CSMs 8 & 9. 
However, while I have enjoyed being an enabler for you all, getting you that pvp fix and getting into some amazing fights across the years, it is hard to reconcile continuing that role with not even logging in, let alone actually playing the game. It pains me to say this, but regardless of how much I love the community in EVE (easily the best game community I have been a part of), it is not enough to keep myself logging in, even as the game continues to evolve thanks to the concerted efforts of CCP and everyone last one of you.
To RvB.
I have been a member of RvB for many, many years. I was there for RvB 1.0 and the start of RvB 2.0 on alts, until that fateful day in July 2010 I realised that RvB would be a great place to while away some time on my main, Mangala. Soon after I started FCing, running events and generally being active and visible for years until you all elected me to the CSM on the back of that. Eventually I ceased to be a CSM, but along the way I had also stopped being the guy you elected, the active FC, the pvper, the nuisance with the Firetail obsession and become an administrator.
A pen pusher, a desk jockey.
Worse still, I took on the Red Fed CEO role hoping that I could do you all proud in a more direct way than ever, but I fucked that up. I delved deeper and deeper into the administrator role, never really grasping that you did not need that. Fun thing is, you never needed an administrator thanks in part to the work I had done (and many better people than me) to pretty much simplify the process of "log in, undock, explode some shit".
Leaving EVE, and therefore resigning as CEO is probably both the worst thing and the best thing I can do just as RvB starts a new chapter in its story within EVE, but you and all the pilots to come will be better served with more engaged people at the helm.
This is not necessarily the end of things I have had my fingers in while a member of RvB; The forums will run without me thanks to Miri's excellent work; the AT team will go on thanks to Khador and the influence of others trying to build a focused team; Events will still happen it'll just be someone else spamming your inbox's with mail; Most of all you will all keep on fighting one another with out me. Same as it as ever was.
I can say that it has been a pleasure and an honour flying with and against all of you. Even you on the un-dock.
To Ganked.
RvB Ganked was started way back in 2011 as a monthly NPSI roam, somehow I got involved with it and threw myself into making it something else. I never really planned to turn it into one of the best things EVE has to offer on a Saturday night, but there it is. Thousands of pilots have flown with us over the years, many from within RvB, many more from outside of RvB (including many PvP virgins).
We've had some amazing fights - Ganked 100, Ganked 150, the first time we used Eagles & Vultures, to name a few; We've enjoyed some great stupidity on comms and during our fights including the time I fleet warped us on a Titan, the numerous times Rooks 'n' Kings said hi and any time I broke my overview and we had to try and win a fight regardless. Looking back I still cannot figure out how Ganked survived for nearly 4 years.
Anyway, I really want Ganked to continue in EVE once I am no longer a participant of this game. I have spoken to some people and hopefully it will continue in some form or another. 
To the community.
I had played MMO's before finding EVE, I had interacted with the players of those games, but something about the EVE community is special and its really hard to pin down. It could be the insanity of GD, the viciousness when pvping, the altruism towards those newer than us or even our willingness to forget all in game allegiances when faced with the loss of a fellow pilot. Whatever it is, it really is humbling to be a part of.
Having meet so many different people at various EVE meets over the years, its the community that has made this decision so hard for me. I never thought I would say this, but thanks to EVE I have made some great friends.  While I am able to say I won at EVE, I will be sad to leave this community behind. Luckily there are still EVE meets, and even if I do not play, I still like a drink or two.  I'll keep a weather eye out and attend those I am able, especially this years EVE Vegas (Its Vegas ffs!).
To those wishing to keep in touch, I am on twitter and in the RvB Steam Group.
My stuff.
No you cannot have it.

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