Contract vs SmashKill Ending

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friznit
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Contract vs SmashKill Ending

Post by friznit »

2007.10.06 01:16
The contract we are currently on ends midnight sunday!!!!

so far we have had a good result, but over this weekend, can i ask for roaming frig gangs to hot geminate, and kill some roadkill!!!!!!!!!


There will be a fully planned pull out, with freighters for ALL pilots (expect info sunday night)

We will be moving to great wildlands, to assist -V- in killing kaos, and also to gve you guys a week off, to fill your wallets and the like.

You've all worked amazingly hard and made me quite proud of this alliance. keep it up for a few more days and we can then go put our feet up and relax.

Elfaen.
I'll run freighters up and down until everyone has everything moved to the next base in Arnola. It's about 18 jumps from Aldik, all high sec, so not too bad.

More details on Sunday.
Last edited by friznit on October 6th, 2007, 8:56, edited 1 time in total.
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Post by friznit »

GW carebearing area and main 0.0 base for the next week or two:
8dl- in great wildlands

p6 m7

safe pos, although i cant guarentee safty of your ships so log in them

there is ammo in our hanger and ppl there 23/7

your welcome to use it
Main effort it to make isk! Mining, ratting, exploring, NR mining ops, the lot. Plenty of pew pew to keep us occupied in the mean time.

Anyone need a carrier or dread?
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Post by Hehulk »

I could use a rook or two :P

On a more helpful note, I've got moon scan data for 8Dl, UMDQ, 56D and 6EG7 if you want it, since you mentioned POS...

Also, that said, if the corps looking for more capital pilots, I can see a point to 5punkorp having a rorqual with access to this bit of 0.0, and Silver isn't that far off...
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Post by friznit »

Alliance needs to build up combat capital numbers. This will be an alliance effort, not a corp one.
2007.10.06 04:28
We will need all freighters running at all times on sunday plse. i want the alliance combat ready for 20:00 eve time monday night.

Primary goal:

control 7q- (this will not be easy)
beat Kaos with the ugly stick
beat foundation with the ugly stick
Take the N-DQ Station from Foundation

Secondary Goal:

Help stabillize the region
carebear
build strong relationship with -V-


Kaos are really growing in confidence, they are controlling 7q- especially in the northern us tz. we cant let that happen. It effects us directly, as well as our allies.

From this, i want full combat readyness for the first week, till we take control again with v assistance.

I will run fleets every night next week. Into kaos space, and around the 7q- area. We will not wait for them to come to us, we will be going to them.
Freighter pilots, please sign onto forums and state availibillity on the thread stickied in general discussion


ELF
If anyone can fly an obelisk, I have a spare one that you can use for this.
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Post by friznit »

Ops next week:
http://www.eternalrising.net/bb/index. ... 6.msg0#new

Need maximum attendance starting Monday. These ops will continue during US TZ so don't be put off by the listed start times.
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Post by friznit »

OK here's the buzz.

High sec RV: ARNOLA. Get your shit here by Sunday night. We have an office.

The alliance is running constant freighter ops from Aldik all week, so shout if you need anything moving. I'd REALLY like if I can do everything in one run, rather than the 15 half empty runs I did last week. Please think ahead and use the contracts system.

Low sec RV: UANZIN. Have we got any cap ships playing atm? Really really could use a carrier right about now.


Read the alliance forum, get on vent when logged in and x up in gang for all the ops going on next week. This is important.


I'll be sticking a POS up in 8DL-CP soon™ so we can rat and mine there. It's got Ark and nice rats and half the alliance is there already. Meanwhile you can use P6 M7 for as safe shield to hide behind.

Gonna need some way of carrier jumping our shit out there. Let me sort that out with 316.

Watch out for 7Q-8Z2. It's camped, particularly during the US TZ. Euro TZ -V- can handle it alright.

Enjoy!
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Post by friznit »

BATTLESHIP OP: MONDAY 20.00 EVE TIME

FIT MEDIUM RANGE GUNS, WITH TANK

IF YOU CANNOT SUPPLY A BS, COME IN A TACKLER OR HEAVY TANKING BC

MEET POINT: arnola


:boogie: :boogie: :boogie:
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Post by bomberesque »

I should be there. Will stop by a hub to fit the mega on the way

could you define "medium range" for me? would 30km be sufficient (with T2 blasters, I think I can manage 30km opt) or you need more than that?
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Post by friznit »

Med range = 30-50km. You should manage that with blasters if you have reasonable gunnery support skills. I posted a passive tanked neutron mega fit example in corp mail that Aki is basing his fit on. It relies on being in a gang with remote reppers and assumes that if you're called primary, you're going to die whether you have a tank or not :)
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Post by bomberesque »

30-50km. rgr :ahoy:

There's a couple of blasterthron fits posted by lee on the wiki aswell that follow pretty classic wtfbbqpwn and fuitanklikeamunt lines, respectively, but they are more solo oriented. I'll take a look at what you posted in corp mail and decide on a fit on my way over.

Gunnery support skills should not be a problem. Shield tanking skills are a concern, but armour ones not

From what you said; We expecting spider rep support?
/edit. Been changed I think. Theer were 2 from Lee, now only one and another from the BUM page. Both Passive tank, I'll sort one out.

I *think* T2 Neuts + Null gives around 30km opt on a mega. Should be fun :)

btw; log or dmg drones? (Mega can carry 5X large and I have T2 heavies available). I'll assume T2 heavies unless I hear different
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Post by eRabbit »

If memory serves me correctly T2 Neuts and Null gives you a roughly 25km optimal. Feel free to correct me if I'm wrong, granted it's under the 30km-50km thing Friz said but rails on a mega in a gang are just... not right :P

/bored in a lab session.
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Post by bomberesque »

I've not yet used T2 Rails or blasters (only got the skill last week ....)

the 30k was what I remember from a ship fitting post, but that may have included tracking comps or what and may have been phrased something like "almost 30k opt"

not sure of falloff on T2 neuts but I rekon that's probably the way to go, anyway I'll have a look this evening when I get home
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Post by friznit »

Lots of megathron setups on the Alliance forum. The gang fits pretty much all follow the same principle. The must haves are in bold, the rest tends to vary:

Lows: 2 MFS, 1 DCU and any combination of EANM, Plates and Hardeners depending on fitting skills and preference.

Mids: Cap Injector & MWD, then web/scram or Sensor Booster/ECCM or Tracking Disruptors

Highs: Trade off range for dps. In a gang you need neutrons for the range (30km) although some people swear by 350mm rails. Fit a 'Solace' LRAR if you can.

Drones: 5 light, 5 med and 3 heavy works best for solo. In gangs pack Ogre II's or Hvy Armour Maint Bots if you can use them.

Rigs: Fill the gaps in your tank with Anti-Explo Pump and/or Tri-Mark Armour Pump bearing in mind the resistance rigs stack last on any hardeners you have. Otherwise use falloff rigs for added range with blasters.
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Post by bomberesque »

interesting.

mfs = ?

./edit .... mag field stab of course :faint:
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Post by Lee »

The description I wrote for that mega setup is old, I'll update it a bit, I wouldn't use that setup for solo since it cant rep, I'd go for ions + tank for solo. It is however very decent in gangs, good range and damage with null and can probably survive longer than some one trying to active tank. You can swap tackle mods for sensor boosters/tracking comps if you want.

Some people swap an eanm for a 3rd plate which is generally a bad idea, you only gain 1k effective hp after resists but lose speed and agility. Also some people swap an eanm for a 3rd mag stab which is also a bad idea, you lose alot of effective hp for minimal dps gain. Just for reference, here's my fit I'm talking about:

Highs: 7x Neutron blaster cannon IIs with null (range)/federation navy antimatter (damage)

Mids: Quad LiF 100mn MWD, J5/faint 20km Warp Scrambler, X5/fleeting web, heavy cap booster II with 800s

Lows: IFFA Damage control, 2x energized adaptive nano membrane II, 2x 1600mm rolled tungsten plates, 2x mag stab IIs

Drones: 5x Ogre IIs

Rigs: 3x trimark armour pumps

Implants: Hardwiring - Zainou 'Gnome' KZA1000 (3% turret cpu use reduction)
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Post by friznit »

I believe the reason for the sometimes less than ideal tank is because people can't/won't fit the CPU implant. I've been working on the assumption that people don't have one.

One way around this is to use 'refuge' adaptive nano plating instead of EANM II's.

Also, is it worth using one anti-explosive pump rig? Seems there'd be a bit of an explosive resist hole otherwise, or does the extra armour from the trimark outway the benefit?
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Post by Akiakaiu »

friznit wrote: Mids: Cap Injector & MWD, then web/scram or Sensor Booster/ECCM or Tracking Disruptors
When running with no Rep do we still need a Injector? Maybe foir the MWD?
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Post by Lee »

friznit wrote:I believe the reason for the sometimes less than ideal tank is because people can't/won't fit the CPU implant. I've been working on the assumption that people don't have one.

One way around this is to use 'refuge' adaptive nano plating instead of EANM II's.

Also, is it worth using one anti-explosive pump rig? Seems there'd be a bit of an explosive resist hole otherwise, or does the extra armour from the trimark outway the benefit?
The CPU implant is only around 4 mil so it really is a good idea for any blaster pilot to have one in their head, alot of ships benefit greatly from it.

The refuge platings are a decent alternative on a tight budget since you can also buy a cheaper damage control but its always best to fit an EANM if you can.

I've experimented with using an explosive rig vs a 3rd trimark and I've came to the conclusion that the trimark is the better option. Using the explosive rig means quite a large drop in effective hp on the other resists and generally ships that do explosive damage don't have as high damage output as those doing other damage types.
Akiakaiu wrote:When running with no Rep do we still need a Injector? Maybe foir the MWD?
You do still need the injector, not just for the mwd but also for the guns, they eat alot of cap.
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Post by Akiakaiu »

Drat, need to pick my up an injector then. Filled that slot with a tracking comp. And I'll let you know how 2 trimarks and an exp rig work as that's what I have fitted atm. :P
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Post by friznit »

Bugger

Ops' cancelled cos Elf has too much coursework on. I'll see if we can salvage something, as there'll be a lot of people with ships around, even if it means a heavy assed gate camp with a large bubble.
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