Monday 16 December 2013

[Competition] Space Christmas Trees!

So every once in a while I run a little fitting competition, I usually ask the mods what they fancy, and then promptly ignore them and do my own thing. But it's christmas, so what the hell lets let their ideas loose on the boards...
"Turn your ship into an xmas tree:
Fit a ship with modules that makes the most colorful in-game effects possible. Youtube it. Must include a link to the BC loadout"

* Anabaric facepalms.

Ok.... you wanted it, here we go:

The competition is simple, the choices are not, take your ship of choice and make it look as much like a Christmas tree as possible, we will require a fitting on the board with the complete fit used. Please be colourful, creative, and above all have fun.

We require a video or screen shot of the ship(s) being as colourful and christmassy as possible.

  • Photoshop is allowedCGI and editing are allowed. 
  • Please feel free to "enhance". 
  • Feel free to take pictures on SISI
  • Group Photo's / group entries allowed
  • One Entry per person/group
  • One prize per entry
  • Link back to this thread as always
  • You will require an active EVE account to claim prizes
  • Competition Closes at midnight Christmas Day (EVE time)

Everyone that enters will win a prize* Top prizes will be awarded on effort/creativity. 

Top prize:
1x Plex + 500m isk

Runners Up
5x 250m isk

*Mystery Prize / Lucky Dip
All entries will get a lucky dip prize drawn at random from Santa's sack, some small, some shiny, some silly, and I do seem to have misplaced a navy battleship... maybe it's in Santa's sack?

Original Source.

Wednesday 4 December 2013

[GUIDE] Target selection - Who should you shoot first? EVE Target Calling

Following on from my brief FC'ing guide, here is a one regarding target selection for target callers.

Now some fleets have special target priorities, and where possible I'll mention those as I go, but remember this guide is meant as a primer for FC's, and I'm going to hope by the time you are taking out a specialist fleet you'll know what to shoot first anyway!

Now the idea of target calling is simple, by focus firing you use the entire fleets DPS to remove enemy DPS in the quickest possible way. At the same point you need to consider the integrity of your own fleet. 

A simple target priority list is this:

  1. DPS
  2. Everything else.

If you kill all of the enemies DPS ships they cannot kill you. You win the fight, and in the simplest fights it it is just that simple. Now to maximise efficiency of this process you need to know which ships put out the most DPS, and which are the easiest to kill. This comes from being able to assess the current fleet composition of the enemy, and choosing which ships will remove the most DPS in the shortest time. 
EFT is your friend here, the more you know about ships and their capabilities the better.

TIP - Playing in EFT is good way of learning ships,  if your unsure what fits to look at a simple way is pick an active PVP corp's killboard look over their losses, import the fits into EFT and see how much EHP and damage they provide.

Example: Against a shield fleet with 3 brutix and 3 drakes
A Brutix can put out 1000dps, and has 40k EHP
A Drake puts out 500dps but is likely to have 70k EHP
(All figured made up on the spot)

To remove 1000 dps from drakes it takes almost twice as long as killing a single brutix. In this situation you are better off shooting the Brutix's. However be warned in an armour gang, the Brutix is likely to have 80k EHP but only do 500dps. So be aware of what the enemy fleet is composed of. If the fleet has an obvious theme you can make a judgement on targets.

Now obviously this is EVE,  it's not as simple as that!

In EVE we have lots of ships that act as force multipliers. Force Multipliers are ships that either increase the threat of the enemy fleet, or decrease the threat of your own fleet. Many brawling gangs will run buffer fits rather than active tanks, however by adding a logistics cruiser to the gang the enemy fleet is suddenly capable to repairing some or all of the damage you are shooting at them. Their ships stop exploding! This is a bad thing! Or if they add an ECM ship, your own ships are unable to lock and shoot the enemy, your fleet looses DPS, or potentially your own logistics ships suddenly are unable to repair you! Your fleet starts to explode! This is a really bad thing!

Some examples of force multipliers are:
  • Logistics - these repair their own fleet. 
  • EWAR - these negatively effect the enemy fleet
  • Tacklers - these can hold down one of your ships, forcing you to stay on the fight, or slowing it down so that it takes more damage. 
  • Cyno ships - these bring in support, either in the form of capital ships, or more subcapitals bridged from a titan. 
  • Covert Cyno's - incoming Blackops ships
  • Capital Ships Carriers/Dread/SC/Titans
When there is force multipliers in the enemy fleet you have to start looking at the threat they pose, and decide if you need to kill them, disable them, or ignore them.

Threat evaluation of Logistics. 

Logistic ships are a Tech2 cruiser hull, whilst they do not pose a direct threat to your fleet, they are their to repair the enemy fleet, a task they do very well. Usually they will be at the back of the fleet as far as possible away from you, so you have to go round or through the dps ships to get to them.
The more of them in the enemy fleet the more you need to pay attention to them.

If you have enough DPS in your fleet to kill enemy ships then you can pretty much ignore them, and focus on killing DPS. Focusing your DPS on fragile ships is a good way to test the enemy logistic tank. If you can't break a ship, call 3 targets and tell all ships to lock each of these, also tell everyone to lock a random ship in the enemy fleet. Now have them fire a single salvo at the random ship, then immediately  fire on one of the three to focus fire. The initial random shooting should light up the enemies watch list and make it difficult for the logistics ships to tell who is about to be primary.

If you have your own ECM/Ewar ships task these to disable the enemy logistics, this may include falcons (ECM) Curse (neuting), sending all available ECM drones is usually a good plan.

Kill/Force off
If you have tried to break the enemies tank, and are unable to keep killing ships you need to start firing on the logistic ships themselves either to destroy them, or to force them to warp out. If you can't kill the logistics and you can't kill anything else in fleet you need to bug out, or escalate the fight with support.

Threat Evaluation of EWAR. 
As a threat EWAR ships should rank highly on your list. There are many different forms, and they are less or more dangerous to certain fleet doctrines and ship types. Ewar comes in several forms, the most common in PVP are:

  • ECM
  • Neuting
  • Target Painting
  • Webs
  • Sensor Damping

  • ECM is often considered the worst threat, it prevents the targeting ship from locking anything and generally being useful. 
  • Neuting, slightly more specialised as some ships can still fire their guns/missiles whilst being neuted. Their shield/armour resists may be significantly lowered if they are active modules, making them easier to kill. 
  • Target Painting, this increases your signature size to make you a bigger target, thus easier to hit and you will take more damage. 
  • Webs, slow the target down, making it easier to hit/take more damage. Also can be used to separate ships from their support if the fight is moving on the grid.
  • Sensor Damping, this can be used to either makes ships lock slower, very dangerous against logistic ships which have to quickly change targets to repair them. Alternatively this can be used to reduce the locking range of ships, useful to force support ships (logistics/ewar platforms) to come closer into the fight, thus putting them at greater risk. 

If after their arrival you still have enough DPS to kill the enemy ships, and are not loosing significant numbers of your own fleet. Target painters against your battleships can pretty much be ignored UNLESS there are dreadnoughts on the field. Target painters on your frigates shouldn't be ignored, as you will be taking far more damage.

If you have your own ECM/Ewar ships task these to disable the enemy EWAR platforms. Sensor damps are very good at countering ranged ewar ships, who will often attempt to sit outside the main fight.
ECM drones are less useful given the extreme range.

Kill/Force off
Ewar ships are often relatively fragile, and long range guns, or even sending a couple of frigates towards them is often enough to force them from the battle even if you can't kill them.

Threat Evaluation of Tacklers
There are many types of tackle ships, and most PVP fits have some form of tackle fitted.
The main threat of enemy tackle is that it commits you to the fight, it's largely not a threat until you want to leave! Skirmish/Nano and Sniper gangs have to treat tackle ships differently. These cannot afford to get bogged down in close combat so they have to destroy any scram/web tackle ships as a high priority. Rapiers/Huggins with their long webs are the bane of skimish gangs, and Arazu/Lachesis are often able to apply scrams at 20-25km and point ships out to 80km+ with bonus's. Tackle frigates interceptors interdictors can move very fast and provide warp in points for heavier ships.

Threat Evaluation of Cyno ships
These are a massively unknown risk, a cyno field on grid means that either the enemy (or a third party) is about to bring on considerable support. Usually this support is going to be large enough to change the balance of power in a big way, you don't commit more ships to a loosing battle unless it's going to change it to a winning one! Unless you have your own backup support you should be thinking about an exit plan at this point.

Cyno's can either be used to bring in any or all of the following:

  • Triage Carriers - these are giant very powerfull logistics ships normally dropped to support Battleships heavy fleets who have the EHP to make it worth while. They are harder to kill than normal logistics cruisers, and rep more! 
  • More sub caps! Titan's can bridge any form and quantity* of sub caps to a cyno beacon, that means you could suddenly be facing 30+ battleships! or even 100 frigates!
  • Combat Carriers - whilst relatively rare carriers can field large amounts of drones, or fighters to kill battleships. 
  • Dreadnoughts - these capital ships apply huge damage to other capitals/structures with the right support they are able to alpha battleship size ships. They struggle to lock, let alone hit smaller ships, cruisers and frigates are largely immune to dreadnoughts.
  • Titans - it does happen... 
Not wise. 

Not possible, once the cyno is up it runs for 10mins unless you kill the ship. (less on bonused hulls)

Cyno ships are immobile once the field activates, usually you won't have very long before the enemy fleet starts to jump to the beacon. If you can manage to kill the ship quickly you may prevent all of the gang jumping through. Be advised, most fleets that are running cyno's will use something with alot of tank to light the cyno. Most gangs will also have a backup cyno just in case you kill the first one. 

Threat Evaluation of Covert Cyno ships
These are usually more of a risk to your fleet than normal cyno's. They only allow BlackOPs battleships, Recon's, Stealth Bombers, and Covert T3's to jump (or be bridged) in, but because of the value of whats about to land on you, you can be sure that your enemy is very confident that he is bringing enough to completely overpower you.

Not wise, pretty much suicide.

Not possible, once the cyno is up it runs for 1min unless you kill the ship. (less on bonused hulls)

Good news on this front, Covert cyno's can only be fitted to particular ships, these are usually have squishier tanks than normal cyno ships. Unless it's a tech3 cruiser as these can be (and usually are) highly tanked.

In conclusion

So now we're looking at a broader threat landscape than the beginning of the post. It will change depending on your own fleet composition, but as a starting point you will want to consider threats in this order. 
  1. Cyno's
  2. Ewar
  3. Logistics
  4. DPS
  5. Everything else
Hopefully after reading this guide you'll now understand more about the threat landscape you are facing as an FC, and have a better idea on how to evaluate and deal with threats.

- Anabaric

Monday 2 December 2013

[GUIDE] Some thoughts on Herding Cats (or a brief guide to FC'ing)

What does the FC actually do?
FC'ing is actually relatively simple in theory, you need all of your people in the right place, shooting the right thing. If you can manage that task usually you'll start winning fights.

In practice of course there is much more to it than that, getting people undocked together in a cohesive fleet can often be a challenge for some groups.

But we have an FC, why should I start doing it?

In every corp or alliance there is usually only a few FCs that are willing to step up and take people out on roams. This can often be the difference between an active alliance, and a disbanded one. Everyone should try commanding the fleet, you learn a lot in a short period of time. The best FC's aren't always the ones with the greatest skill points, or the shiny ships.
FC'ing can often be stressful, some FC's will log on to relax only to find that everyone is immediately asking for them to start a fleet and spoon feed them content. The more FC capable pilots a corp has the less likely those FC's will burn out.

How much SP do you need?
Very little is the answer to this. Is does help to have some SP invested into leadership, but you can FC from any position within the fleet, be it squad member, commander, or the wing or fleet position. The only thing I would say is make sure you have enough skillpoints to pass down any bonus's. At leadership V you are able to pass bonus's onto a squad of 10 pilots. It's a relatively short skill and I encourage all pilots to train it, even if they are not going to actually run the fleets. The leadership skills also pass on benefits to the pilots in the squad, you should check them out, as extra HP, agility and scan resolution are often very nice to have.

What do you need to know to start?
Knowing the capabilities of your fleet is the starting point. There are many different types of fleets to fly in EVE, and knowing what your fleet consists of is the first step. Your composition should dictate the types of fight you should take, and also know which ones to avoid. It's beyond the scope of this blog to discuss all the  fleet tactics, but you should try to know a little about the type of fleet you want to run.

Where should we go?
Once you've got your fleet undocked and ready you need somewhere to take them, route planning is a combination of knowing the area, the groups within it, and looking at the map.
If you are not familiar with the star map, press F10 and have a play. The starmap, is a map of New Eden, it contains huge amounts of data about the current server state. Look at the statistics options, the map can tell you including: Ships/pods destroyed in the last hour (recent hot zones), NPC killed in the last... (ratters/missioners), ships in space, jumps (how active stargates are), cyno's, and much much more.
Take some time and look though the options.
There is no point running though 50 jumps of 0.0 where there is only a couple of people in the entire area. Find a busier area! After you've been in an area for a while you'll get a sense of where people are, most groups will base out of a few systems, and will be very active around them. Going to their home system is often a good way to kick the hornets nest.

What fleets to fly?
When you're learning to FC fly something cheap, a brawling gang is a good start, as you pretty much just get everyone to warp to zero and start calling targets. Fly a gang you're familiar with, if you've only ever flown nano gangs, don't start with a brawler! Make sure that everyone knows your in new to FC'ing and brings sensible ships to the party. If you tell everyone that they are likely to be exploded, and that you're not going to pay any reimbursement they will usually bring something suitable.

A good way to make sure everyone is flying the right ship is to have the ships ready and fitted, then you just sell everyone ship (or give if your rich), that way everyone is flying the right fleet composition, and no one has an excuse that they don't have the ship ready. (Thanks to Jones Bones for that tip)

Who scouts?
When you're starting out don't scout yourself, even if you're in a small gang it's better to have a dedicated scout/tackle. These often die as the fight starts, and you really don't want to try FC'ing from a pod.

OK, so I've got my route planned and everyone is undocked, now what?
Get your scout to start the route, make sure everyone knows what the next destination is. Your scout should be one or two jumps ahead of your main group. Keep the rest of the gang together, make sure that everyone is keeping relatively quite on comms. I usually ask that people type in fleet rather than over voice comms, that way when the scout or I say something it's heard and immediately understood.
If people are being noisy on comms tell them to shut up. It's your fleet you are in charge.

Keep the gang together, don't let people start wandering off to random belts and shooting NPC's.
It's often worth keeping moving, if your scout doesn't find anything within a few minutes of jumping into system, tell him to move forward to the next one. Boredom is a bad thing in a fleet.

Scout's found a target what now?
What happens next depends on the target, when you're starting out just get the scout or another dedicated tackler to warp in and tackle it. As soon as it's caught jump the rest of the gang in and warp straight over.
As you get more confident (and depending on your fleet comp) you can start sending in a smaller force to try to escalate the fight (he warps his friends in, you drop the rest of the gang and kill everyone!).

Who do we shoot? - Target calling
Other than getting the gang to the right spot, you need to shoot the right things. It's usually better to focus fire the entire gang on one ship at a time as this clears enemy DPS off the field fastest, start by calling a single ship primary, whilst you're doing this look for another target call this secondary so that everyone should have two ships locked.

Be clear on what target everyone should be shooting.

ABC in the Thorax is Primary
XYZ in the Vexor is secondary
XYZ in the Vexor is now primary, 
CDF in the Arbitartor is secondary

And so forth, depending on how quickly the enemies are exploding you may need to call a tertiary target as well.

ABC in the Thorax is Primary
XYZ in the Vexor is secondary
Lock up DFG Thorax, and EHG Maller

Make sure that you have locked the extra targets too, if you see they are taking damage, tell everyone to focus fire. Be clear on your orders, tell people to shut up if needed.

Clear Comms! 
Stop shooting the secondary target! Primary is ABC in the Thorax. 

People will understand and listen if you are clear and concise.

Target Selection
Target calling is making sure everyone knows who to shoot, but you as the FC need to choose the target. Again this depends on your fleet composition and the situation, you'll learn this with practice.

Ideally you want to clear as much of the enemy DPS as quickly as possible whilst keeping as much as your fleet alive as possible.

1. Fragile ships with high dps - Anything likely to be squishy is a high value target (ie Brutix is a shield gang)
2. High DPS ships
3. Everything else.

Don't get bogged down with grinding highly tanked low dps ships - a Drake is a good example of low dps, high tank, as are Mallers, and the prophesy. The more you know about ships and their capabilities the better FC you will become.

Now in some situations there are other threats which need to be dealt with immediately.

1. Cyno ship lighting on grid
2. ECM
3. Logistics
4. Recons/Ewar
5. DPS

Force multipliers such as recon ships, and logistics can drastically change the outcome of a fight. Learn these hulls, learn the risks, and recognise them. These threats should be considered as priority, and you need to make a call early to either kill, neutralise or ignore. This subject requires it's own post, which I'll follow up with soon.

In conclusion
Like everything else in EVE practice is key, the best way to learn is go out there in a cheap fleet and start exploding. No one will worry if you derp a few times, as long as you learn from your mistakes. Don't worry about loosing ships, I've seen highly competent FC's welp billion isk fleets with a bad judgement call, but I'll still fly with them the next week, as I know they won't make that mistake the next time.

We would all rather go out in a "suicide" roam with a new FC than just sitting round in local, waiting for something to happen. The one thing we all agree? FC's are important, and we love people for stepping up and making it happen.

[Free Stuff] In case you missed it...

Ok, it's not free, but your here...

Beginning today, Wednesday November 20th, 2013, through Saturday, December 7th, 2013, CCP will be accepting PLEX for GOOD donations from our players. For each PLEX donated during this period, CCP hf. will contribute USD $15 to the Icelandic Red Cross to fund their aid efforts in the Philippines.

To make your PLEX for GOOD donation:

• Contract one or more PLEX to the "CCP PLEX for GOOD" character on a 14 day item exchange contract.
• Contracts will be accepted within 24 hours of submission, though usually sooner than that.

Please ensure the receiving character is the one named above, and double check the character is in the C C P Corporation to avoid contracting PLEX to the incorrect character. CCP cannot guarantee the return of PLEX contracted to the wrong character.

We cannot thank the EVE Community enough for the support, encouragement and dedication that you have shown to the PLEX for GOOD initiative over the past three years. Previous PLEX for GOOD initiatives have resulted in donations totaling over $100,000 US Dollars to those in need during natural disasters in Haiti, Japan, Pakistan and the United States. In total, the EVE Community has raised donations totaling more than $150,000 US Dollars for charitable causes since the first collection in 2004 following the Indian Ocean earthquake and Tsunami.

As a gesture of thanks, for each PLEX you donate CCP will give you two virtual in-game Sisters of EVE Food Relief “'Humanitarian' T-shirt YC115” t-shirts (one male and one female) for use in EVE to show your support for PLEX for GOOD. These t-shirts are currently being designed, and will be distributed on Tuesday, December 10th.

If for no other reason than a groovy t-shirt, dip into your wallets and do this!

Thank you. 

Monday 18 November 2013

The Gospel according to Anabaric:

Generally pirates are the nicest people in EVE and certainly have the most fun, we shoot what we want, we never have to feel bad about it afterwards. If we do, there is nothing in the code that say's you can't help the victim out either with advice or even a new ship. Most of us don't have massive ego's we aren't an elite nullsec power block, we understand that sooner or later everything explodes. 
We are here for the explosions, both theirs and our own!

Mainly I think it's because we are not locked into a single play style that can ever be upset by others. 
Anything anyone tries to do to us is actually content for our play style! If you expect every fight will end up as 1vsMany, and that Drakes and mallers are always bait. If they bring a 50 man gang into system and hunt you? Just see that as a challenge to pick off a couple of their tacklers whilst laughing at the ineffective blob. 
What's the worst that can happen? They bring 100:1 odds? You can just bat-phone our friends in other pirate groups and we bring a suitable fight to the table. 
Be happy they brought us this challenge \o/ 
Remember to thank them for your evenings entertainment! 

We are red to everyone, but understand that at times purple beats red. 

Also always share advice and tips with strangers and new players, there is no reason not to help people that want to come play in lowsec, the more people there is here, the more fun we can all have. It is also adds to the challenge, it's more fun to kill a competent pilot in a well fitted ship, than a noob in a facepalm fit.
Many of my closest friends in EVE I met at the other end of a blaster.

There is nothing that we cannot do in EVE, sec status is never a barrier to us, it is a badge of freedom. 

Thursday 31 October 2013

[MEATSHIELD] Meet Eric Shang - New Eden's youngest pirate.

The Meatshield Bastards
Meatshield our training corp is starting to bear fruit, our young pilot Eric Shang is only 21 days old (born 2013.10.10) and has been part of the Meatshield for the last 12 days of that officially. We took him straight out of flight school, gave him a skill plan and a few frigates and a pile of ammo.

So far he's 26 for 13 kills, which is pretty impressive. Now whilst you might just say he's tagged along on kills with the Bastards and you'd be right, he's also out there trying to do it alone, so far he's taken down a venture on his own, but here's the first real solo kill a pvp fit rifter, taken down by Eric's Breacher.

So Eric's going to get a shiny medal for his first real solo kill, and I'll see if I can't find something a little more useful from my hanger for him to get exploded too.

He's also started to blog about his adventures, it's a good read for anyone thinking about starting in piracy, you can see it through the eyes of someone fresh into New Eden, rather than just us old guys talking about it.

We're still looking to take new recruits into Meatshield, you don't need to have great skills, or a big killboard, we'll take you out of flight school, and see if you can do better than Eric.

If you want to know more drop by our public channel "Dbastards"

Eric Shang

Wednesday 30 October 2013

[EVEmon] Training Plans - your first months as a Minmatar pilot

TLDR? - Link to Plan

This should take you up to flying an Assault frigate, and Interceptor at a decent level. By the end of this training program you should have the raw SP to get a decent level of bonus/damage out of the hulls. At which point your piloting skill will account for a significant percentage of your chance of winning a fight. 

(Experienced chaps please feel free to suggest improvements)
If you haven't found it already download EVEmon from here: 
Skill plan for Dharvon Vharok

Minmatar Frigate I (13 minutes, 20 seconds)
Small Projectile Turret I (6 minutes, 40 seconds)
Minmatar Frigate II (1 hour, 2 minutes, 6 seconds)
Small Projectile Turret II (31 minutes, 4 seconds)
Minmatar Frigate III (5 hours, 51 minutes, 13 seconds)
Minmatar Frigate IV (1 day, 9 hours, 6 minutes, 56 seconds)
Small Projectile Turret III (2 hours, 55 minutes, 36 seconds)
Rapid Firing I (13 minutes, 20 seconds)
Rapid Firing II (1 hour, 2 minutes, 6 seconds)
Rapid Firing III (5 hours, 51 minutes, 13 seconds)
Small Projectile Turret IV (16 hours, 33 minutes, 28 seconds)
Repair Systems II (45 minutes, 41 seconds)
Small Projectile Turret V (3 days, 21 hours, 39 minutes, 52 seconds)
Small Autocannon Specialization I (20 minutes)
Small Autocannon Specialization II (1 hour, 33 minutes, 8 seconds)
Small Autocannon Specialization III (8 hours, 46 minutes, 51 seconds)
Capacitor Management III (12 hours, 54 minutes, 47 seconds)
Capacitor Management IV (3 days, 1 hour, 2 minutes, 56 seconds)
Capacitor Systems Operation IV (1 day, 20 minutes, 58 seconds)
Mechanics IV (1 day, 20 minutes, 58 seconds)
Hull Upgrades IV (2 days, 41 minutes, 57 seconds)
EM Armor Compensation I (19 minutes, 36 seconds)
EM Armor Compensation II (1 hour, 31 minutes, 20 seconds)
EM Armor Compensation III (8 hours, 36 minutes, 30 seconds)
Explosive Armor Compensation I (19 minutes, 36 seconds)
Explosive Armor Compensation II (1 hour, 31 minutes, 20 seconds)
Explosive Armor Compensation III (8 hours, 36 minutes, 30 seconds)
Kinetic Armor Compensation I (19 minutes, 36 seconds)
Kinetic Armor Compensation II (1 hour, 31 minutes, 20 seconds)
Kinetic Armor Compensation III (8 hours, 36 minutes, 30 seconds)
Thermic Armor Compensation I (19 minutes, 36 seconds)
Thermic Armor Compensation II (1 hour, 31 minutes, 20 seconds)
Thermic Armor Compensation III (8 hours, 36 minutes, 30 seconds)
Armor Layering I (29 minutes, 24 seconds)
Armor Layering II (2 hours, 16 minutes, 58 seconds)
Armor Layering III (12 hours, 54 minutes, 47 seconds)
Repair Systems III (4 hours, 18 minutes, 14 seconds)
Shield Management IV (3 days, 1 hour, 2 minutes, 56 seconds)
Shield Operation II (45 minutes, 41 seconds)
Shield Operation III (4 hours, 18 minutes, 14 seconds)
Shield Operation IV (1 day, 20 minutes, 58 seconds)
Shield Upgrades III (8 hours, 36 minutes, 30 seconds)
Shield Upgrades IV (2 days, 41 minutes, 57 seconds)
Tactical Shield Manipulation I (39 minutes, 12 seconds)
Tactical Shield Manipulation II (3 hours, 2 minutes, 37 seconds)
Tactical Shield Manipulation III (17 hours, 13 minutes, 3 seconds)
Repair Systems IV (1 day, 20 minutes, 58 seconds)
Acceleration Control I (32 minutes, 47 seconds)
Acceleration Control II (2 hours, 32 minutes, 41 seconds)
Acceleration Control III (14 hours, 23 minutes, 42 seconds)
Afterburner IV (20 hours, 21 minutes, 28 seconds)
Evasive Maneuvering III (7 hours, 11 minutes, 50 seconds)
Evasive Maneuvering IV (1 day, 16 hours, 42 minutes, 57 seconds)
Fuel Conservation I (16 minutes, 23 seconds)
Fuel Conservation II (1 hour, 16 minutes, 21 seconds)
Fuel Conservation III (7 hours, 11 minutes, 50 seconds)
High Speed Maneuvering II (3 hours, 10 minutes, 53 seconds)
High Speed Maneuvering III (17 hours, 59 minutes, 36 seconds)
High Speed Maneuvering IV (4 days, 5 hours, 47 minutes, 22 seconds)
Navigation IV (20 hours, 21 minutes, 28 seconds)
Warp Drive Operation III (3 hours, 35 minutes, 54 seconds)
Warp Drive Operation IV (20 hours, 21 minutes, 28 seconds)
Warp Drive Operation V (4 days, 19 hours, 9 minutes, 40 seconds)
Missile Launcher Operation I (6 minutes, 40 seconds)
Rockets I (6 minutes, 40 seconds)
Rockets II (31 minutes, 4 seconds)
Rockets III (2 hours, 55 minutes, 36 seconds)
Rockets IV (16 hours, 33 minutes, 28 seconds)
Minmatar Frigate V (7 days, 19 hours, 19 minutes, 44 seconds)
Power Grid Management V (5 days, 17 hours, 44 minutes, 30 seconds)
Mechanics V (5 days, 17 hours, 44 minutes, 30 seconds)
Assault Frigates I (28 minutes, 59 seconds)
Assault Frigates II (2 hours, 14 minutes, 59 seconds)
Assault Frigates III (12 hours, 43 minutes, 33 seconds)
Assault Frigates IV (2 days, 23 hours, 59 minutes, 25 seconds)
Evasive Maneuvering V (9 days, 14 hours, 19 minutes, 20 seconds)
Interceptors I (28 minutes, 59 seconds)
Interceptors II (2 hours, 14 minutes, 59 seconds)
Interceptors III (12 hours, 43 minutes, 33 seconds)
Interceptors IV (2 days, 23 hours, 59 minutes, 25 seconds)

30 unique skills, 80 skill levels; Total time: 78 days, 15 hours, 57 minutes, 34 seconds

Thursday 24 October 2013

Collectors Edition - Is it worth it?

So I received my copy through the post yesterday, and the short answer? Yes I think so. 

The quality of all the contents and packaging is great, the print quality on the book is also great, written largely by Richie Shoemaker from EON fame, it's easy reading, informative, and captures the feel of EVE in the way that only he does. 

The rifter looks good on my desk, only complaint here is that it's a USB hub, I'd have preferred just a resin model, however I may just strip all the bits out and drop it into my fishtank anyway :D 
Read through the rules to the Dangergame, looks like it should be a laugh and not take too long to play though, should give my family something to argue over at Christmas.

The thing I'm most enjoying is the sound track, I'd basically forgotten how good the music in EVE is, after playing for most of the last 6 years with the sound off. And played though a decent audio system you can sit back, close your eyes and feel the space opera in full force.

The in game stuff is pretty cool, lots of bits to clutter up your hanger or sell off and get some isk back, and who doesn't want a golden pod? It's soo shiny I tell you!

Dust stuff.. well I don't play DUST514 so first one to send me a mail in game can have my code for the DUST Stuff, I'll probably regret giving that away if they ever release a PC version. But hey ho. 

You can still get the Collectors Edition here: 

And if your still reading Battleclinic are running a pumpkin competition here, you'll need to enter before the 30th to be in with a chance of winning the top prize.. a 30 day plex and that mystery prize.... whatever could it be?

Wednesday 16 October 2013

[Competition] And now for something totally different...

And now for something totally different....

OK ladies and gentlemen, it's that time of the year again, ghoulies and ghosties and long leggety beasties and things that go bump in the night! The prizes are the same but the task is spookily different!

It's time to slice and dice, to score and core, and bring forth the gord with care.
It's time to show your artistic flair and create something a little different...

So bring forth an EVE themed pumpkin, carved and lit, include the logo so we know it's true!

Photo's should be added/linked to this thread
It must be EVE related... 
Each picture must clearly show The Battleclinic logo, this can be added, carved, written, or shown on your monitor. 
Original Work only - We will image search for obvious fakes
PG Content Only - sorry guys.
Photoshop'd backgrounds allowed. 
No pumpkin? Other food based carvings will be acceptable.

Contest will run until the 30th of October - prizes shortly after!

Top Prize:

1x 30 Day Plex + Mystery Prize!

Runners Up
3x 250m isk

Monday 30 September 2013

[Tutorial] Splitting gangs, and beating the blobs.

In a fair fight 2 ships should invariably kill the solo pilot, but good solo pilots fight these odds on a daily basis and win how?

Most frigate fights are over quickly, 40-50 seconds is more than enough to secure the kill and either get out safely, or be ready for the another fight. The usual way to do this is to fight only one ship at a time, as simple as it sounds this is the correct answer.
You need to learn to control the fight in such a way that only one ship is actually fighting you, whilst the others are looking on unable to get into the fight before it's over.

There are several simple ways to split gangs up.

The Stargate Split...
If you land on a stargate with hostiles, wait for one(some) of them to aggress you then immediately jump through, any ship that aggressed you is now stuck on the other side for 60seconds, this gives you time to fight anyone that followed through without their full gang.

Catch me if you can...
Large groups will often chase you round a solar system, after you've warped to a few different celestials you'll notice their gang getting split up, landing at different ranges, and often going to the wrong planet. Remember you normally have to be 150km away in order to warp, so if you land close enough to a target, and his friends are all 100km away, then you can engage, as they will have to either warp off and back, or burn across the gap.
Make sure they see where you warp to.. align off before warping.

Deadspace Trap...
See all those little beacons in lowsec in the faction warfare areas, novice plex, small plex, medium plex? These are deadspace beacons, they usually have a warp acceleration gate which limits which ships can go inside, this is useful for splitting certain ships, and limiting what can fight you on the inside. But what many people don't realise they are just as useful when you are fighting on the outside of them too. When you warp into them you always warp relative to the gate, even if you are trying to warp to a fleet member. Once you have landed there is no on grid warps. This means if you land on the outside of a deadspace beacon, then burn upwards, anyone that lands on the beacon has to fly to you, and if they send a fast ship out to you, you can kill it before the friends arrive.

Just a little bit closer...
When a gang is hugging a gate you can sometimes pull their tacklers out from the main body of the group and engage them, start by warping in at 100km then hanging about outside of the damage range, wait for their ceptors to burn towards you, but make sure you fly back in and tackle them before they reach 150km from the gang, thus forcing them to burn the distance. Useful if coupled with...

one of my favourite ways to catch people out when they are tackling for a larger gang.
...The short warp.
You can't warp less than 150km right? Wrong!
You can't initiate warp to an object less than 150km away, but you can warp to it at range, thus by sitting 150km from a wreck/gate then warping at 100 to it, you peform a hop of 50km closing the distance faster than expected. This works to bookmarks too...

Want to learn PVP? Always fancied being a pirate? Jump into the "Dbastards" channel for more information, and for open roams with some of the best pilots about.

Sunday 29 September 2013

MEATSHIELD - be part of it!

1. Ship or Pilot which obstructs the passage of incoming fire from its intended destination: ‘Some meatshield stopped me shooting a Bastard!’
2. Ship or Pilot who serves no purpose other than to sacrifice himself for the greater good: ‘Was a TARP, but at least I killed the meatshield’.
-attributive adjective
3. A desirable property for a noun: ‘Meatshield Bastard, nature’s kevlar for us pirates!’

So you've worked out how to fly your ship, you've mined a few rocks, but something is wrong with the world. You feel the need to ditch your mining laser and fit autocannons, to feel the ripple of excitement as your rockets crash into your target.

Maybe you're one of those people that like to collect corpse...

But you're new, you don't know even which end of the autocannon is the shooty bit!

You need to become MEAT, better still you need to be [QUORN]!

Meatshield is officially opening it's doors again to the new and fresh faced cadets of New Eden, we will take you apart remove all the squishy bits and put you back together made of kevlar, we will line you up and march you into the jaws of death, where you will take everything that death has to offer you, and then get back on your feet and knock death out. You are immortal, you are better than just meat, you are QUORN!

Learn to PVP, not from videos, not from blogs, not from some stuck up wannabe hero but from the pirates of lowsec, the evil scum of the world that are having far more fun than you are.

Requirements - working mike, headset. Willing to fly and die for fun.
It's more about attitude than skill points, if you are willing to put the time in so are we.

Join Dbastards channel in game for more information.

Sunday 25 August 2013

[LOADOUT CHALLENGE] Sentinel Sorcery!

So onto another Battleclinic Loadout challenge, back to something a little harder this time.
The magical mysterious Sentinel, terror of the space lanes and capable of striking fear into the hearts of most frigate pilots? Or just another sad panda in need of CCP's love and attention.
There is always much discussion about this little ship, as some say in the hands of the right pilot it can win almost every fight, others will tell you it must hide in the gang or risk being a shiny explosion. What say you?

Will you go MWD or Afterburner?
Do you dare to fly solo? or hide in the crowd.
How shiny is too shiny?


Must be able to fit in game with the current game mechanics.
Faction or T1 fit, it's your choice, but judging will take cost/benefit into account.
Solo or gang, PVP or PVE all are valid options.
Unlimited entries per person, only 1 prize per person.
To win the prizes you will require an active EVE account.
Your comments +1's and -1's will be taken into account, please rate each other!
Please put relevant stats and descriptions on your fittings, it helps everyone incomplete descriptions will be excluded.
As usual post a link from this thread to your fitting on BC uploaded onto BC.
Final judging will be by the BC moderators team.
Judging to take place week starting 2nd September.

[size=14pt]1st Prize
1x 30 Day Pilot License Extension (PLEX)
3x runners up will each receive 100m isk. [/size]


Saturday 24 August 2013

None Shall Hide...

This has been an official publication for the Shadow Cartel courtesy of Kri Matar Our resident artist and fat american dough boy.

Thursday 15 August 2013

A Fast Bastard Roam

Last night was a proving ground for the new recruits, choosing to run a small pack of destroyers out into the local area, we set destination to the sacred home of Evati and undocked. 

Our fleet comp for the evening. 

Coercer x1 
Thrasher x 3
Navy Slicer x1

It wasn't far before we found a fight, just two jumps from Avenod my scout found a slightly larger assult frigate and destroyer group. Sending in two of the thrashers we pulled their group away from the gate they were holding at and out to a planet. As they started to land we jumped the final members of the party and converged on the planet. 

We killed two Enyo's and a firetail, and the remains of their fleet scattered (I thought we killed more tbh), loosing one of our thrashers in the process, holding the field we quickly gathered the loot.*

As local had started to grow we scattered and looked for a new target, a stabber eluded us inside a medium fw plex, being too fast for the destroyers to catch. The slicer unable to take him solo, was forced to pull back. 

We moved back to safe spots, and soon a faction warfare fleet of destroyers & frigates headed into the same plex to try their luck. We of course warped in directly after them, catching them just inside the beacon. Their Griffin was still at 10km, called primary he died in a single volley from the Coercer. The stabber beat a hasty retreat again, and we demolished the remaining gang for no losses. 

An Eve University gang of 20ish pilots came into system, but didn't want to leave the safety of the gates despite being vastly superior in numbers.

The stabber's luck had run out and we found him again on a plex, this time on the outside, the slicer immediately pointed him, and the rest of us in the slower destroyers moved out at different angles to force him into a close fight. He gave up running and started to fight, but the combined firepower of the destroyers meant his chances were limited. 

A ping from alliance FC's ended the roam early, more warm bodies were needed for an Armour BS gang that was forming for a large scale fight. 

Final tally for the roam. 

7 - 1 & 60m worth of loot. 

Coen, after proving himself capable of following directions, and not dying like a fool, was extended an invitation to join the corp as full member. 

*Bastard roaming loot goes to corp to provide cheap ships available to all members for corp roams. 
All the Destroyers for this roam were corp owned and supplied.

Monday 12 August 2013

BRING OUT YOUR DEAD! - Loadout Competition!

I set the guys and girls over at Battleclinic a little challenge to come up with a Rifter fit that works with the current version frigate combat. The mission was to come up with a fit where the rifter was better than any other Minmatar frigate for the task at hand, and ideally to make it able to stand on its own against some of the other T1 frigates again.

When I set the task I'd expected that Artillery would feature heavily, and that we might see a blaster rifter or two. In fact no one offered a blaster rifter at all... The winning ship was actually a laser rifter!

So why did it win?

Lasers with scorch actually provide the most dps at 8-10km for the rifter hull, almost 50% more damage than using 200mm autocannons and barrage.
Flying the rifter at the edge of scram range is a hard thing to do, but will still provide results.

So I present care of TheWarden from Battleclinic

[Rifter, Rifter - Scramrange kite 'n bite]
Heat Sink II
Pseudoelectron Containment Field I
Small Ancillary Armor Repairer

1MN Afterburner II
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I

Dual Light Pulse Laser II
Dual Light Pulse Laser II
Dual Light Pulse Laser II
Rocket Launcher II

Small Polycarbon Engine Housing I
Small Energy Collision Accelerator I
Small Energy Locus Coordinator I

Sunday 14 July 2013

How awesome is this?

So I was having a chat with a friend at the weekend and she's told me they're setting up a new business making some awesome furniture and gifts with recycled comics and other stuff.

Ah well good luck with that.. (heard it all before - think to myself)  I'll look at your site later...

That's actually pretty cool. 

Well I looked, and was really impressed with the kitsch funky quality of everything. Shoes, purses, coffee tables! Mrs Anabaric has said I'm not allowed the coffee table pictured, but she has agreed I'm allowed to get a new PC tower, and that I can have that 'modded' by Disjunked! Awesome!

So anyway, if you're looking for something 1 of a kind, or a little present for the lady that lets you play eve once in a while go here:

Sunday 30 June 2013

Loes fight

Damm, that was fun. Escalations on both sides.

Shadows blap dreads dropped on Snuff's sub caps, Snuff countered with pantheon Archon's and Supers. Shadow Supers dropped, but too late to finish off the Archon's.

SC dreads start to go down one by one, Snuff held the field. Props for the fight Snuff GFGF.

Now just need to replace Nashh's Moros...

Monday 24 June 2013

That Sendaya Fight...

I missed this, then again so did you...

Did I tell you we're recruiting?

Mainly for US TZ guys, but exceptional EU will be considered.

These are a bare minimum, you should exceed these.
20mil SP
Cruiser V with T2 weapons/fittings (non caldari is a bonus).
Battlecruiser IV (+Tier 3 BC with T2 Large weapons).
Good core skills, good gunnery support skills.
Knowledge of lowsec mechanics.
Active killboard, positive ratio (or very close to it).
18+ in RL (or grown up enough to make us believe you when you lie about it)
Able to speak and read English. Microphone for voice comms (mumble)

Apply with mains, API checks will be carried out.

Monday 17 June 2013

Fitting Competition - Only a couple of hours left to win:

BC's 2nd competition, with a lot less competition than the last one!

6 months worth of free EVE plex's up for grabs for the winner!

Wednesday 5 June 2013

[Ship Fit] Improved Navy Slicer

For a ship that didn't really need that much of a buff the most recent tweaks are much appreciated. The extra CPU allows some new and interesting fitting changes, and with the extra cap the requirement for the Gistii MWD has been removed. It's still a worthy investment, but you don't NEED it like you used to.

I'll probably tweak my fit a little more over the next couple of weeks, but after a few hours of EFT and reading other peoples ideas, I've gone this route.

Whilst DPS has gone down on paper, the applied DPS is much much higher, even at high speeds I'm hitting most of the time with good solid hits.

[Imperial Navy Slicer, slice n Dice V2]
Adaptive Nano Plating II
Small Ancillary Armor Repairer, Nanite Repair Paste
Tracking Enhancer II
Tracking Enhancer II
Internal Force Field Array I

Gistii B-Type 1MN Microwarpdrive
Warp Disruptor II

Small Focused Pulse Laser II, Scorch S
[empty high slot]
Small Focused Pulse Laser II, Scorch S

Small Energy Burst Aerator I
Small Energy Locus Coordinator I
Small Energy Locus Coordinator I

The proof of course is in the killmails,

Vs Breacher - Landed on him at zero in a FW plex, brawled him whilst scrammed. Was bleeding structure to 35% at the end of the fight.

Vs Arty Thrasher - came in at range, kited him whilst avoiding most return fire. Was never really at risk.

Vs Condor - both started at range, I used his own speed to crash him into close range then followed him overheated whilst he tried to gain range. - his low traversal meant I was hitting hard, and he died easily.

Vs Condor (&Friends) - I landed at range to their gang, and forced them to burn out to me, managed to seperate the condor from his friends, then crashed back towards him and melted him before his friends could get to us.

Vs Firetail - All good things come to an end... I half expected it when I activated the jump gate into the FW plex, that he'd be sitting at zero on the landing point, I tried to get a cycle of mwd off but didn't get away, immediately switching to multifrequency it was a straight up brawl, which I was winning till he remembered his neut... at which point without ability to shoot or rep I soon exploded.
He'd been deep in armour, but not deep enough to prevent my loss.

Monday 3 June 2013

Fitting Competition update.

So far only 8 entries:  At this point the odds are really good of you winning a prize!

First place: 3x60day time codes, that's 6 plex's or roughly 3billion in isk.
3x runner up prizes: 1x 30day timecode + 250m isk.

Saturday 1 June 2013

Thinking of trialing EVE Online?

Now is the time! With a free trial and an awesome deal. 
This is one of the best ways to get your friends into EVE Online, you know how good the game is, but explaining it is hard. Show them the way forward. Give them a ship, and skill books, a path to glory and explosions!

How it works: 

First create a new account with this link.

This will give you a 14day Trial absolutely free of charge, then buy one of the bounty hunter packs from Deep Space Supplies for $4.99. These come with a 30 day time code, which you can redeem immediately against your account as it stacks with the trial and you'll now have 44 days of game time for only $4.99. You'll also get a fully fitted frigate, and a pile of skill books. You'll also gain the Cerebral Accelerator implant which will allow you to skill up at a very fast rate! Perfect for a new cyno alt, or a starter toon.

Choose your race, and get started!

Don't fancy shooting people? Get the same deal, and one of the new Ore Venture mining frigates, and get out there and start mining.....   actually don't just get a combat ship and starting killing things - it's far more fun.

You can pick up the starter packs here. 

Friday 31 May 2013

Loadout Challenge: Amarr or Gallente Bounty Hunter!

Leave a legacy, help a new player, win prizes

Hunting bounties is dangerous solo work. Often your only backup is luck and skill, and luck just took a vacation. Your mark is good, maybe one of the best, but you know you’re better. Hi-sec, lo-sec, 0.0, it doesn’t matter…you always bring home your prey. For the right price.
It’s time to teach a new player what you know. Put your best Atron or Executioner Bounty Hunter loadout together that a 45-day old player can use.
We’re going to clean up New Eden with a fresh crop of Bounty Hunters, and your loadout advice is gonna make that happen.

The Contest:

Post an Executioner or Atron loadout It must be:

Flyable by a character who’s about 45 days old, especially characters who use these packs
The loadout must be 100% flyable within current game mechanics
Must include a rationale explaining how to fly the loadout
Full stats are highly encouraged. Use EFT.
Link your fit back to this thread!

Follow the contest progress on Twitter: #fightsmart #tweetsmart #battleclinic

The Prizes:
First place = THREE 60-day EVE TIMECODES, courtesy BattleClinic Deep Space Supply
Top 3 Runners-up = 1 30-day EVE TIMECODE and 250m ISK

Loadout contest rules
Unlimited entries per person, however, only quality fits with stats and rationale will be eligible. One prize per person. Decision of the BattleClinic judges is final. Judging criteria: The loadout must conform to the contest requirements (same ship, fit according to the role announced). It must fit according to the current expansion's ruleset and all required character skills at 5 or below. The loadout should be practical, though uniqueness and creative thinking are encouraged. The stats should match your rationale; that is, if you call it an armor-tanker, it must have high armor repair rates or resists. Loadouts must stand by themselves unless the contest specifically requires a fleet-fit. High +1 ratings will be considered by the judges but are not the determining factor; the quality and usefulness of the loadout by a player are the main criteria. Prizes have no cash value and cannot be redeemed for cash. No purchase necessary, void where prohibited.

To enter upload a ship to the Battleclinic fitting forum, and link to the competition thread.


Competition thread

Thursday 30 May 2013

Another week, another holiday...

We're on holiday again at Shadow Cartel central, this time we're deployed up to Sendaya on the edge of nullsec, which of course means I've been failing miserably and loosing ships in 0.0 I'm not sure how many Sabre's it is now, but I remember them being better...   maybe it's just my lack of Falcon alt.
Which still seems the order of the day, in and around Doril. The amount of fights I've had to run from when suddenly a falcon decloaks, and I'm perma jammed.

Grrrr ECM!!

It's one of those mechanics I just can't bring myself to use.
And every time someone uses it on me I'm like this:

Saturday 18 May 2013

Battleclinic Competition! (Win a Stabber Fleet Issue)

Open to all, you just need a Battleclinic account, post a fitting, if it's good enough, and the moderator team likes it, then you'll win the SFI, delivered anywhere in highsec. Simples!


OK, so since the hull updates we're short on good T1 Stabber fittings for the loadout boards, so a quick challenge for you Elite PVP'ers, EFT warriors and forum trolls. 

Show us what you got, be it PVP or PVE, armour, shield or even hull tanked! 
The best one as judged by the moderator team gets a shiny new Stabber Fleet issue delivered anywhere in highsec. 

Post your fitting on the loadouts section as normal, then link into this thread.
Fittings must be possible with in game mechanics.

All entries to be in by close of business Friday 24th May. 

Good luck!

The Team

Please Note: Full description, with stats is much much more likely to get you the prize. 

Thursday 9 May 2013

Round Up

Feeling a bit rusty at PVP so figured I'd jump into something I'm familiar with, my go to ship for a fast solo roam is the Slicer.

Took it out for a short trip and didn't see much, chased a jaguar for a few systems but eventually he docked up and wouldn't come out to play. As I was leaving Basan I cross jumped a condor, and found his mate in a Kestrel on the other side, the kestrel quickly followed through into Basan, I waited a couple of seconds to see if they would come back. then burned back to the gate and jumped in. The condor was on short scan but the kestrel was nowhere to be seen.

As neither was flashy I had to either wait for them to engage, or move the fight away from the gate. As I was taking range, the Condor and Kestrel both landed back on the gate at zero, the condor immediately started to burn out to me, At 170km I turn off the mwd started to swing round the gate, keeping my distance from the much slower kestrel. 

In any two versus one fight you want to control the range of the engagement. This means you can engage and kill each ship on it's own, rather than allowing both ships to shoot at you and use their ewar. 
For this fight I had to be at least 150km from the gate in order to be able to shoot first without sentry guns.
When the fight starts I want both ships inside 150km so they can't warp to each other.
I need to keep a minimum 20km from the kestrel, and a maximum of 20km from the condor. This will allow me to shoot at one, and avoid getting webbed or scrammed by the other. 
Condors are usually very fast, this one was doing 4000ms but also very fragile, the common kiting setups use either 2x damps, or 2x tracking disruptors, both of which will ruin the slicers natural abilities. Kestrels could be AB or MWD, but as he was doing 1000ms I could safely assume AB+Scram. 

As the condor gets closer, I swing round, hit approach, overheated the MWD and closed the gap, his ship stalls - it's immediately apparent that he'd used the orbit command, being midcycle on his mwd he would have to wait the cycle out before he can do anything, as I've started my MWD heated I'm faster than him, as his ship is now trying to run away to hit it's orbit range his ship is heading directly away from me, with virtually zero traversal. The Slicers high EM/Therm lasers quickly destroy his ship before he can get enough range to use his damps effectively. 

Locking and holding his pod for a few seconds gives the kestrel enough time to burn closer, I switch over to the kestrel which was a AB fitted rocket kestrel, he really shouldn't have left when his friend went down. But to my horror, he warps off in deep armour. Somehow I'd managed to click off the disruptor... oops. 

Back in the saddle

Setting up the wormhole corp took a surprising amount of my time, mainly in teaching the mad dog killer pirates about shooting little red crosses. Scanning out sites, and keeping track of wormhole constellations via "Siggy" PVE doesn't come natural to us!

But anyway, you didn't come here to read about PVE and wormspace, you came for explosions and excitement! 

Well to get you started watch this:

I've also opened a twitch account, so once I've worked out how to use the damm thing I'll start streaming some sessions. 

Tuesday 7 May 2013

The Bastards Drunk roam 2013

The Bastards Drunk roam 2013

Open op for everyone! 

Drunk Roam will be 18th May 2000 eve time.
These are the rules contract Me in game which is Marco Drack and on twitter @MarcoDrack.

Meet up Location will be EVATI.

A FUN roam, no sad faces!! Come out of the Captain's quarters and fly spaceships and get drunk!!

1. Join the in-game channel 'INDEPENDENCE' for details and fleet pick up and vent info on the day.
2. Any T1 frigate/cruiser fitted out with whatever you want.
3. Yes, fit a rupture with lasers if you want.
4. Or a thorax with arties and missiles.
5. Or a rifter with a cruiser sized weapon.
6. Or bring a Celestis.
7. Mix your weapon systems. Why? because we can and that's how we roll.
8. Points required of course, we can't have people running away.
9. We each drink a shot of spirits (or beer) every half hour during the roam and after each ship kill and after each ship loss and for every ransom.
10. Aim is to see who can stay up for the longest.
11.Needs to be frapsed with some vent recordings as well.
12. If you decide to fit a stab (why not?) then you have to say 'STABBED!' in local, take a shot of alcohol and then RUN like the wuss you are when you get tackled. If you do this and get smack - everyone else will need to take a shot on your behalf.
13. Any other rules that the FC wants to make up...

Original Source!

Sunday 5 May 2013

Things to do:

Find Wormhole

Move into wormhole with alt

Train monkeys to grind sleepers


Well the monkeys are now grinding sleepers happily in the wormhole, I'm sitting on a pile of loot in Jita waiting for the best time to sell on the market. The alt corp has been active in the wormhole for 3 weeks, and  we have already paid off 50% of the start up costs, as well as 2b in "wages". There is loot totalling 3b+ in Jita, and another 2b sitting in the tower waiting for a suitable connection to highsec. 

The monkeys in the wormhole are pretty confident now, and are chaining holes, and ripping through even the hardest mag/radar sites with ease. 

Luckily I'd put a market order out for POS fuel, so we're sitting on 2 months supply which should allow us to ride out the recent hike in fuel prices. 

Redfrog are being highly efficient and hauling all out shiny loot from whatever random highsec connection we get straight to Jita. By splitting the cargo into sub 1b contracts, and having the maximum collateral set we're covered even if the freighter gets killed. Consider this a free plug guys! Many thanks!

So with the alt's happily grinding isk, Bastards will be buying a stack more corp ships for roams and derps. 

And more importantly I'll be back flying Ana and getting them all blown up. Hopefully I haven't turned too many pirates into wormbears in the process.