8/13/2023 0 Comments Date blobertShooty Ships: Still coming back for more? Great! You are finally expected to be upgraded into one of the Optimal Battleships, the Intermediate hulls are designed to be your stepping stone into one of the Optimal Hulls, so choose your path wisely. Step 4 │ Optimal fit on an Optimal Hulls │ 250 in-fleet hours So start planning your upgrades now! If you still haven't fully upgraded, you may be skipped over for boxes from those who have, so don't wait too long to finish upgrading, and keep your assets safe! Travel Safely! By now, you are expected to be in one of the optimal doctrine fits of either an intermediate or optimal hull. Shooty Ships: Now it is time to finish out that fit. Step 3 │ Optimal Fits on either an Intermediate or Optimal Hull │ 80 in-fleet hours Based on average fleet earnings this should give you enough time to train the skills naturally or earn enough to purchase skill injectors. Shooty Ships: After upgrading into an intermediate or optimal hull, we ask that you begin training into Tech 2 Guns for your preferred ship type, as well as purchasing a few upgrades, specifically Optimal Microwarpdrives and Faction equivalent Damage Modules. Step 2 │ T2 Guns, MWD, Faction Damage Mods │ 65 in-fleet hours We ask that you complete this training and upgrade to our Optimal Fit for the respective T2 logi. This allows you to bring more utility with the Scimitar and fly the Basilisk. Logi: One of the biggest improvements you can make for logi is to complete the Logistics Cruiser 5 skill. Based on average fleet earnings, this should give you more than enough income to fit up a ship as well as helping towards covering your monthly Plex costs. If you aren’t flying one of these hulls yet, then we ask that you upgrade to one with a proper fit (which can be found on our fitting website). Shooty Ships: The Intermediate and Optimal Ships are listed as such on the fitting website. Step 1 │ Intermediate or Optimal Hull & Optimal Logi │ 20 in-fleet hours However, over time we ask that you invest in making yourself and the fleet more effective, which includes getting set up in a ship that is well-suited for incursion running and then upgrading it over time. WTM Incursions welcomes new pilots to come try out incursions with us, and we have provided several affordable options for entry-level battleships that let you get into fleet without breaking the bank. Please feel free to contact Officers or Leadership with any concerns. Warp to Structures is owned and operated with the full endorsement of WTM Incursions. We are happy to provide our citadel service free of charge, however we cannot take responsibility for any assets that are forgotten or lost. As mentioned above, once deanchored after the 72h grace period, the structure will place ships, modules, etc in asset safety and destroy any remaining pods. After the focus is finished, you will have 72 hours from the time the new focus spawns to remove your assets from the structure before it is taken down. When online and listed in the WTM Incursions' MOTD, this can be treated as a normal player station with all the same associated risks. When the system warrants it, we will endeavor to online a Warp To Structures structure in the current focus. Any pods left in structures at that time will unfortunately be automatically destroyed. Any ships, modules, etc left in structures at that time will be placed in asset safety and require a fee and wait time to recover. Please take this time to remove all assets from Warp To Structures structures before May 24th. As a result, we will be removing most of our dormant structures in anticipation of the patch. As outlined in this CCP devblog, with the upcoming structure changes on May 26 unfueled structures will lose their defensive times and will not have asset safety if destroyed.
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