[PvP-Uni] Ask Agony Anything
#26
Posted 20 December 2010 - 11:31 PM
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#27
Posted 25 December 2010 - 12:06 PM
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#28
Posted 25 December 2010 - 12:36 PM
[quote name='AngryMusheen]How important is getting null experience' date=' or do you guys mostly look at attitude/personality as long as recruits have a decent amount of pvp experience (ie lots of lowsec pvp but not nearly as much null)?[/quote']
Experience is somewhat important, but we have a lot of members who had very little experience prior to joining. There is no hard rule we have where we say "applicant needs [x] number of kills and a k:d ratio of [y]" but obviously it's easier to get an interview when you can point to a certain kill history But in general, once you get to the interview, it' more about your personality and attitude - and then once you get an invitation into blue or trial period it's also about how you get along with everyone in corp because when it comes to the vote for core, we judge both personality and capability and both are equally important.[quote=AngryMusheen]Is FC5 really worth the 36-ish days to train? [/quote]
IMO not, unless you think about joining one of the huge blocks (IT, NC and the likes) and even there the "real" FCs probably have their alts or 2nd in comands to take fleet boss just to make sure the job gets done right.
FC4 should be more than enough for smaller alliances (that leaves you 1 wing for cloakies/scouts and 3 for DPS/Logi). To pick up the next question - regarding the spec-skills, it's something I personally would outsource to an alt and get alts specifically trained for the T3 ships with Commandsetups, it doesn't take too long and an alt in a T3 with the boosting Sub to 5 and the relevant skills up is very powerful.[quote=AngryMusheen]5. what is the absolute worst but useful skill you've ever had to train? (mine is probably Cyno 5...useful as hell but horrible when per/wil spec'd)[/quote]
Worst skills ... probably Leadership skills or EnergyGridUpgrades5 (for RCU2) while I'm specced for Per-Wp
Best skills ... Logistics 5, BC5 I guess
[quote=AngryMusheen]oh ps...how much does Azual rant while having to take care of payments and organizing the pvp class stuff? [/quote]
Not that much actually, I think once he's done he runs to the local pub and gets drunk
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#29
Posted 25 December 2010 - 01:14 PM
Ok, got a question or two
Maths is a strong point i see
1. Agony always claimed they didn't want sov or get involved in such things, they just wanted to fight, but then you guys took sov in Provi if I remember right (H6 Freeport station? been a while since I been around). Any insight on what changed and made you go for it?
An alliance came to us and offered a unique opportunity to be involved in a region wide fight club where all the residents were neut and fought day to day only teaming up when our sov was threatened. It worked out really well at first but towards the end too much time was spent blued and not enough pew. We all learned alot and are glad we tried.
2. caps/supercaps/titans - do you guys have an 'arm' of Agony that does this? These classes of ships don't seem particularly interesting to me (2005 char and still barely bs 3 and only 2 races at that, I like the bc or lower classes). Any thoughts on this from you guys?
Caps are part of PVP to not learn how to use them even if only to understand them better would be foolish. Agony does use capitals not only for PVP but for logistics relocating to other parts of new eden would take forever if it was not for our awsome carrier and JF pilots.
3. I watched the vid where you guys smartbombed a Razor AB HAC fleet. I thought it was awesome. What would you guys say was your most truly satisfying or epic fight? (and any vids we can watch about it?)
My personal favorite was our first super carrier kill (mothership back then) we were so badly organised and on edge that it worked in our favor and made our trap look realistic getting us a very nice kill.
4. I'm just now getting FC4 trained, and can use siege, skirmish, armor, and soon info mindlinks (and eventually amarr and gallente cruiser5 for T3 boosting...already have command ships and can fly min/caldari, Loki/Tengu as well). The only leadership skills I won't have trained are the mining ones. I set myself a goal about a year and a half ago that I wanted to eventually be an Agony pilot and have been working on it ever since. Still have a ways to go before both recruitment opens for my tz's (mixed eu/usa, possibly even aus/nz) and I feel like I have the skills and experience to put in an app. (don't worry, actual questions coming on lol).
Right now I'm getting a lot of experience in lowsec pvp, and a little bit in null (but I try to take as many Agony classes as I can). How important is getting null experience, or do you guys mostly look at attitude/personality as long as recruits have a decent amount of pvp experience (ie lots of lowsec pvp but not nearly as much null)?
Is FC5 really worth the 36-ish days to train? I'm still spec'd for char/wil, but after fc4 and info spec 5, less than a month, I'll be ready to spec back to 'normal' attributes. Other than trying to get in with Agony, I really don't see myself joining any null alliances (but things can change of course).
Is Info spec 5 ever going to be useful? It seems absolutely useless in lowsec since we don't run huge fleets and lots of EW, but I'm getting a LOT of use out of skirmish and siege (and pirate pals are eternally grateful that someone finally has actual FC skill lol).
and finally
FC5 is not worth it.
I often request info links in my fleets (sensor strength is great when using logistics)
As for Agony we mainly look at the player and the attitude to see if they will fit into our family that saying having specialisations will get you noticed like skimishing, cov ops, dictor, FC etc.
5. what is the absolute worst but useful skill you've ever had to train? (mine is probably Cyno 5...useful as hell but horrible when per/wil spec'd)
Adv spaceship command 5 it is a useless skill and does nothing but is required for capital ships.
what is the best, or maybe most useful skill you've ever had to train? (mine is Traj Analysis 5 or more likely Recon 5)
Acceleration Control 5 or Thermodynamics 5 are the two i trained that after i thought to myself "how did i ever live without them"
sorry for tl:dr-ish post lol.
Its ok its xmas and i wanted something to read/write while i nom chocolate.
oh ps...how much does Azual rant while having to take care of payments and organizing the pvp class stuff?
Azual does not rant sorry to dissapoint he is so level headed it makes me wonder if he is human!
Bazman: I anticipate we will have a number of people who are rubbish at battlecruisers/life
#30
Posted 25 December 2010 - 03:44 PM
[20:58:13] CCP Unifex > loving the Tweed thing
#31
Posted 25 December 2010 - 06:17 PM
I have a few PvP focused questions I was hoping to get your input on. I'm still a fairly newish player (6 months) but have focused my skill training on maximizing my abilities with BCs as I love flying DD Hurricanes (and eventually am looking towards a nanopest, AFs, HACs, and Command Ships) and do quite a bit of lowsec pvp with small gangs of 5-15 people.
After reading Azual's blogpost about MWD speedtanking not being very effective, I have some questions based on how I've been flying my cane to see what I should be doing differently.
I use the standard shield/gank fit with no nano's, focusing more on gank using RF ammo types than range control using barrage. In most fights I've been orbiting enemies at around 10km with my MWD lit trying to keep my transversal up while unloading RF ammo + drones into the primary. I *had* thought that this was a viable tactic in reducing incoming DPS given that I was generally staying above the tracking ability of any medium sized turrets (or above) barring double TE bonused autocannons, but Azual's post has me doubting this now.
If it is the case that orbiting at 10km with my MWD lit will *not* significantly reduce incoming DPS then would I not be better off instead getting in closer to maximize my DPS from my RF ammo, leaving the MWD off unless they're running away, and use the cap i've freed up to be able to run my neuts on them more? Or are the disadvantages of wandering into easy scram/web range too significant to outweigh the DPS gain of getting in closer and reducing transversal? (Obviously except from this blaster fits which I'd be trying to stay further out from).
An unrelated question I have is on the viability of soloing in a hurricane, for the moment primarily in lowsec. Based upon what I've seen so far, me instinct is to think that a nanofit with ecm drone primarily using barrage would be more suitable for solo work than my closer range shield/gank fit, but even them, without someone else a jump ahead of you it still seems too easy to accidentally run into a gatecamp and get ganked, or find a target to engage and suddenly be outnumbered significantly with more difficulty disengaging than some other ships (inties, frigs, vagas, etc.)
What would your thoughts on this be?
Thanks for any input you all are willing to give me.
#32
Posted 25 December 2010 - 07:49 PM
[20:58:13] CCP Unifex > loving the Tweed thing
#33
Posted 25 December 2010 - 08:19 PM
The other thing explaining differing damage amounts is resists, rats (like player ships) have different resists in shield, armour, and hullI notice sometimes when I'm running PvE content the following about Target Painters:
I'll TP a rat at range and it will fail (the timer won't start.)
I'm flying a missile boat and let's say that a TP'd rat gets hit for 1000/volley.
Once the TP fails and my next TP succeeds, my missiles don't hit for full damage. They hit for like 250, then 400 then 650 then 800 and finally for the full Monte.
Has anyone else noticed this? Is this working as intended? Is there a workaround? Right now I tend to retarget another rat if possible when my first TP attempt fails.
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#34
Posted 25 December 2010 - 08:58 PM
First, selecting the right ammo is important. I usually have RF Phased Plasma loaded as default, since the Thermal damage does at least decent in most situations, giving me good DPS is I don't have time to reload. I always bring RF EMP, RF Fusion and Barrage with me, and with the T2 ammo changes, I'll start bringing Hail as well. When you are hunting in an area, know what rats hunt there and what damage they do: a lot of ratters usually tank specifically for their damage, leaving a nice resist hole open for you to aim for. Also know what kind of resist the ship has by default, so you can match your damage time to it. Especially in situations where you can, take time to reload the right ammo before the actual fight. If you have too many opponents with mixed ships, just go with Phased for short range or Barrage for long range fights.
Second is setting the stage for the fight. You have to understand the intentions of your opponent. If he is a ratter, he will try to run, he'll only fight if you force him, he's usually set up for medium to long range damage and his support will usually be slow to arrive. This means getting close, doing as much damage as you can while killing his cap with neuts to stop him from running and repping. Orbit without MWD at 1000m if he has medium or large weapons, keep range at 3000m if he's small but keep your MWD running to not allow him to escape until he's cap dead. Keep checking directional scanners for new ships to arrive, optionally go to 10 - 12km range to be able to keep neuting, but also be out of immediate scram range when new opponents land.
If he is however looking for a fight, things become more complex. There are basically two ways to go about it: go balls deep and see what happens, or jerk them around and see how he/they respond. I normally only go balls deep immediately against weak PVP ships that I know I can lock fast enough to catch and in a situation where they cannot escape. Fighting on gates is therefor usually a bad idea, since it leaves you aggressed on a gate while almost anything with a propulsion mod has plenty of time to escape. What I like to do is have people come chase me. This allows me to set the conditions of the fight (time + place) much better, so I can reload my ammo and get the right starting range for the beginning of the fight. Almost any solo ship except a fleet inty, a recon and a Vaga can be kited, killed or disengaged from before any gang lands. This means that you run and let him follow for a while (1 - 2 gates), then warp to a clearly visible celestial (usually at 0), start aligning to your exit point (not a gate, because you'll have an aggression timer and be stuck) and wait for your opponent to land. Depending if he lands on a good range, you engage or warp off. Best thing is to power off and make him chase you: with good fall off, you'll usually do better DPS, with the low transversal you'll be having good quality hits, and once he realizes he's in trouble, double back so he can't disengage anymore. If things go badly for him, double back and make sure he can't run. I usually try to stay out of scram range until I know I've won the fight, so keeping range between 15 - 20km is good (longer with small agile ships, since you don't want them to get under your guns).
In other situations, it can be useful to have an opponent land at 0 with you. In this case and while in 0.0, it can be useful to know bubble locations along your route and 'accidentally' warping into them. An overzealous opponent will usually blindly warp after you, giving you range control from the start, which may be essential to the fights outcome. Without bubbles in low sec, this is a bit harder but 9 out of 10 times, people will warp to celestials at 0, so sitting at 0 will usually result in the same effect. Either way, if things go badly, disengage (neut, release ECM drones, overheat MWD).
Choosing the right strategy in the situation is a matter of knowledge (game mechanics, your ship, opponent ships, region, rat type, etc), skill (piloting your ship correctly, quickly making decisions, etc), experience (being good at guesstimating what your opponents next move will be based on your previous experiences, having that 6th sense) and luck (your guesstimates being largely correct).
Edit: /me flexes his Wall of Text muscles only for glepp this Christmas
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#35
Posted 25 December 2010 - 09:55 PM
[20:58:13] CCP Unifex > loving the Tweed thing
#36
Posted 26 December 2010 - 02:48 AM
#37
Posted 26 December 2010 - 03:37 AM
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#38
Posted 27 December 2010 - 10:57 AM
Thanks for all the great advice.
I've been trying my hand at solo'ing in my Cane a little bit today and ran across I a problem I thought I knew how to solve but it seems not.
What do you do about gatecamps when solo'ing in a BC? I was running the single nano fit suggested above, jumped through a gate, saw a camp, kept calm, hit re-approach, pre-heated and lit my MWD and burned back to the gate as fast as I could. In addition to the nano, my nav skills are all at IV and I have a +3% agility and +3% velocity implant and I still got blown up before getting back into jump range of the gate....on two separate occasions today.
It's experiences like this that make me wary of soloing in this ship, it's not that I mind losing canes per se, but I still feel somewhat hesitant to fly around lowsec without an inty or even a frig +1 just to let me know there aren't any camps.
I'm not Agony, but I've seen you around - its only a matter of time until we run into each other
Had a quick look at some of your cane losses.
You ran into a Negative Ten (The United) camp - these boys have been doing low-sec gatecamps for years and they know how to do it well. You won't be able to get anything below BS back to the gate - inty maybe if they're half asleep, but the danger there is that its a smartbomb camp - which is reasonably common in Amamake. Assuming its not SB camp then you might be able to cold-warp an inty but I can tell you for sure you won't have the time to cold-warp anything AF-size or above. Nothing you could do there other than use another gate - like come down the Bosboger route.
The ships you lost up Eifer way - you were screwed the moment you approached the Eifer gate. On one you were spotted in Emolgranlan and there were ships ready to come from Gusandall, Hrond, Ingunn should you enter Eifer - which you did. There was in fact a lot of "wait don't kill him yet, I'm nearly there" being shouted in the intel channel - was quite amusing to watch
I would suggest you have a wander around Metropolis - plenty of quiet systems there. Pretty much all of high-sec Heimatar has cloaky alts watching low-sec entry gates at peak times.
Solo work is FAR more dependent on what's inside your head than what's in the ship. You need to work on your intel rather than the fits IMHO.
MORAL, adj. Conforming to a local and mutable standard of right. Having the quality of general expediency.
#39
Posted 27 December 2010 - 04:01 PM
I'm not Agony, but I've seen you around - its only a matter of time until we run into each other
Had a quick look at some of your cane losses.
You ran into a Negative Ten (The United) camp - these boys have been doing low-sec gatecamps for years and they know how to do it well. You won't be able to get anything below BS back to the gate - inty maybe if they're half asleep, but the danger there is that its a smartbomb camp - which is reasonably common in Amamake. Assuming its not SB camp then you might be able to cold-warp an inty but I can tell you for sure you won't have the time to cold-warp anything AF-size or above. Nothing you could do there other than use another gate - like come down the Bosboger route.
The ships you lost up Eifer way - you were screwed the moment you approached the Eifer gate. On one you were spotted in Emolgranlan and there were ships ready to come from Gusandall, Hrond, Ingunn should you enter Eifer - which you did. There was in fact a lot of "wait don't kill him yet, I'm nearly there" being shouted in the intel channel - was quite amusing to watch
I would suggest you have a wander around Metropolis - plenty of quiet systems there. Pretty much all of high-sec Heimatar has cloaky alts watching low-sec entry gates at peak times.
Solo work is FAR more dependent on what's inside your head than what's in the ship. You need to work on your intel rather than the fits IMHO.
In essence the two problems you describe are exactly the same, in my current corporation the only way you're going to have current intel on what's going on is to generate it yourself by flying an alt scout ahead of you (something my current computer set-up does not allow as a viable option) or to have a friend in an inty or cloaky roaming ahead identifying what is going on.
My only point with respect to the United camps had been that I would have thought that I'd have had a chance to make it back to the gate in a singe or dual nano hurricane, but it seems with the insta-lock and multiple scram/web set up that United tends to run in their camps that's not really a viable option.
On the engagement in Eifer, that was a case where being bound by my current corporation's NRDS policy really hurt us. If we had been able to agress in that engagement we would have been much more able to determine the time and place of that engagement and would have, in my estimation, been able to break the initial target before a coherent response could have been organized. Because we had to wait for him to agress us, we gave him time to organize a response, though I didn't realize he'd been doing that on an intel channel in the area, thanks for the tip on that one.
#40
Posted 27 December 2010 - 06:10 PM
In essence the two problems you describe are exactly the same, in my current corporation the only way you're going to have current intel on what's going on is to generate it yourself by flying an alt scout ahead of you (something my current computer set-up does not allow as a viable option) or to have a friend in an inty or cloaky roaming ahead identifying what is going on.
My only point with respect to the United camps had been that I would have thought that I'd have had a chance to make it back to the gate in a singe or dual nano hurricane, but it seems with the insta-lock and multiple scram/web set up that United tends to run in their camps that's not really a viable option.
On the engagement in Eifer, that was a case where being bound by my current corporation's NRDS policy really hurt us. If we had been able to agress in that engagement we would have been much more able to determine the time and place of that engagement and would have, in my estimation, been able to break the initial target before a coherent response could have been organized. Because we had to wait for him to agress us, we gave him time to organize a response, though I didn't realize he'd been doing that on an intel channel in the area, thanks for the tip on that one.
Don't want to take it too far OT (it is "Ask Agony", not ask some random forum user ) but I'm very confused about the last part, so I'll ask about that first. All the guys in the fight I'm talking about were flashy red - ie below -5 sec status. I'm rather confused about this - you Eve-Uni guys are not allowed to agress on a flashy red? I've seen some solo guys of yours do just that and I can't see why you wouldn't be allowed to? Hell if it were me in Eve-Uni I'd pick the gate with the most guns and do it there cos the guns are on your side.
There are intel channels in Heimatar that you may wish to join, if you haven't already. For example Electus Matari have some channels that you could join - go look at their alliance info. The problem with this sort of approach is that the channels aren't exactly secure so you have to weigh the pros and cons of a "it was clear 2 mins ago" response. There are other channels which "random newbs" (not meaning you) can get into too, but quality of intel decreases once the channel gets beyond a certain size.
Intel gets you kills with minimal losses. Roaming in a "perfect" EFT fit with maxed skills and implants will also get you kills but with increased losses.
The trick to soloing/very very small gang work is finding the balance between intel and risk.
You can wait for so much intel that risk is so minimal its boring, or you can take the "no intel, jumping/agressing anyway" route. I suspect you're doing more of the latter, which is what I used to do in frigates/inties/etc. Now its more a case of "is there a gain in fighting or not?" where the gain might be isk, experience (never engaged that ship for example), a close fight (fun) or whatever.
Anyway if you see me then engage cos I am well out of practice at the moment. Something that needs sorting
Edit - why don't you just ask Eve-Uni to do some specific low-sec regional intel channels? I find it hard to believe they haven't already got some.....
MORAL, adj. Conforming to a local and mutable standard of right. Having the quality of general expediency.
#41
Posted 27 December 2010 - 06:16 PM
#42
Posted 28 December 2010 - 02:57 PM
MORAL, adj. Conforming to a local and mutable standard of right. Having the quality of general expediency.
#43
Posted 28 December 2010 - 03:13 PM
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#44
Posted 28 December 2010 - 03:43 PM
MORAL, adj. Conforming to a local and mutable standard of right. Having the quality of general expediency.
#45
Posted 28 December 2010 - 07:36 PM
#46
Posted 28 December 2010 - 07:41 PM
B1ade]
Do/Have agony ever thought of being mercs. If so, whats the most amusing contract/event.
Also can you send all your basics through fountain at euro primetime from now on plz. k thnx bai.
We've done a couple mercy things in the past, but nothing terribly interesting (most notable moment was ripping apart a high sec griefer corp BC gang with an even number of frigs without losing a ship). We have considered doing merc work recently, but unfortunately there just doesn't seem to be much interesting merc work to be done. Most of the offers are for little isk and for fighting half-bit empire corps, which just isn't terribly interesting to us. If the right job came along we'd quite possibly go for it, but it's not something we're actively pursuing at the moment.
Oh, and fountain smells funny, Curse is better !lol
#47
Posted 28 December 2010 - 09:55 PM
#48
Posted 28 December 2010 - 09:56 PM
B1ade]
Q.2 Can you go annoy the fuck out of Init. plz
Q.3 Can you go and embarress razor again sometime soon, they still havent quit the game and are starting to annoy me with their fail, i feel tainted.
answer the important ones plz xD
For the right price yes
#49
Posted 29 December 2010 - 01:17 PM
#50
Posted 29 December 2010 - 01:19 PM