Episode 10: Waggro Revisited

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So many things happening in EVE.  The ramp up to FanFest, the end of the CSM elections, the announcement of Odyssey and all the proposed features that are in the works.  While we did revisit the Waggro topic (and there is 100 million ISK on the line), it turned out to be a small little chunk of the ‘cast.  We did read some player submissions and we hope you like them.

We are without Zao this time around so the Tao of Zao will be put off until the next recording but we have more than enough to keep you entertained in this episode!  Kyle, Random and Zealot are the engineers of this train wreck!

This episode contains lengthy discussions of the proposed changes by (our lord and savior) Fozzie and Rise, Waggro Revisited and some NEWB prospective focusing on Zealot.

After discussion with the judges, we feel that Khergit Deserters was the winner with the shoulder rub story.  Congratulation Khergit,  you should find an extra 100 Mil isk in your wallet!

Music this time around:

Minnie the Moocher by Cab Calloway (from the Blues Brothers soundtrack, this guy could belt it out!)

Bitch by Meredith Brooks (for some reason my wife likes this song.  Go figure)

U + Ur Hand by P!nk (rocker with attitude!….and I think she’s hot.)

Please review the podcast on iTunes!  Your reviews allow the Evil Apple Empire to make High Drag more visible to others who may be in search of the enlightenment of High Drag.  Thanks for listening!

11 thoughts on “Episode 10: Waggro Revisited

  1. Love the podcast. As a noob, but as a veteran of mmos going back to Ultima Online, I am taking a slightly different approach to the game to start. I’m a husband and a father so my time is rather limited to be actually in front of the computer. So I have been listening to podcasts to build my knowledge on the game. I like what you do, also I was sad to have an end to Kill2’s work. One area I would love for you to delve into that those to used, was not simply mentioning that you lost five ships in a row. Instead, did you learn anything from those situations. What approach might you have taken, or even what midfight decision cost you the fight, and what would you have done differently for a better outcome. As a noob its less expensive to learn from your mistakes than to make them on my own. Now I’m not saying turn into Club Bear because I do like your personalities, show layout and rythymn.

    Sorry as for skills, my time in EFT and listening to the podcasts available have been Engineering, Electronics, Mechanics, and Navigation skills, follwed by weapons and defensive skills for your target ship/ships. While working that Hull Upgrades for Damage control unit DCU and Science into thermodamics for overheating seems to be mentioned alot. Since I can’t get on too often yet while I am working on real world certs, those are the skills I’ve set to go. Just my thoughts and another noob perspective. Again keep up the great wrok!

    1. I think we could do this. Ever since we lost Bringing Solo Back, I’ve felt a hole in my heart for the explanations of decision we make in fights… Thanks for the recommendation, and we’ll be sure to tackle this next episode. To satiate your appetite until then, I lost one comment because of the Ancilliary Armor Repairer. Once I ran through every charge of nanite paste, the repairer began to auto reload (something I could not stop mid fight). My opponent quickly broke my tank (I tried to mitigate damage with range… but it was too late). The solution is to right click your AAR, and select set “auto-reload off” to avoid the same humiliating defeat. o7

  2. As a noob, here’s what I would suggest training. Load up Evemon, and create a new plan with the following certificates:

    – Core Competency Basic (~3 days or so)
    – Racial Frigate (Projectile/Hybrid/Laser) Turrets Basic (1-2d)

    After that, you add a few skills (such as Racial Frigate, Jury Rigging, and the appropriate rigging skills for what you’re looking to fly), and you get something similar to this:

    1. Energy Systems Operation I (8 minutes, 20 seconds)
    2. Energy Systems Operation II (38 minutes, 50 seconds)
    3. Energy Systems Operation III (3 hours, 39 minutes, 30 seconds)
    4. Energy Management I (25 minutes)
    5. Energy Management II (1 hour, 56 minutes, 26 seconds)
    6. Energy Management III (10 hours, 58 minutes, 34 seconds)
    7. Energy Grid Upgrades I (16 minutes, 40 seconds)
    8. Energy Grid Upgrades II (1 hour, 17 minutes, 38 seconds)
    9. Electronics Upgrades I (16 minutes, 40 seconds)
    10. Long Range Targeting I (16 minutes, 40 seconds)
    11. Long Range Targeting II (1 hour, 17 minutes, 38 seconds)
    12. Targeting I (8 minutes, 20 seconds)
    13. Targeting II (38 minutes, 50 seconds)
    14. Targeting III (3 hours, 39 minutes, 30 seconds)
    15. Targeting IV (20 hours, 41 minutes, 50 seconds)
    16. Signature Analysis I (8 minutes, 20 seconds)
    17. Signature Analysis II (38 minutes, 50 seconds)
    18. Signature Analysis III (3 hours, 39 minutes, 30 seconds)
    19. Evasive Maneuvering I (16 minutes, 40 seconds)
    20. Evasive Maneuvering II (1 hour, 17 minutes, 38 seconds)
    21. Warp Drive Operation II (38 minutes, 50 seconds)
    22. Mechanics III (3 hours, 39 minutes, 30 seconds)
    23. Hull Upgrades III (7 hours, 19 minutes, 2 seconds)
    24. Shield Management I (25 minutes)
    25. Shield Management II (1 hour, 56 minutes, 26 seconds)
    26. Shield Management III (10 hours, 58 minutes, 34 seconds)
    27. Gunnery III (3 hours, 39 minutes, 30 seconds)
    28. Rapid Firing I (16 minutes, 40 seconds)
    29. Rapid Firing II (1 hour, 17 minutes, 38 seconds)
    30. Sharpshooter I (16 minutes, 40 seconds)
    31. Motion Prediction I (16 minutes, 40 seconds)
    32. Motion Prediction II (1 hour, 17 minutes, 38 seconds)
    33. Motion Prediction III (7 hours, 19 minutes, 2 seconds)
    34. Controlled Bursts I (16 minutes, 40 seconds)
    35. Controlled Bursts II (1 hour, 17 minutes, 38 seconds)
    36. Shield Upgrades II (1 hour, 17 minutes, 38 seconds)
    37. Shield Upgrades III (7 hours, 19 minutes, 2 seconds)
    38. Tactical Shield Manipulation II (2 hours, 35 minutes, 14 seconds)
    39. Tactical Shield Manipulation III (14 hours, 38 minutes, 6 seconds)
    40. Propulsion Jamming I (25 minutes)
    41. Propulsion Jamming II (1 hour, 56 minutes, 26 seconds)
    42. Propulsion Jamming III (10 hours, 58 minutes, 34 seconds)
    43. Target Painting I (25 minutes)
    44. Target Painting II (1 hour, 56 minutes, 26 seconds)
    45. Electronics IV (20 hours, 41 minutes, 50 seconds)
    46. Electronics V (4 days, 21 hours, 4 minutes, 50 seconds)
    47. Weapon Disruption I (25 minutes)
    48. Weapon Disruption II (1 hour, 56 minutes, 26 seconds)
    49. Weapon Disruption III (10 hours, 58 minutes, 34 seconds)
    50. Hull Upgrades IV (1 day, 17 hours, 23 minutes, 40 seconds)
    51. Mechanics IV (20 hours, 41 minutes, 50 seconds)
    52. Jury Rigging I (16 minutes, 40 seconds)
    53. Jury Rigging II (1 hour, 17 minutes, 38 seconds)
    54. Jury Rigging III (7 hours, 19 minutes, 2 seconds)
    55. Hybrid Weapon Rigging I (25 minutes)
    56. Hybrid Weapon Rigging II (1 hour, 56 minutes, 26 seconds)
    57. Shield Rigging I (25 minutes)
    58. Shield Rigging II (1 hour, 56 minutes, 26 seconds)
    59. Cybernetics I (25 minutes)
    60. Cybernetics II (1 hour, 56 minutes, 26 seconds)
    61. Cybernetics III (10 hours, 58 minutes, 34 seconds)
    62. Infomorph Psychology I (8 minutes, 37 seconds)
    63. Infomorph Psychology II (40 minutes, 10 seconds)
    64. Infomorph Psychology III (3 hours, 47 minutes, 4 seconds)
    65. Engineering IV (20 hours, 41 minutes, 50 seconds)
    66. Engineering V (4 days, 21 hours, 4 minutes, 50 seconds)
    67. Thermodynamics I (25 minutes)
    68. Thermodynamics II (1 hour, 56 minutes, 26 seconds)
    69. Thermodynamics III (10 hours, 58 minutes, 34 seconds)
    70. Caldari Frigate III (7 hours, 19 minutes, 2 seconds)
    71. Acceleration Control I (33 minutes, 20 seconds)
    72. Acceleration Control II (2 hours, 35 minutes, 14 seconds)
    73. Acceleration Control III (14 hours, 38 minutes, 6 seconds)
    74. Afterburner I (8 minutes, 20 seconds)
    75. Afterburner II (38 minutes, 50 seconds)
    76. Afterburner III (3 hours, 39 minutes, 30 seconds)
    77. Evasive Maneuvering III (7 hours, 19 minutes, 2 seconds)
    78. High Speed Maneuvering I (41 minutes, 40 seconds)
    79. High Speed Maneuvering II (3 hours, 14 minutes, 4 seconds)

    Total time: 23 days, 19 hours, 26 minutes, 19 seconds

    The total training time is approximate, of course. Adding a couple of +1/+2 implants, and remapping correctly, could shave a few days off. Getting T2 racial weapons would add about a week, I think.

  3. In discussing skills, one thing I ignored for the first few years in the game until I started a dedicated PvP character, is Certificates. Working toward the Core Certificates and then the Racial Frigate or Small Weapons certificates is a good place to start as a new PvP character. Look at certificates, they tend to be ignored too much and provide a good general guide.

  4. Ziev, that’s a hell of a list, and I’ve already got it entered into my evemon training queue. Max, the certificate tip is an excellent one as well. I’m well underway in training, and have probably another 10-12 days left. Next cast I’ll talk about my impressions on the skilling up process, as well as newb ship fits, and hopefully if I can get Kyle or Zao on at the same time I am my first roams and Plexxing experiences.

  5. Hey Kyle, given your criticism of the reactive armor hardener an episode or two back, do you have an updated fit for the fat man Tristan?

    Even better, do you have a good Tristan noob fit that a 3m sp noob (with a good start in drone skills including Drones V and Drone Interfacing IV, but average noob fitting skills) could use. I am pretty f*cked on updating my fitting skills atm as I grind Destroyer and BC skills before the change.

    I am about to join RvB, and given you are off with Aideron Robotics, I thought I could try and keep up the armor tanked drone boat doctrine you refer to so often in your great cast (at least some of the time) only I will have to learn how to do it from scratch. A starting fit would be great, or one I can muck around with to see what I can make work with my fitting skills.

    p.s. great work with the cast. Have done the iTunes thing as requested at the end of the last cast. Keep it up.

    1. Shaggy, thanks for the kind words. I’ve been experiementing with the Tristan quite a bit lately, and with some success. Below is the fit I am using:
      [Tristan, Cheap 1]

      Damage Control II
      200mm Reinforced Rolled Tungsten Plates I
      Drone Damage Amplifier I

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

      5W Infectious Power System Malfunction
      5W Infectious Power System Malfunction
      [empty high slot]

      Small Trimark Armor Pump I
      Small Trimark Armor Pump I
      Small Trimark Armor Pump I

      Hobgoblin II x5

      With the exception to the hobgoblins and the damage control, everything is Tech 1 and cheap. The idea is to keep as much range from your opponent as possible (at first); then when your opponent catches you ( and he will) you can activate the scram, web, and neutralizers (overheat). There are multiple ways to fly this, and although slow, will be even more effective when odyssey hits. Below are some kills with the fit.

      Kill 1
      Kill 2

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