Tuesday, 19 August 2014

A quick guide to Recon

Today on Reddit, someone posted a topic looking for a Recon guide, as he'd recently trained into them, but wanted some tips on how to fit and fly them.

Recons are one of my favorite ship classes, despite my aversion to flying expensive ships. I gave this dude quite an extensive reply and I thought it'd be a waste not to post it here as well. 

This isn't the be all and end all guide to Recon ships, but it's a good place to start. You'll notice, however, that it doesn't include the Pilgrim. This is because in it's current state, the Pilgrim sucks complete and utter balls. The only thing it's good for is killing active tanked turret based ships, and even then, the Arazu does a much better job.

Falcon:

Never ever ever use T2 jams. Always use the meta 4 ones. You swap out the jams based on what you will be fighting, carrying spare ones in your cargo. If you don't know what you're fighting, have one (or more) of each race. The background of this ship you're trying to jam equals the color of the jammer you should be using.

[Falcon, X-L ASB Falcon]
Damage Control II
Signal Distortion Amplifier II
Signal Distortion Amplifier II
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Warp Disruptor II
BZ-5 Neutralizing Spatial Destabilizer ECM
'Umbra' White Noise ECM
Enfeebling Phase Inversion ECM I
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Covert Ops Cloaking Device II
150mm Prototype Gauss Gun, Antimatter Charge S
150mm Prototype Gauss Gun, Plutonium Charge S
150mm Prototype Gauss Gun, Plutonium Charge S
Medium Particle Dispersion Augmentor I
Medium Particle Dispersion Augmentor I
Warrior II x2

This is the fit I use primarily. It doesn't have a great amount of jams, but the ones it does have are strong. It has an XL-ASB which means it can tank any kind of tackle for long enough to get away. The DPS is anaemic but, again, can deal with tackle quite well.

[Falcon, Paper Falcon]
1600mm Reinforced Rolled Tungsten Plates I
Signal Distortion Amplifier II
Signal Distortion Amplifier II
Experimental 10MN Microwarpdrive I
BZ-5 Neutralizing Spatial Destabilizer ECM
BZ-5 Neutralizing Spatial Destabilizer ECM
BZ-5 Neutralizing Spatial Destabilizer ECM
BZ-5 Neutralizing Spatial Destabilizer ECM
BZ-5 Neutralizing Spatial Destabilizer ECM
BZ-5 Neutralizing Spatial Destabilizer ECM
Dual 150mm Railgun II, Antimatter Charge M
Dual 150mm Railgun II, Antimatter Charge M
Dual 150mm Railgun II, Antimatter Charge M
Covert Ops Cloaking Device II
Medium Particle Dispersion Projector I
Medium Particle Dispersion Augmentor I
Warrior II x2

This is a fairly standard falcon. You can swap out the lows for more armour tank (I've seen lots of different variations such as a MAR, MAAR, DCII, EANM etc) with the main focus being that all your mids are filled with jams and a prop mod.

The normal fit for the high slots is rail guns, as the hull has a bonus to these, but you can also fit smartbombs which are useful for the drones that will almost always be directed at you. If using smartbombs, be careful of you cap. No cap means you can't kite or jam, which is basically death.

Rapier:

Basically, you web things. From far away. Federation Navy Webs are absolutely totally worth the expense. It's an effective solo boat in the right circumstances.

[Rapier, Combat Prober]
Damage Control II
Nanofiber Internal Structure II
Overdrive Injector System II
Overdrive Injector System II
Large Shield Extender II
Large Shield Extender II
Experimental 10MN Microwarpdrive I
Warp Disruptor II
Stasis Webifier II
Adaptive Invulnerability Field II
720mm Howitzer Artillery II, Tremor M
720mm Howitzer Artillery II, Tremor M
Sisters Expanded Probe Launcher, Core Scanner Probe I
Covert Ops Cloaking Device II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Valkyrie II x4

This is the fit I use for actual recon work. It has a probe launcher so that it can combat scan, a web and a point to hold a target and just enough tank and just enough speed to be able to survive until the rest of my fleet turns up.

[Rapier, Fleet Webs]
Damage Control II
Nanofiber Internal Structure II
Overdrive Injector System II
Overdrive Injector System II
Large Shield Extender II
Large Shield Extender II
Experimental 10MN Microwarpdrive I
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
650mm Artillery Cannon II, EMP M
650mm Artillery Cannon II, EMP M
650mm Artillery Cannon II, EMP M
Covert Ops Cloaking Device II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Valkyrie II x4

This fit is basically the same, except for double webs and no probe launcher. Downgrade the artillery to 650mm and you can fit three of them. The DPS is still pretty bad but it's better than nothing.

[Rapier, Armor Rapier]
Damage Control II
800mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Experimental 10MN Microwarpdrive I
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Phased Weapon Navigation Array Generation Extron
Phased Weapon Navigation Array Generation Extron
650mm Artillery Cannon II, EMP M
650mm Artillery Cannon II, EMP M
650mm Artillery Cannon II, EMP M
Covert Ops Cloaking Device II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Valkyrie II x4

A semi-decent armor fit utilising both the bonuses that the Rapier gets (target painters and webs). It's a bit slow, but if you're in an armour gang, you'll still be faster than every one else. Always use the Meta 4 Target Painter, for the same reason as using the Meta 4 jams - they have the same fitting stats, the same bonuses, but they use less cap when activating.
There's another slightly tankier (1600mm plate) version, which uses a 10mn afterburner. But I think it's fucking awful, so I'm not going to post it.

Arazu:

This ship points things, and damps them. Once again, always use the Meta 4 damps (Phased Muon something something). When using damps, I find that I almost exclusively use Targeting Range Dampening Scripts, rather the Scan Res ones. Scan res scripts can be useful in large fights where enemy logi have to change targets a lot, but outside of that, they're a bit useless.

[Arazu, Self Rep]
Medium Armor Repairer II
800mm Reinforced Steel Plates II
Damage Control II
Energized Adaptive Nano Membrane II
Experimental 10MN Microwarpdrive I
Medium Capacitor Booster II, Navy Cap Booster 800
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Warp Disruptor II
Warp Disruptor II
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M
Covert Ops Cloaking Device II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hammerhead II x4
Navy Cap Booster 800 x13

This isn't a bad small gang or solo armor fit. You have a cap booster and a MAR to keep yourself alive (briefly). You point one or two ships with your bonused points (48km on this at all V, before fleet boosts) and damp them so that they can't lock you back. This is a most hilarious thing to do, and whilst your DPS is pretty shit, there's nothing they can do about it. You keep them at range, and slowly kill them.

[Arazu, Damps]
Damage Control II
1600mm Reinforced Steel Plates II
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Warp Disruptor II
Warp Scrambler II
Experimental 10MN Microwarpdrive I
Sisters Expanded Probe Launcher, Core Scanner Probe I
Covert Ops Cloaking Device II
[empty high slot]
[empty high slot]
Medium Inverted Signal Field Projector I
Medium Inverted Signal Field Projector I
Hammerhead II x4

This is a bit less tanky but has more damps (and they are stronger). Three damps on most ships means they can't lock past the end of their nose. It relies on drones for DPS, and is designed to be used in a fleet rather than solo.

Shield fitting an Arazu is a complete waste of a ship, although fits do exist. Your mids are really really important for damps and points.

[Arazu, Super Point]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Signal Amplifier II
Signal Amplifier II
Experimental 10MN Microwarpdrive I
Warp Disruptor II
Warp Disruptor II
Warp Disruptor II
Warp Disruptor II
Sensor Booster II, Scan Resolution Script
Covert Ops Cloaking Device II
Dual 150mm Railgun II, Antimatter Charge M
Dual 150mm Railgun II, Antimatter Charge M
Dual 150mm Railgun II, Antimatter Charge M
Medium Targeting System Subcontroller I
Medium Targeting System Subcontroller I

This is a hilarious fit that I've used twice. The tactic is to stay cloaked until your fleet starts winning, and then decloak and point four things before they can warp off. It makes people really mad.

Tuesday, 12 August 2014

Updates and new ideas.

So, I'm trying to get back into writing more regular blog posts. One of the ways I can do that is to write about a few random things rather than writing about a specific piece of content. I get rather bored of other people's blogs that outline and analyze, for example, the latest patch notes, or go off on some random rant about how this ship needs rebalancing.

If you read my blog in any kind of regular way, you'll know I have a pretty short attention span, and get bored of projects and ideas far too quickly for me to actually follow through with them, or even start them in some cases (T3 manufacturing).

One of my new ideas is a new set of inforgraphics. When I was in Test, I created about a dozen different infographics based on an already existing template. The ones I did about PI were probably the best received, and are still very relevant today, especially given the latest Hyperion announcement that PI will no longer require Sov in order to drop a Command Center. That particular infographic needs a bit of updating, and I'm really hoping I can find the originals to tweak.

I really enjoy making infographics. I like breaking a pretty complex system down into well designed steps and explanations that are easy on the eye and aren't 8+n pages of text with a couple of tables and maybe a screenshot.

I think there's also a niche market in producing these, and if I can find the will power to complete a whole set, they could be widely used and well regarded. That's good for me, and it's good for the user.

I have a couple of ideas that I might get on with in the next few weeks, but if anyone reading this has any thoughts on what they'd like to see, be sure to let me know.

-----

It's been a while since I've written an update on what I'm doing in Eve so here goes.

I few months ago, I wrote about a goal I set myself which was to have 100b by the end of the year.. That goal is pretty unachievable given my current playstyle of not wanting to grind or put super serious time into anything. I've reduced that goal to one of making sure my month to month balance is of an upward trend. I don't PLEX my accounts, so this should be pretty achievable, I just have to make sure what I make is more that what I spend or lose in explosions.

I'll be making a crude spreadsheet that'll update weekly, including liquid ISK, ship assets and module assets (and any other assets), and I'll try to post that up on here at least once a week, possibly with a breakdown of how much ISK I earnt doing what activites.

Character wise, this is what I'm up to with each at the moment:

Main: My main character is a jack of all trades, master of none. I'm currently working on some drone skills, and after that some armor skills that I've neglected. Most of the skills I'm training on this character are rounding out things I never got round to training to V. Eventually, I'll train him into a dreadnaught, as he's good on the gunnery, navigation and other support skills, but has none of the prerequisites for flying a capital ship.

Carrier/Dread Pilot: This pilot continues to train into a perfect Naglfar. She can already fly a pretty good Carrier (2 races) and her dread skill are almost done, although the skills that are left are very long. (2 x 19d skills to finish gunnery supports, 54 days for Capital Ships V, 46 days for Minmatar Dreadnaught V). She then has a couple of drone skills for the carrier skillset before I decide her next step. It'll probably be into a Black Ops or Marauder.

Secondary PVP: This character is on constant catch up to my main. He started out as a pure ECM character and can fly an impeccable Falcon, but more recently I've been training him to be a more general PVP character so that I can use my main as a booster and fight with this character.

Scout: This character is specialised into flying subcaps that are Battlecruiser or less. He has no large weapon skills, although he can sit in T1 Battleship hulls because it's useful sometimes. He's currently finishing his last cruiser V, and after that will be training the couple of small weapon skills (Light Missiles, Rockets, Torpedoes). He can now fly a good interdictor and has almost perfect scanning skills. I'm debating whether to buy a set of expensive scanning implants for him, but Interdictors and expensive pods don't go very well together.

Industry: This guy is currently finishing up all the skills required for Reverse Invention, Research and the manufacture of T2 and T3 items. This is in anticipation of the hinted changes to this type of industry coming this year, and I'll hopefully be well placed to take advantage of whatever they turn out to be. I'm not going to max those skills, because it's a waste of SP due to the fact that I don;t really have the patience for industry right now. I've purchased a couple of BPCs and BPOs which I've turned a profit on, but since Crius, the tools I used to work out what was profitable to make are no longer very accurate. I'm considering maxing out the refining and compression skills, but I'd need a POS to make decent money, and that's too much time and money investment right now. This character would sell for quite a lot if I were to offer him for sale, but I;ve grown rather attached and his role as an out of alliance hauler is actually rather useful. One day I'll get round to buying and using a Jump Freighter he can use perfectly.

Carrier/Logi: I dropped this guy out of corp just before I had a week off work with the idea that, due to the fact he is a perfect subcap logi pilot, I'd run incursions all week and make bank. I did run some, and it was tedious. It is good for when I have an hour or two to spare and nothing is happening in corp, but recently incursions have been a bit wierd and keep moving, so he's sat making no money at all right now.

My PI farm has ground to a halt due to one of the pilots being the incursion pilot and me being too lazy to log the other in and restart their chains. I should pick it back up, and I'm toying with using the industry character to use low level PI, turn it into high level PI and then turn it into sov structures or POS stuff.

Friday, 8 August 2014

With friends like these...


As some of you who know me, or read this blog regularly might know, I'm part of a small-ish corp which forms one half of a small wormhole alliance called Odin's Call.

We're both PVP centric corps but we aren't big enough to compete with the T3 wielding mega alliances that also dwell in the mysterious space of wormholes.

Apparently though, we do have friends.

A few days ago, one of our members was contacted by a friend, who had a friend who was in a corp who had joined a carebear C5 alliance. (Read that again, just to make sure you know how tenous our link is to this story).

After moving in to the Alliance wormhole, there was some drama and they were reset, had their tower reinforced, some stuff stolen and an almost-awox on a Moros. The static was being camped, so they couldn't even extract quietly and get on with their lives.

The friend of a friend of our guy asked if we wouldn't mind coming along to help them out. We, never ones to miss some PVP no matter what the course, said yes.

Last night, we formed up an untried doctrine designed to counter the likely fleet that the hostiles would field. Our Alliance partners Space came along as did a few more friends of friends. The form up was in Amarr and suddenly we had 30+ pilots in fleet. I was flying a command ship (due to my awesome boosting skills) and was in the fleet command position and during the form up I was consistenly being asked to invite this guy to fleet, and then this guy, oh, and these two guys. By the time we actually rolled about we were at about fifty pilots. Suprisingly, most of them were flying the fleet comp that we had asked for.

Due to some black smoke and mirrors, we located an entrance into the target wormhole despite the locals having been rage rolling all day, at one point even rolling in the 0ne Percent home wormhole itself (we were thoroughly unprepared to exploit it at that point). We moved quickly and jumped through. On the hole were a couple of T3s, an Onyx and a Garmur.

I was flying a shield Heretic (in an armor fleet) on an alt and quickly bubbled the bad guys. I then made a mad dash for the Garmur, landing a scram and unloading my rapid light missiles into him. The rest of the fleet took a Legion as their primary and took it down. I was pretty smug as the Garmur exploded, thinking I'd got a solo kill (which is very rare for me) until I looked at the killmail and found that over half the fleet has whored on it, or had been ignoring the primary completely. I still got top damage though.

With control of the hole, we debated what to do. We hadn't expected such an easy fight and with the speed that the hostiles ran away, we could safely conclude they wouldn't even attempt to fight us.

One of the primary reasons for us being there was so that the corp we were helping could extract their assets and a couple of dreadnaughts. One of whom, was only half fit until their POS came out of reinforce. The other dread said he would willingly use it in anger and so pur plan was formed.

We warped to one of the hostile POS and started the unfanging grind (by which I mean incapacitating all of the offensive modules). Our CEO, Berolt - a lawyer by profession - started negotiations.

Our normal tactic for this is to make an initial low to mid ranging offer, with the threat that the price increases for after the first tower is reinforced and increasing further for every subsequent tower. It's a tactic that works quite well for us, as within minutes, ISK was safely deposited in our account and our fleet withdrew. The first, however, asked how much it would cost for us to change our allegience and help evict the corp we were helping. The price was high.

As an aside, we had a reasonable number of logistics on grid with us, who were twitching their fingers ready to rep against the damage the POS would put out. As it happens, they weren't needed in the slightest as for the whole 20-30 minutes we were there, the POS didn't aggress us at all.

After paying us to leave them alone, the hostiles even asked if we had a mercenary post  on the forums where they could post their experiance with us and give feedback on how honorable we are.

We don't. Maybe we should...

At this point, some of re-shipped into POSrepys (a witty take on the T1 logistics ship, the Osprey, fit for pure repping power) and started to repair the shields of the friendly POS that had now come out reinforce. This took a while, but eventually, the HP ticked to over 50% and things were able to be re-onlined and the evactuation/extraction started.

I have to comment on this process and say that they made the extraction incredibly hard. The connection they had was pretty favourable; out to a lowsec system one jump away from high sec. Instead of doing what most people would have done and fill an indy to the brim, shuttle it out to a station, return to POS and repeat, they fiddled around with expensive modules and tried to do the whole thing in one run. I got quite impatient several times and pointed this out, but was apparently ignored.

Eventually, however, they were eventually ready. One of the dreadnaughts jumped through the afore mentioned chain, collapsing it and the other went out of a direct NS that had spawned while we had control of the system. We scanned out the new static, which lucky had a C1 connection itself, which luckily had a HS static itself, which luckily was four jumps from Jita.

After ensuring that all the corps had all the bookmarks, we went home.

At some point in all the above (probably just before we went to defang), I was sat on a connecting hole in my Interdictor, uncloaked and pretending to scout. I glanced over to that screen and was suprised to see myself being shot at by a Flycatcher and a Tengu. I informed the rest of the fleet and fleet warped them to myself (with the other character sat in the FC position). I let myself get to low shields before jumping through the wormhole. I immediatly burnt back to 0 and waited. Sure enough, the hostiles followed and I bubbled them. I'd re-gened a bit of shield in this time and safely took a couple of volleys before jumping back through to my original side.

The hostiles, however, were now stuck in my bubble and were polarised and I had cleverly given my fleet enough time to burn through the hostile bubble on the original side and jump through the wormhole to tackle the bad guys. The Flycatcher got away, but the Tengu was tackled and was vainly attempting to burn out of tackle range (versus a Stiletto I might add). The fleet killed him fairly promptly. I was pretty proud of my interdictor tactics.

Thursday, 7 August 2014

Hook, Line and Sinker

A couple of days ago, we were fucking around in our chain when one of our scouts found something curious.

He'd seen a Thorax and a Catalyst on D-Scan and was narrowing down their exact location. Normally, it only takes a couple of minutes to determine whether ships the ships are on a narrow angle scan with or without a Forcefield. With a forcefield, they are probably in a POS, without means they are floating in space. Normally.

What our scout found was that these two ships were indeed at a POS, but they were not inside the forcefield.

He got on grid with the tower to see it online, and all the defences online - but with no forcefield surrounding it. This can happen sometimes and is the default state of a POS tower until you put a password in - at which point the forcefield appears and flings any non authorized ship out into space at rather high speed.

A few of us had shipped into Bombers in order to shoot the offline POS mods that were first reported, and I was travelling down the chain in a pod, willing to try my luck and free the two ships just floating.

The scout bookmarked the two hulls, and I warped to the first one. As I landed, I spammed right click and hit board. So far, so good. I clicked the sun and clicked warp and suddenly a pop up appears. It's telling me i have too much cargo. I right click, I select the 8000 units of Veldspar and click Jettison. I hit warp again but as soon as my ship starts to move, it explodes.

I warp my pod away. With the character I have cloaked on grid, I notice that my new wreck is moving, and I start to pay a lot more attention to the POS setup.

There are very specific modules on this POS defence. A couple of hardeners to even out the resists, as well as a very, very tanky Dark Blood tower. Everything else is designed to kill small ships. Two batteries of multiple small lasers (about 15-20 lasers in each battery) and a couple of webifiers/warp scramblers are positioned so that one cannot get transversal to both batteries, with a Mobile Tractor Unit nestled out of sight in the middle.

A couple of bait SMAs and CHAs sit in open view, next to a couple of anchored cans names "Loot" and "Sleeper Salvage".

The ships themselves are fit with as many expanded cargo holds as possible, filled with Veldspar and then the expanded cargo holds are removed, meaning that the ship cannot warp away and sits there until it explodes.
 
Pilots that see no forcefield and assume the POS is offline go to scoop the free "Loot" or "Salvage" or to blow up the CHA/SMA on the offchance they'll drop something nice suddenly find themselves pointed, webbed and under the fire of a large number of powerful POS guns. As soon as they explode, their wreck is being tractored to the Mobile Tractor Unit, where the loot is deposited.

The POS owner will check to see what died today, log in, empty the Tractor Unit and reset the trap.

I fell for it hook, line, and sinker.

I even went back for the Catalyst, thinking that if I concentrated, I could probably get it out in time. I neglected to remember that you can only Jettison cargo once every two minutes. I died again.

Friday, 1 August 2014

Drop the dreads...

This AAR is from my perspective. Because I'm writing it, and I'm the best.

I logged on after work to hear a group of our guys out on an interceptor roam. They were out of a direct NS hole to Venal, which is an NPC region.

They were riling up the locals and a small gang of 8 guys shipped up to fight them with a couple of Cynabals, a Myrmidon, Tengu, Deimos and a couple of other things.

We ran back to HH and reshipped into Ferox Fleet. I took a Talos because I'm special. It took a little while for the Logi to get sorted due to a couple of mod issues and Berolt got shouty.

We eventually got moving (partly spurred by me getting bored and going solo). Me and GMan were designated as bait and we went into their system and started calling them rude names. The rest of the fleet was holding one jump out.

The hostiles didn't really seem interested. They were playing undock games, fairly successfully.

I was playing with a Deimos and a Falcon (who I kept volleying into half shields before he had to re-dock) on one of the undocks when it was called to pull out and go home. As I warped off, one of the locals started mouthing off saying I was running away so I told him he was a plant and to come fight me on the BV- gate. He told me to go to the other gate. We moved our cloaky eyes over there and low and behold, there was a fleet sat there waiting for me. Our fleet turned around and warped back and I jumped through to see what was up. Their fleet was on the other side and as we jumped, they jumped as well.

Berolt used an awesome analogy of burglars inside your house, and you outside. We all laughed. (Some of us were just being polite)

They grew some cajones and jumped back into us and we started to brawl. Their Falcon went down like a sack of shit and we started working on their BCs. Minus did a good job calling targets and our Logi were outstanding in keeping up reps. Suddenly, they popped a cyno and a Chimera appeared on grid (to rep their breaking armor Myrmidons apparently). He did one cycle of Triage before he realised we were still breaking their ships with good target swapping and overheat cycles. A couple of support ships came in - another Falcon, a Rapier and a sniping Naga. GMan flying the Caracal Navy Issue did some pro solo PVP and burnt out to kill them whilst the rest of the fleet kept the pressure on the baddies with our awesome blasters. 

Eventually, their fleet realized that they were all dying and they started to extract. Most of their battleships got out (some were very low structure), and they had too many ships for us to point while we were maintaining two points on the carrier (just in case).

Meanwhile, I was logging in my Naglfar and we were sorting out cynos. We cyno'd in and I jumped. I mashed all the buttons whilst locking the Carrier. I got off a single volley before I realized I wasn't in Siege. As soon as I hit the Siege button, the Chimera exploded. Apparently he'd initiated self-destruct and we hadn't noticed. By this time, his friends had deserted him. 

We hung around and looted what we could while we waited for the cyno and the siege cycle to end. It took us a while to sort out an exit cyno, so I warped the dread to the NPC station and docked up. Eventually, the cyno got sorted and as I undocked so did a Sabre. All the adrenaline finally got to Minus and he went check-check-check-crazy. Everyone else remained calm and we extracted the dread. 

Me and Minus had both already logged in alts and were burning to pick up the capital sized loot that remained. 

The rest of the fleet extracted back to home hole.

We killed 3b of things and only lost a single Interceptor in the very first engagement. Killboard green.

Despite only shooting the carrier with a single un-sieged volley, I still managed to get top damage:

Image

Battle Report: https://zkillboard.com/related/30001290/201408011800/

Exeq Navy Issue was not, in fact, on our side. Fuck knows what happened to that Enyo...