Admiral Magni Bombs Amarr Bunker
The Deadbeats helped make history last week, when corps pilots worked around the clock on July 26th, 2009, capturing dozens of enemy complexes in the Amarr region of Devoid, and successfully attacked the control bunker in the Amarr system of Halmah - flipping a system to Minmatar occupancy for the first time since the outbreak of faction warfare.
"It was quite a scene," reports Deadbeat senior pilot Admiral Magni, who bombed the Halmah bunker as a member of the Minmatar Militia support fleet that liberated Halmah. "The operation lasted until sunrise, and the system was finally ours around 06:30. Most of us were exhausted, but not too tired to form a sixty ship conga line to celebrate the victory."
This historic achievement got started almost 24 hours earlier, when Deadbeat pilot Sir Adle was the first corp member to join a plexing fleet that set out to capture as many enemy installations as possible. And throughout the long day, Deadbeat pilots Zen'Bar, Uriel Volta, Spike Diesel, and Hustle Fighter each helped to cap plex in Devoid and the Bleak Lands.
"Plexing is not usually considered glamorous work," commented corps pilot Zen'Bar. "But this was a mission we were all determined to see through. And it was a remarkable accomplishment."
The only organized resistance from the Amarr came shortly after Valklear General Sasawong - the most stalwart of all militia plexing officers - captured the final Amarr outpost in Halmah, which made the system vulnerable. The first few yellow bugs - as the Amarr are affectionately known - were immediately squashed as soon as they arrived in system.
But when the Halmah bunker bombing had started in earnest, a 30 pilot Amarr fleet arrived and the outnumbered militia retreated to a nearby station - while reinforcements were summoned from far and wide. And within a half hour, a 60 pilot Minmatar fleet was on the scene and finished bombing the bunker.
The little yellow bugs fled the system like cockroaches when the lights go on - but the Minmatar fleet followed in hot pursuit and killed about a dozen stragglers, while the others fled and hid.
Snake O'Donell, the victorious Minmatar fleet commander who submitted a battle report to the IGS on 2009.07.26, said, "We have already freed all slaves held by the Amarr in this system, but I do not believe the Republic intends to hold the Halmah solar system for any large amount of time."
Whatever the final fate of Halmah, a resounding signal of hope has been sent to the millions of slaves and virgins still held captive in hundreds of other systems by the Amarr - the Minmatar Militia are coming for their people. We are coming to end tyranny and oppression. Slavery shall not stand. And justice shall be swift and sure.
For freedom \o/
A new dawn for the people of Halmah
(c) Ryan Bliss, Digital Blasphemy
2009-08-04
2009-06-07
Deadbeats Kill Amarr Carrier
Spike Diesel Strikes Final Blow
There was a ghoulish glow to the green gas clouds in Dal last week.
A flickering aurora of reds and yellows rippled across their luminous bulk, punctuated by brilliant flashes of white. But this wasn't lightning.
There was a massive fire fight over the solar horizon. Puppets of the Amarr Empire had invaded Dal, the hub system of the Heimatar constellation of Hed, and home of The Deadbeats. The wretched slavers were again attempting to contest the system, and had amassed a heavy fleet of over 30 warships in a military complex 7.5 au from the Dal star. And the sons and daughters of the Matar were fighting back.
It all started when the Minmatar Militia - led by FC Nasty - made easy work of the first wave of about a dozen Amarr lackeys, who fled the field, whining in local about 'blobs' and 'overkill.' When, if fact, the home fleet had swept the insects aside while still forming up.
Then the religious fanatics returned with a vengeance. They were flying heavy with Abaddons, Apocalypse, Armageddons and Typhoons, and over two dozen support ships. And the Minmatar responded in kind, in equal numbers, and a massive explosive encounter ensued.
The Minmatar prevailed early thanks to good target calling and unusual discipline by pilots often known to fight while in the throes of deep intoxication. At one point, Nasty started to shout, "We need more ECM, people!" And Deadbeat pilot Spike Diesel flew his Raptor back to headquarters and yanked the tarp off his old Blackbird - a ship he had not flown in over a year.
Minutes after Spike returned to the battle, the slavers hot dropped a Chimera class carrier right into the plex. And jaws dropped like bombs. "Get a point on that carrier!" called Nasty, and Deadbeat pilot Hustle Fighter was the first to tackle the mammoth ship in his tiny Crow - which was in structure and spewing an embarrassing trail of flames.
When the home fleet had finally destroyed all remaining enemy support ships, Nasty turned his attention to the carrier - which was still being pinned down by Hustle Fighter. Word went forth throughout the constellation that the Minmatar had engaged an Amarr capital, and reinforcements streamed into the plex, with a final total of 66 ships throwing everything they had at the carrier. Spike, unable to jam the carrier with his Blackbird, sent an unending volley of heavy missiles at the enemy behemoth.
The fireworks display was magnificent and when the carrier finally exploded, a purple shock wave emanated from the wreckage, signaling certain death.
A great cheer went up over fleet audio. Followed by a moment of silence for any slaves or virgins that may have been aboard the enemy ship when it died.
Spike Diesel struck the final blow to the carrier, and Hustle Fighter destroyed the pod of enemy carrier pilot Jay Deah.
Killboards estimate the carrier loss at 1.171 billion isk. Total enemy ships destroyed in the engagement was 31 with an estimated total Amarr loss of over 2.1 billion isk. Minmatar lost 8 ships in the battle.
For the discerning reader, an accurate report of the battle by Tribal Front Correspondent Lebaneur can be found in the Intergalactic Summit forum, posted 2009.05.29.
For Freedom \o/
The ghoulish glow of the green gas clouds of Dal...
There was a ghoulish glow to the green gas clouds in Dal last week.
A flickering aurora of reds and yellows rippled across their luminous bulk, punctuated by brilliant flashes of white. But this wasn't lightning.
There was a massive fire fight over the solar horizon. Puppets of the Amarr Empire had invaded Dal, the hub system of the Heimatar constellation of Hed, and home of The Deadbeats. The wretched slavers were again attempting to contest the system, and had amassed a heavy fleet of over 30 warships in a military complex 7.5 au from the Dal star. And the sons and daughters of the Matar were fighting back.
It all started when the Minmatar Militia - led by FC Nasty - made easy work of the first wave of about a dozen Amarr lackeys, who fled the field, whining in local about 'blobs' and 'overkill.' When, if fact, the home fleet had swept the insects aside while still forming up.
Then the religious fanatics returned with a vengeance. They were flying heavy with Abaddons, Apocalypse, Armageddons and Typhoons, and over two dozen support ships. And the Minmatar responded in kind, in equal numbers, and a massive explosive encounter ensued.
The Minmatar prevailed early thanks to good target calling and unusual discipline by pilots often known to fight while in the throes of deep intoxication. At one point, Nasty started to shout, "We need more ECM, people!" And Deadbeat pilot Spike Diesel flew his Raptor back to headquarters and yanked the tarp off his old Blackbird - a ship he had not flown in over a year.
Minutes after Spike returned to the battle, the slavers hot dropped a Chimera class carrier right into the plex. And jaws dropped like bombs. "Get a point on that carrier!" called Nasty, and Deadbeat pilot Hustle Fighter was the first to tackle the mammoth ship in his tiny Crow - which was in structure and spewing an embarrassing trail of flames.
When the home fleet had finally destroyed all remaining enemy support ships, Nasty turned his attention to the carrier - which was still being pinned down by Hustle Fighter. Word went forth throughout the constellation that the Minmatar had engaged an Amarr capital, and reinforcements streamed into the plex, with a final total of 66 ships throwing everything they had at the carrier. Spike, unable to jam the carrier with his Blackbird, sent an unending volley of heavy missiles at the enemy behemoth.
The fireworks display was magnificent and when the carrier finally exploded, a purple shock wave emanated from the wreckage, signaling certain death.
A great cheer went up over fleet audio. Followed by a moment of silence for any slaves or virgins that may have been aboard the enemy ship when it died.
Spike Diesel struck the final blow to the carrier, and Hustle Fighter destroyed the pod of enemy carrier pilot Jay Deah.
Killboards estimate the carrier loss at 1.171 billion isk. Total enemy ships destroyed in the engagement was 31 with an estimated total Amarr loss of over 2.1 billion isk. Minmatar lost 8 ships in the battle.
For the discerning reader, an accurate report of the battle by Tribal Front Correspondent Lebaneur can be found in the Intergalactic Summit forum, posted 2009.05.29.
For Freedom \o/
The ghoulish glow of the green gas clouds of Dal...
2009-01-11
And Worlds Will Burn...
The Deadbeats Target the Amarr Empire
From out of the shadows, dark ships rumble across the night sky. Their ancient hulls shudder and boom. On every bridge, wizened pilots grip the controls and peer out at the hard cold void.
Once again the Deadbeats have launched their fleet. And this time they fly to crush an old injustice - and set a noble people free. Their new target is the Amarr Empire.
At high noon on January 10th, 2009, the Deadbeat corporate members voted unanimously to send ships to the aid of the Minmatar Militia. Fleet directors were authorized to open offices in Tribal Liberation Stations across Minmatar space. Money was set aside for a new combat POS. A combat recruitment drive was launched. Operational plans were posted to corps mail. And a general CTA has been sent forth.
Operational priorities include supporting the Minmatar Militia's general fleet activities in the contested and border regions; destroying the ships and resources of the Curatores Veritatis Alliance (CVA), the Amarrian puppets illegally occupying Providence; and, eliminating the pirates infesting many of the Matar ancestral worlds in The Great Wildlands.
Despite some early success against the Amarr, the collective forces of the Minmatar Militia, the Ushra'Khan, and the Electus Matari have suffered recent setbacks in this epic struggle for freedom. No one of good conscience can sit back and watch while the religious fanatics who rule the Amarr Empire conquer and enslave new regions.
It is time for all good men to rise up and stop the Amarrian aggression. And the Deadbeats will be at the tip of the spear.
For freedom \o/
2009.01.13 17:06
The Deadbeats are joining the Minmatar Republic faction at war. Within 24 hours all enemies of the Minmatar Republic faction will be enemies of The Deadbeats and fighting may begin.
An actual Amarr world burning, courtesy of bombing by Deadbeats
(c) Ryan Bliss, Digital Blasphemy
From out of the shadows, dark ships rumble across the night sky. Their ancient hulls shudder and boom. On every bridge, wizened pilots grip the controls and peer out at the hard cold void.
Once again the Deadbeats have launched their fleet. And this time they fly to crush an old injustice - and set a noble people free. Their new target is the Amarr Empire.
At high noon on January 10th, 2009, the Deadbeat corporate members voted unanimously to send ships to the aid of the Minmatar Militia. Fleet directors were authorized to open offices in Tribal Liberation Stations across Minmatar space. Money was set aside for a new combat POS. A combat recruitment drive was launched. Operational plans were posted to corps mail. And a general CTA has been sent forth.
Operational priorities include supporting the Minmatar Militia's general fleet activities in the contested and border regions; destroying the ships and resources of the Curatores Veritatis Alliance (CVA), the Amarrian puppets illegally occupying Providence; and, eliminating the pirates infesting many of the Matar ancestral worlds in The Great Wildlands.
Despite some early success against the Amarr, the collective forces of the Minmatar Militia, the Ushra'Khan, and the Electus Matari have suffered recent setbacks in this epic struggle for freedom. No one of good conscience can sit back and watch while the religious fanatics who rule the Amarr Empire conquer and enslave new regions.
It is time for all good men to rise up and stop the Amarrian aggression. And the Deadbeats will be at the tip of the spear.
For freedom \o/
2009.01.13 17:06
The Deadbeats are joining the Minmatar Republic faction at war. Within 24 hours all enemies of the Minmatar Republic faction will be enemies of The Deadbeats and fighting may begin.
An actual Amarr world burning, courtesy of bombing by Deadbeats
(c) Ryan Bliss, Digital Blasphemy
Labels:
Eve Online,
Minmatar Militia,
The Deadbeats
2009-01-10
Weekend Tutorial: Aggression Timers
Our support of the Minmatar Militia means we are constantly flying in a war-dec environment. We're taking the fight to the Amarr. That means daily combat - and often when we least expect it. When trouble arrives unannounced, it is vital to understand how to use combat timers to your advantage.
Combat Aggression Timer (60 Seconds)
The 60 second combat aggression timer will come into effect at any time you have performed an aggressive action against another pilot. It does not matter who started the fight. This timer will prevent you from docking or using star gates. And the timer will count from the last aggressive action you committed.
Example:
A pilot is outnumbered at a gate. He turns off all of his guns to stop all aggressive actions. He now has to tank for 60 seconds until he can jump through the gate and escape his attackers.
Use this timer to your advantage. If traveling to a destination and get attacked at a gate, do not return fire - simply keep moving and your attackers cannot follow you into the next system.
And don't get into a fire fight at a station and think you can dock if your hull is smoking. Sixty seconds is an eternity. Fight smart.
PvP Log Off Timer (15 Minutes)
The PvP log off timer is triggered by any aggressive action a pilot takes or is taken against him. If a pilot with an active PvP log off timer logs out from the game, his ship will remain in space for 15 minutes afterward. This timer will renew for the capsule, should the ship be destroyed within those 15 minutes after logging off.
Example:
A pilot escapes a tight situation after being shot at by a group of other pilots and warps to a safe spot. After evading his pursuers for 12 minutes he logs off from EVE Online. The pilots trying to find him are prepared and have a covert ops frigate on stand by with probe launchers. If they can probe out his ship within 15 minutes of him logging off, they can still destroy his ship. His capsule will be similarly vulnerable for 15 minutes after the destruction of his ship.
NOTE: This means that you can potentially lose your capsule up to 30 minutes after logging off. You have been warned.
Session Change Timer (30 Seconds)
This timer only comes into effect if the pilot has initiated a session change. A session change is any activity which will cause a change of status for that pilot's character. For example this includes, but is not restricted to joining or leaving fleets, boarding ships, undocking, and jumping through gates. This timer will prevent another session change from taking place for it entire duration.
Example:
A pilot jumps through a stargate. He spots a large gatecamp on the other side. In panic, he immediately activates his microwarpdrive and heads back to the gate to jump to safety. But unfortunately he can not do so for 30 seconds after he jumped in. Waiting for 30 seconds while cloaked would have served him better.
Be careful not to join a fleet in low-sec or 0.0 while traveling to a gate - especially if you have hostiles on your heels. The session timer will kill you.
More info on this can be found in the Eve Wiki:-
Session Change Timer.
Global Criminal Countdown (15 Minutes)
If you perform any actions in Empire space (0.1 security status to 1.0 security status) that are against CONCORD law, then you will receive this timer - and you will appear as a red flashy to other pilots. Which means they can kill you without consequence from CONCORD.
This includes, but is not restricted to, all hostile actions against other pilots to whom you do not have any rights to engage in Empire space. In high security space (0.5 and above) you will be engaged by CONCORD vessels who will do everything in their power to destroy your ship while this timer is active. In low security space (0.1 to 0.4) you will be engaged by all sentry guns placed around gates and stations.
This timer will reset at any time you are spotted again by sentry guns or CONCORD vessels. This means that it will always reset if you warp to a station to dock or to a gate to jump out.
You can find further information on the global criminal countdown in the Eve knowledge base articles linked below:-
Global Criminal Countdown
The Criminal Flagging System.
Fly smart!
Actual photo of Deadbeats throwing jelly donuts at CONCORD
Combat Aggression Timer (60 Seconds)
The 60 second combat aggression timer will come into effect at any time you have performed an aggressive action against another pilot. It does not matter who started the fight. This timer will prevent you from docking or using star gates. And the timer will count from the last aggressive action you committed.
Example:
A pilot is outnumbered at a gate. He turns off all of his guns to stop all aggressive actions. He now has to tank for 60 seconds until he can jump through the gate and escape his attackers.
Use this timer to your advantage. If traveling to a destination and get attacked at a gate, do not return fire - simply keep moving and your attackers cannot follow you into the next system.
And don't get into a fire fight at a station and think you can dock if your hull is smoking. Sixty seconds is an eternity. Fight smart.
PvP Log Off Timer (15 Minutes)
The PvP log off timer is triggered by any aggressive action a pilot takes or is taken against him. If a pilot with an active PvP log off timer logs out from the game, his ship will remain in space for 15 minutes afterward. This timer will renew for the capsule, should the ship be destroyed within those 15 minutes after logging off.
Example:
A pilot escapes a tight situation after being shot at by a group of other pilots and warps to a safe spot. After evading his pursuers for 12 minutes he logs off from EVE Online. The pilots trying to find him are prepared and have a covert ops frigate on stand by with probe launchers. If they can probe out his ship within 15 minutes of him logging off, they can still destroy his ship. His capsule will be similarly vulnerable for 15 minutes after the destruction of his ship.
NOTE: This means that you can potentially lose your capsule up to 30 minutes after logging off. You have been warned.
Session Change Timer (30 Seconds)
This timer only comes into effect if the pilot has initiated a session change. A session change is any activity which will cause a change of status for that pilot's character. For example this includes, but is not restricted to joining or leaving fleets, boarding ships, undocking, and jumping through gates. This timer will prevent another session change from taking place for it entire duration.
Example:
A pilot jumps through a stargate. He spots a large gatecamp on the other side. In panic, he immediately activates his microwarpdrive and heads back to the gate to jump to safety. But unfortunately he can not do so for 30 seconds after he jumped in. Waiting for 30 seconds while cloaked would have served him better.
Be careful not to join a fleet in low-sec or 0.0 while traveling to a gate - especially if you have hostiles on your heels. The session timer will kill you.
More info on this can be found in the Eve Wiki:-
Session Change Timer.
Global Criminal Countdown (15 Minutes)
If you perform any actions in Empire space (0.1 security status to 1.0 security status) that are against CONCORD law, then you will receive this timer - and you will appear as a red flashy to other pilots. Which means they can kill you without consequence from CONCORD.
This includes, but is not restricted to, all hostile actions against other pilots to whom you do not have any rights to engage in Empire space. In high security space (0.5 and above) you will be engaged by CONCORD vessels who will do everything in their power to destroy your ship while this timer is active. In low security space (0.1 to 0.4) you will be engaged by all sentry guns placed around gates and stations.
This timer will reset at any time you are spotted again by sentry guns or CONCORD vessels. This means that it will always reset if you warp to a station to dock or to a gate to jump out.
You can find further information on the global criminal countdown in the Eve knowledge base articles linked below:-
Global Criminal Countdown
The Criminal Flagging System.
Fly smart!
Actual photo of Deadbeats throwing jelly donuts at CONCORD
2009-01-02
2009 Fleet Music Awards
There was not much debate this year. If you want music for fleet engagements, Hans Zimmer took first place for "Introduce a Little Anarchy" from his awesome score for the film The Dark Knight - probably the best Batman film ever. He also won second and third place awards.
Vangelis picked up fourth place with "The Drums of Guagamela" and Zimmer's "The Kraken" took fifth from Pirates of the Carribbean.
Yo ho ho.
Check out these winners from the gizmo at the bottom of this page, courtesy of Playlist.com. And the next time you take the fleet out for an op, try this mad music for effect.
Caution: If you are using force effect headphones - and we recommend the eDimensional Audio FX headsets with Eve Voice and Team Speak compatible microphone built-in - turn down the vibration setting or Zimmer will rattle the jaw bone off your face.
Holy rocket thrusters, Batman - you've invented warp drive!
Vangelis picked up fourth place with "The Drums of Guagamela" and Zimmer's "The Kraken" took fifth from Pirates of the Carribbean.
Yo ho ho.
Check out these winners from the gizmo at the bottom of this page, courtesy of Playlist.com. And the next time you take the fleet out for an op, try this mad music for effect.
Caution: If you are using force effect headphones - and we recommend the eDimensional Audio FX headsets with Eve Voice and Team Speak compatible microphone built-in - turn down the vibration setting or Zimmer will rattle the jaw bone off your face.
Holy rocket thrusters, Batman - you've invented warp drive!
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