Locating CODE. Members
Locating CODE Members - Locating CODE. members is easiest by setting the CODE. Alliance to - 10 (Terrible Standings). To set the entire CODE. Alliance to - 10 you will first need to find the CODE. Alliance Ticker which is rather difficult given that CODE. itself is imbedded in other naming conventions. The best method to therefore ensure that you have CODE. properly tagged is to set all of the CODE. Alliance Corporate members to - 10 (Terrible Standings). Another method of locating CODE. pilots is to use
Locator Agents that are part of a local systems Mission Agent Network.
Closest Locator Service Agents to
Aufay
Harquier Foutte -
Bereye VI - Federal Intelligence Office Assembly Plant
Ansonnoteel Aunchot -
Bereye III - Moon 1 - Roden Shipyards Factory
Closest Locator Service Agents to
Uedama
Koyara Uemintoh -
Uedama VI - Moon 8 - Spacelane Patrol Logistic Support
Eskauchi Koiltawailen -
Ikao VII - Moon 19 - Sukuuvestaa Corporation Factory
Huukka Aarnosen -
Ikao VIII - Moon 1 - Poksu Mineral Group Mineral Reserve
CODE. Alliance Corporate Members and CODE. Leadership
The following corporations are part of the
CODE. Alliance:
Tolerancia Nihlium
The Conference Elite
Strategic Industrial
New Order Logistics
New Order Administrative Services
NEW ORDER DEATH DEALERS
Barge Cleaning Services
Maniacal Laughter Ltd.
Foundation for CODE and THE NEW ORDER
Once you have any of the above listed CODE. Alliance Corporation information screen up before you simply click the Member of CODE. Alliance Logo to the left. Once the information screen for CODE. appears, right click the Four Bars Icon in the upper left hand corner of the screen. Select Edit Contact and then the - Red Terrible Standing setting all the way to the left of the standings selections. Finally click Edit Contact. All of the CODE. Alliance Pilots will now appear with a - Red standings tag by their name in Local Chat and on the Overview.
CODE. Leadership - Although there are many members of the CODE. Alliance disseminating all of their names would be rather tedious to say the least. If you want to keep CODE. pilots on your scope simply add them as a contact by right clicking the name of any CODE. pilot that you come across after setting the CODE. Alliance to Terrible Standings. Once again set the individual CODE. Alliance Pilot to Terrible Standing and then X the
Add contact to watch list and click Edit Contact again. You will now be able to see the tagged CODE. Pilot log on and off
The main leadership and Pilots of the CODE. Alliance Assault Group are as follows:
Pilots with a
* by their name are -10 Red Is Dead all of the time and can be engaged anywhere.
Wolf Soprano - Group Leader and Bumper - Will yellow box you to taunt you.
loyalanon *- Flight Group Leader - Hates having ECM used on her.
Mildron Klinker *
Pod-Goo Repairman
Pod-Goo RepairWoman
Princess Suicide *
Nitetime Video *
Rabe Raptor *
Rick Therapist *
Salah ad-Din al-Jawahiri
Zane Arnolles *
Aaaarrgg *
Anal Canal *
DJ Ovaert *
Brutal Anna *
Capt Starfox *
Catwinger Hastmena *
D35
D400
Ima Wreckyou *
Jerry Rin *
John E Normus *
Kalorned *
Keraina Talie-Kuo *
Killing CODE. Ships and Pods
DPS, ECM, Warp Disruption
Killing CODE. Ships - CODE. employs the Catalyst and Thrasher class types of destroyers for their main assaults on freighters. Talos and Brutix are used as support in assaults on Orcas on the gates.
When CODE. assaults ships in the belts they usually employ up to three destroyers per target they encounter which includes basically anything that is of value that CODE. can destroy and make a profit from. CODE. will field the same large assault group when they come across freighters and Orca's involved with mining operations at the belts including ships at Safe locations that they have scanned down.
CODE. Ships will vary rarely be fit with any type of armor plating or resistance including DCU's rather instead relying on damage and increased firepower to destroy the target as fast as possible. CODE.'s fitting therefore makes their ships very fragile. If you are able to hit their ships with enough DPS you will be able to destroy the ship within five to seven seconds. CODE. ships are protected from ECM by various types of Magnetometric ECCM Sensor Arrays with each ship in the assault group fitting either one or two. The sensor strengths of the CODE. Assault Group will therefore vary considerably.
DPS Ships - The best DPS ships to field against CODE. when they assault a target on a gate or in a belt are fast moving, fast targeting and fast firing, high DPS cruisers, battlecruisers or battleships.
Basic Ship Fittings based on Gallente Class Ships.
If you want actual Kill Mails you will need to fit close in optimal range weapons on your ships that will put your close enough to CODE. to smell their foul odor. Otherwise using short (10km) to medium (15km) range weapons will get you on the Kill Mail and away from CODE.'s reprisal.
*** Fielding Faction or Tech Two ships will be like dumping a bucket of blood in a pool of sharks. If you get to close to the target that CODE is attacking in such a ship, they will attack you.
***
Cruiser - Any type of
Rail Gun that has an optimal range of
15km plus
faction ammo that does not reduce the optimal range. Fit the low slots with one or two
Overdrives and the rest of the low slots with
Magnetic Stabilizers. Fit a
Micro Warp Drive Engine in one of the medium slots and then fit the rest of the slots with
Sensor Booster modules with the
Scan Resolution Script to increase to your target lock times. A
Medium Hybrid Burst Aerator and
Collision Accelerator Rigs will round out the
Fast Light Assault Cruiser.
Bonuses to consider when choosing your Cruiser
*Damage Bonus + 2
*Optimal Range + 5
Drones - 5x T1 or T2
Light or
Medium Shield and
Armor Drones to help assist keeping the target alive long enough for Concord to deal with CODE.
Tactic - The Fast Light Assault Cruiser is also used to harass the Bumper at the gate by bumping the ship being used to bump so it is not able to bump the target away from the gate or out of warp alignment.
Battlecruiser - Any type of
Rail Gun that has an optimal range of
15km plus
faction ammo that does not reduce the optimal range. Fit the low slots with one or two
Overdrives and the rest of the low slots with
Magnetic Stabilizers. Fit a
Micro Warp Drive Engine in one of the medium slots and then fit the rest of the slots with
Sensor Booster modules with the
Scan Resolution Script to increase to your target lock times. A
Medium Hybrid Burst Aerator and
Collision Accelerator Rigs will round out the
Fast Light Assault Battlecruiser.
Bonuses to consider when choosing your Battlecruiser
*Damage Bonus + 5
*Optimal Range + 3
Drones - 5x T1 or T2
Light or
Medium Shield or
Armor Drones to help assist keeping the target alive long enough for Concord to deal with CODE.
Tactic - The Fast Light Assault Battlecruiser is also used to harass the Bumper at the gate by bumping the ship being used to bump so it is not able to bump the target away from the gate or out of warp alignment. Approach the ship that is bumping at max velocity, bump it and then re-align for your next run. The Fast Light Assault Battlecruiser can also be used to keep the CODE. Bump Ship from bumping its target. To do so simply approach the target from the rear of the ship and set your
Keep At Range as close to zero as possible. When the CODE bump ship tries to bump the target from behind it will instead bump your ship that will take the bump instead of the target. The CODE. Bump ship might then try to bump from the side or front as the main goal is to keep the target from warp aligning.
Battleship - Any type of
Rail Gun that has an optimal range of
15km plus
faction ammo that does not reduce the optimal range. Fit the low slots with one or two
Overdrives and the rest of the low slots with Magnetic Stabilizers. Fit a
Micro Warp Drive Engine in one of the medium slots and then fit the rest of the slots with
Sensor Booster modules with the
Scan Resolution Script to increase to your target lock times. A
Large Hybrid Burst Aerator and
Collision Accelerator Rigs will round out the
Fast Light Assault Battleship.
Bonuses to consider when choosing your Battleship
*Damage Bonus + 5
*Optimal Range + 2
Drones - 5x T1 or T2
Medium or
Large Shield or
Armor Drones to help assist keeping the target alive long enough for Concord to deal with CODE.
Tactic - The Fast Light Assault Battleship is also used to harass the Bumper at the gate by bumping the ship being used so it is not able to bump the target away from the gate or out of warp alignment. Approach the ship that is bumping at max velocity, bump it and then re-align for your next run. The Fast Light Assault Battleship can also be used to keep the CODE. Bump Ship from bumping its target. To do so simply approach the target from the rear of the ship and set your
Keep At Range as close to zero as possible. When the CODE bump ship tries to bump the target from behind it will instead bump your ship that will take the bump instead of the target. The CODE. Bump ship might then try to bump from the side or front as the main goal is to keep the target from warp aligning.
Variants - The following variants of the Fast Light Assault Battlecruiser and Battleship can also be deployed against CODE. assaults but might result in CODE. targeting your ship instead or
*Concord attacking you that will result in security status loss and numerous Kill Rights being awarded against you. These variants are designed to put you right in the maul of CODE. Hopefully so close you will be able to rip a few hearts of the Beast out.
*Fast Assault Smartbombing Battlecruiser Brutix - Fit the High Slots with small
Smartbombs of your choice making certain that the Smartbombs being used are all the same type. Small
Smartbombs are used to keep the blast radius from potentially effecting neutral ships in the area. Fit a
MWD in the Middle Slot along with
Shield Extenders to increase the shield strength and a
Cap Booster with
Cap Charges to keep your capacitor going. The low slots should be fit with three
Overdrives with the rest of the slots fit with
1600mm Plates and a
Damage Control Unit (DCU). Repair Drones will not be used with this ship fitting.
Tactic - Orbit the target at 15km. When CODE. appears on the Overview as a Red Mass turn the MWD on until you reach an orbit of 3,000 m around the target. When CODE lands on the target and begins to attack turn on the Smartbombs.If you have made your approach correctly and neutrals are not present you will be awarded with allot of Assisted Kill Mails and most likely Pod Kills. This is one of the tactics that is pure aggression against CODE. and will result in extreme Security Status loss and Kill Rights of those who were neutrals being placed on you.
Fast Assault Blaster Battlecruiser Talos / Brutix - Fit the High Slots with the best
Large Hybrid Blasters / Medium Hybrid Blasters that you are skilled to use. Fit a
MWD into one Mid slot, a
Target Spectrum Breaker in a second slot and then finish out the Mid slots with
Sensor Boosters and
Scan Resolution Scripts for each
Sensor Booster. Fit two
Magnetic Stabilizers in the low slots, one
DCU, one/two
Overdrives and the rest of the slots with
1600mm plates. A
Large Hybrid Burst Aerator and
Collision Accelerator Rigs will round out the fitting for this ship.
Tactic - Orbit the target at 15km prior to CODE. arriving. Deploy Repair Drones and set to repair the target. When CODE. appears in the Overview begin to burn towards the target at normal velocity. When CODE. begins its warp to the target turn the MWD on for a second and then off again. The momentum will carry you close enough to the CODE. Lock up several targets once they are able to be locked up and begin to attack. Turn the Target Spectrum Breaker on once you have begun to attack. Using the TSB will cause CODE. locks to fail the more targets that you have locked.
*Fast Assault Smartbombing Battleship - Fit the High Slots with small
Smartbombs of your choice making certain that the Smartbombs being used are all the same type. Small
Smartbombs are used to keep the blast radius from potentially effecting neutral ships in the area. Fit a
MWD in the Middle Slot along with
Shield Extenders to increase the shield strength and a
Cap Booster with
Cap Charges to keep your capacitor going. The low slots should be fit with three
Overdrives with the rest of the slots fit with
1600mm Plates and a
Damage Control Unit (DCU). Repair Drones will not be used with this ship fitting.
***This ship will be an expensive ship to lose so make certain that this is the route that you want to take with your Anti-CODE. operation. It is suggested that this type of aggressive attack only be used once every three months.
***
Tactic - Orbit the target at 15km. When CODE. appears on the Overview as a Red Mass turn the MWD on until you reach an orbit of 3,000 m around the target. When CODE lands on the target and begins to attack turn on the Smartbombs.If you have made your approach correctly and neutrals are not present you will be awarded with allot of Assisted Kill Mails and most likely Pod Kills. This is one of the tactics that is pure aggression against CODE. and will result in extreme Security Status loss and Kill Rights of those who were neutrals being placed on you.
Fast Assault Blaster Battleship - Fit the High Slots with the best
Large Hybrid Blasters that you are skilled to use. Fit a
MWD into one Mid slot, a
Target Spectrum Breaker in a second slot and then finish out the Mid slots with
Sensor Boosters and
Scan Resolution Scripts for each
Sensor Booster. Fit two
Magnetic Stabilizers in the low slots, one
DCU, two
Overdrives and the rest of the slots with
1600mm plates. A
Large Hybrid Burst Aerator and
Collision Accelerator Rigs will round out the fitting for this ship.
Tactic - Orbit the target at 15km prior to CODE. arriving. Deploy Repair Drones and set to repair the target. When CODE. appears in the Overview begin to burn towards the target at normal velocity. When CODE. begins its warp to the target turn the MWD on for a second and then off again. The momentum will carry you close enough to the CODE. Lock up several targets once they are able to be locked up and begin to attack. Turn the Target Spectrum Breaker on once you have begun to attack. Using the TSB will cause CODE. locks to fail the more targets that you have locked.
***Blasters can be used instead of Rail Guns but you will be within the optimal range of CODE. and they may decide to attack. If going for close range DPS fit a DCU, 1600mm plate and a Personal Armor Repairer if you do not have Armor Logistic Support.
***
ECM Ships - ECM ships are a bit difficult to use against CODE. ships seeing as how CODE. reinforces their sensors with ECCM modules. Using ECM modules will still get you on the Kill Mail along with bounties as well as keeping you far away from the battle itself. Although not very effective against the CODE. ships theirselves when fitted properly an ECM ship becomes the maul to scramble CODE. capsules so that your fellow Capsuleer's can take those nice shiny implants away from CODE.
Killing CODE. Pods
Warp Disruption
Killing CODE. Pods - No one likes it better than a Capsuleer who has been ganked by CODE., both ship and Pod to read about CODE. pilots losing their Pod during a gank. Most of the CODE. Pods are designed around DPS for the sole purpose of ganking in a Destroyer or Battlecruiser class ship. But some of CODE.'s Pods are rather lavishly fit with expensive Implants and Hardwiring that with a price tag of nearly 250,000,000 ISK. make them nice and shiny targets. Because CODE. is arrogant in its ganking and the Implants and Hardwiring that CODE. pilots use, eliminating a CODE. Pod is therefore more rewarding than merely getting free Kill Mails and free Bounties.
The only problem with getting CODE. Pod kills is that the Pod is very fast on the warp out to begin with and also that CODE. uses what are called Instawarp Safe Locations. ISL takes place when bookmarks are placed in front of a station directly along the flight path of a ship exiting the station at a distance of 500km to 900km. Since the ship exiting the station is already at max velocity all the pilot needs to do is too activate the warp drive and they Instawarp. Traveling along the same flight path when exiting a station that CODE. infests to a range of 500km to 900km might reveal their station warp to locations where you can then wait to ambush CODE. either in their ships or their Pods. Thus when taking on the task of killing CODE. Pods you will need a fast locking ship with a
High Scan Resolution, skills to use
Scan Resolution Rigs,
Scan Resolution Modules and Scripts,
Scan Resolution Implants and at least three Middle Slots to fit
Warp Disruptor Modules. Don't forget the ever tasty and expensive Quafe that can be picked up from your local Booster representative in any system where fine Booster is sold.
Warp Disruptor Ships
The ships listed below have several traits in common. The first trait is that they have a moderate to high number of Mid Slots along with having moderate to high Scan Resolution ratings which is crucial for those not able to pilot a Tech II ship. The third trait is associated with Warp Disruption specific ships only. In any case either Tech II or Non-Tech II these ships cost a pretty token to purchase and build. But if you are serious about killing CODE. Pods then what is a few hundred million ISK?
The goal of the CODE. Pod Capture Ship is first and foremost the locking down of a CODE. Pod at every opportunity. The second goal of the CODE. Pod Capture Ship is to sometimes make CODE. believe that the ship is just another average run of the mill ship that wouldn't pose any threat to a mass of CODE. Pods.
Warp Disruption Specific Ships - The ships in this list have been specifically for the purpose of Warp Disruption of either a ship or a pod. Depending upon the base Scan Resolution of the ship itself will determine whether or not a Mid Slot will be used for a Sensor Booster fit with a Scan Resolution Script. In all cases the Rig Slots of any ship listed will be fit with as many Targeting System Subcontrollers as allowed by the ships calibration points. Each ship build will vary depending upon your skills and these builds are based entirely off of their base design.
Gallente - The largest number of ships that are built with a base bonus towards Warp Disruption are Gallente with a staggering five ships. All of these ships except for the Utu are Tech II ships with the Utu being a very rare to find if not impossible to find ship.
Arazu - six mid slots / 231 mm scan res
Fitting
- 2x Sensor Booster II w/ Scan Resolution Scripts + 4x Warp Disruptor II
- 2x rig slots Targeting System Subcontroller T I or T II
Bonuses
- Cloak reactivation delay reduced to five seconds.
- 20% Bonus to Warp Disruptor optimal range bonus
Booster - Quafe Zero 5% Scan Resolution Bonus
Implant - Slot 7 Any Zainou 'Gypsy' Signature Analysis SA series Scan Resolution Implant
Tactic
The Arazu can be used to ambush CODE. Pods and ships once their Safe Locations have been discovered due to its cloaking bonus. The Arazu can also be used to kill CODE. Pods at the gank location. Remain cloaked until CODE. begins its gank. Once the assault starts de-cloak and turn on the Sensor Boosters and begin locking up pods once they are ejected from the destroyed ship. Then either kill the pod yourself or alert your fellow fleet members of your pod captures so they can get in on a kill.
Number of captured pods - 4
Lachesis - 7 mid slots / 270 mm scan res
Fitting
- 2x or 3x Sensor Booster II w/ Scan Resolution Scripts + 5x or 4x Warp Disruptor II
- 2x rig slots Targeting System Subcontroller T I or T II
Bonuses
- 20% Bonus to Warp Disruptor optimal range bonus
Booster - Quafe Zero 5% Scan Resolution Bonus
Implant - Slot 7 Any Zainou 'Gypsy' Signature Analysis SA series Scan Resolution Implant
Tactic
The Lachesis would be used in any situation where CODE. Safe Locations have been discovered or at a gate gank. Because the Lachesis doesn't have a cloaking bonus it's presence might scare CODE. off of the gank. It is therefore best to field the Lachesis once CODE. has arrived and started its assault. A cloak can be fit to the ship and used to the support the Arazu.
Number of captured pods - 5 or 4
Keres - 5 mid slots / 550 mm scan res
Fitting
- 1x Sensor Booster II w/ Scan Resolution Scripts + 4x Warp Disruptor II
- 2x rig slots Targeting System Subcontroller T I or T II
Bonuses
- 10% Bonus to Warp Disruptor optimal range bonus
Booster - Quafe Zero 5% Scan Resolution Bonus
Implant - Slot 7 Any Zainou 'Gypsy' Signature Analysis SA series Scan Resolution Implant
Tactic
The Keres is a fast locker when fit properly with two T I Targeting System Subcontrollers and Quafe Zero consumed along with level five Signature Analysis and the Zainou 'Gypsy' Signature Analysis SA - 703 3% Scan Resolution Implant plugged in the ship will obtain a 1555 mm scan resolution. A 1550 scan res will be able to lock a pod up in around 2.5 seconds. Ship lock times vary from .5 to 1.0 seconds. The Keres can be employed at gate ganks or Safe Locations to support the Arazu and Lachesis as well as supporting Mining Barge anti-gank operations where the Keres will be able to assist Concord in destroying the CODE. ship and then destroying the CODE. Pod.
The Keres also has Dampening bonuses that will not effect the destroyers as much as the effect on the Brutix and Talos that CODE. uses in their assaults.
Number of captured pods - 4
Ares - 3 mid slots / 955 mm scan res
Fitting
- 3x Warp Disruptor II
- 2x rig slots Targeting System Subcontroller T I or T II
Bonuses
- 5% Bonus to Warp Disruptor optimal range bonus
Booster - Quafe Zero 5% Scan Resolution Bonus
Implant - Slot 7 Any Zainou 'Gypsy' Signature Analysis SA series Scan Resolution Implant
Tactic
The Ares is another fast locker that can lock a target down long before the pilot realizes their ship is captured. The downfall of the Ares is the powergrid only being able to support one T II Warp Disruptor. To counter this deficiency you will need to add at least three Co-Processor II's into the low slots. The Ares by itself will not be too do much more than tackle CODE. Pods which makes it the perfect choice to assist the larger Warp Disruption ships on this list. The relative cheap nature of the Ares also makes it more viable to use in mass engagements of CODE. Pods compared to fielding the Arazu and Lachesis against CODE. Remember CODE. likes shiny ships just as much as they like Freighters and Orca's and they will not hesitate to sacrifice a few of their destroyers or battlecruisers to take down one of our Pod Killer's.
Number of captured pods - 3
Utu - 4 mid slots / 550 mm scan res
Fitting
- 1x Sensor Booster II w/ Scan Resolution Scripts + 3x Warp Disruptor II
- 2x rig slots Targeting System Subcontroller T I or T II
Bonuses
- 10 % Bonus to Warp Disruptor optimal range bonus
Booster - Quafe Zero 5% Scan Resolution Bonus
Implant - Slot 7 Any Zainou 'Gypsy' Signature Analysis SA series Scan Resolution Implant
Tactic
The Utu is very unique ship that if able to be found one might not want to fly it around CODE. because it will become Primary as it is a very expensive ship. If you do decide to field the Utu you will not be let down as it has bonuses for Hybrid Turrets along with Drone Damage. Employing the Utu will have to be done with extreme care and should only take place once CODE. is completely engaged with the target. Once CODE. is engaged deploy the three Heavy Tech II or five Medium Tech II Combat Drones and begin the attack on the selected target or targets. Once the target ejects it's pod lock with the Warp Disruptor and take it out. The Utu should be able to net you three good clean ship kills with two or three pod kills.
Number of captured pods - 3
Amarr - The Amarr have a single Warp Disruptor Bonus ship in their fleet. Although it does not possess allot of Mid Slots it does have a high scan resolution that will require fewer Sensor Booster Modules and Rigs where more emphasis can be placed on Disruptor mountings and damage.
Malediction - 3 mid slots / 900 mm scan res
Fitting
- 3x Warp Disruptor II
- 1x rig slots Targeting System Subcontroller T I or T II
Bonuses
- 5% Bonus to Warp Disruptor optimal range bonus
Booster - Quafe Zero 5% Scan Resolution Bonus
Implant - Slot 7 Any Zainou 'Gypsy' Signature Analysis SA series Scan Resolution Implant
Tactic
The key to using the Malediction is Warp Disruption Support . Due to its lack of High Slots the damage output will be marginal at best. Orbit the target that CODE. has selected to gank at 15km prior to CODE.s arrival once CODE. vessels begin to be destroyed lock up any pods and alert your fleet members so the pods can be killed.
Number of captured pods - 3