Advanced Maneuvering 201
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This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.
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Describe the general purpose and objectives of the class, and the intended audience.
- Duration: 1 hour 30 min approx.
- Location: Docked up safely in a station
Wetware: RL Reflex training, making sense of multiple data points in a glance and acting quickly. Ingame wetware: Skills to train Cyberware: Implants that can help speed/maneuverability Drugs: Boosters that help Ships: How do I move any ship (BS to Shuttle) with best precision? What is this little angel wing in my fitting window? Modules: What can help or hinder my ships response to my commands? Rigs and T3 Subsystems Fleet boosts for better Maneuvering True Manual Control (WASD/Arrow keys)
- E-UNI public Mumble server registration - make sure you have Mumble sorted out and operational well before the class begins. See http://eveuni.org/publicmumble for instructions.
- Access to the Lecture.E-UNI in-game chat channel
Additional information: This class may be recorded.
Notes for the Teacher
- Access to the E-UNI public Mumble server: http://eveuni.org/publicmumble
- Access to Lecture.E-UNI chat channel, to receive questions and post relevant links
- In casual use of the word, which is enough for us, it is an involuntary and nearly instantaneous movement in response to a stimulus.
- In the case of an EVE player - we are bombarded with multiple points of data/stimulus at once to consider.
- Your ship's position and speed.
- Modules in use; offensive, defensive. Which is best to use and when. In the case of drone boats, where your drones are relative to your ship.
- Fleetmates' position and speed.
- Enemy's position, speed and transversal.
An experienced EVE player can take all this in at once, and make multiple responses to these inputs. They can also quickly react to changing circumstances. Example:
You are in the middle of small gang fight, your guns have been hitting well on the primary... when suddenly they begin to miss every time a cycle completes. Your target has increased his transversal to the point where your guns can't track anymore. You immediately judge his course and speed, turn your camera in the correct direction and double click in space to bring your ship on a parallel course. Your hits begin to land again. Due to the fact that your dps is back, it makes all the difference in breaking the target's tank. Your gang scores a kill.
How can I improve my reflexes and skills in this regard?
There are no easy, quick ways or tricks. Only experience and practice can bring you to that point.
Most Newbros have a challenge to overcome. I like to call it the 'Breaking out of the Tunnel'. In combat, your adrenaline will naturally spike and heartbeat will start to rise, you become enclosed in tunnel vision only seeing the target of your guns, those magical damage numbers, and nothing else, eagerly anticipating the internet spaceship explosion to delight your senses. In this state, you don't see your target's buddy angling in on you, and... you're dead. You have no reflexes at all in this state, and it is something you have claw your way out of with experience, force of mind, and practice.
Now we turn to improving the wonderful character you created for yourself to interact with the EVE universe. There are a number of varied skills you can train which will aid your ship's maneuvering responses to your manual course corrections.
- Navigation = Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.
The most basic skill of moving your ship from point A to B. Level V in this is a prerequisite for Tech 3 Strat Cruiser and Capitals, IV is needed for the MicroJumpDrive. It is awesome to go fast in EVE, you dictate the terms of the fight, since your enemy is slower than you and you can disengage at will.
- Acceleration Control = Skill at efficiently using Afterburners and MicroWarpdrives. 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
Again, MOAR SPEED. But there is a problem here. We want to be able to react fast, turn our ship quickly to our manual inputs. While a propmod is on it actually adds Mass to our ships; about half of the intended ship class's typical mass. This added mass makes the ship respond more slowly to changes in velocity and will increase the align time significantly. On an interceptor, for example, the align time without a prop mod is approximately 3-4 seconds depending on fit. An interceptor's align time with a prop mod will be closer to 5-6 seconds.
- Afterburner = Skill at using afterburners. 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
The afterburner is a wonderful module for those wishing to keep their signature down, increasing speed and transversal to the enemy's incoming damage. The 5 percent reduction in duration of the module's cycle is what interests us. Again, using a propmod effectively increases our mass, if we need to turn/align in a hurry, the faster we can shut down/de-cycle the propmod, the better.
- High Speed Maneuvering = Skill at using MicroWarpdrives. 5% reduction in MicroWarpdrive capacitor usage per skill level.
This is one of those wonderful examples in EVE of a skill's name being unrelated to what it actually does. You'd think it help your agility at high speeds, allowing you to decellerate faster to turn quicker at higher velocity. But nope... the skill should be named High Speed Fuel Conservation, or something similar.
- Evasive Maneuvering = Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level.
Here is the most important skill of the class. You need this to V as a prerequisite for flying Interceptors. So what is this thing called ship agility? Open the fitting window. Under the Navigation tab on the right you will see what we're most concerned about today. There are three values here: Mass, Inertia Modifier and Warp Speed. Mouse over the inertia modifier and if you have tooltips on, it will say 'Affects acceleration and turning speed positively as the value DECREASES'. Evasive Maneuvering decreases this modifier so that your ship will have to slow down LESS before it begins turning to your manual input. So, conversely, it increases the speed at which your ship will turn.
These are the skills in the Navigation category that helps us. But there are others out there will help too.
- Armor Layering = Skill at installing upgraded armor plates efficiently and securely, reducing the impact they have on agility and speed. Grants a 5% reduction to armor plate mass penalty per level.
This skill is your best friend if you ever armor tank. Plates add significant Mass to your ship, which if you now mouse over for the tooltip on the Mass indicator on the fitting window. 'Affects accelleration and turning speed NEGATIVELY as the mass increases'. So if we have more mass... that means we decellerate LONGER before our ship begins turning to manual input. So effectively, it takes longer before your ship will turn. As a rough example:
Our Shield tanked battleship will begin to turn once it reaches 60m/s from its max of 160m/s, Armor tank the battleship, and it will now have to slow down to 40m/s before it will begin to turn.
- Spaceship Command = The basic operation of spaceships. 2% improved ship agility for all ships per skill level.
This is a skill that everyone should get to V as quickly as practically feasible. It does the same thing as Ev. Man, only in smaller increments. So with Ev.Man at V, combined with Spaceship Command V, a capsuleer will enjoy a 35% improvement in agility in any subcapital ship he/she gets into regardless of anything else.
Bits of computers and metal we stick in our capsuleers head and pod to do things 'normal' biology can't.
Firstly, get your Cybernetics IV as soon as possible, V when you're a bit 'older'.
You can then look at any implant related to the skills already mentioned previously.
1. In your Market window, search the following 'EM-701 to 706', you will find an implant that will add 1 to 6 percent to your Ev. Man skill.
Once you've trained Cybernetics V, a whole other world will open up.
2. Return to the Market, search for 'Nomad'. These are T2 implants that work as a set. The more of the set you have, the more the bonus it provides increases, until you get the final Nomad Omega, which multiplies the implant bonus. Which in this case is Agility.
It can shave 0.9 of a second off an Interceptor's align time. Add an EM-704, and it pushes it to a full second. On the other end of the spectrum, a Vindicator Shield Battleship, just off native skills can align in 12.1 sec. Add the Nomad and EM-704, your align is reduced to 8.5 sec. So the bigger the hull, the more you'll benefit from these Implants.
There are other implants that affect general mobility.
Snake set = Subwarp speed Ascendancy set = Warp Speed
There are also a few Faction Implants:
Republic Special Ops Field Enhancer - Gamma = 5 % subwarp speed increase
Shaqil's Speed Enhancer - Grants an 8% increase in speed.
Zor's Custom Navigation Hyper Link - Grants an 5% increase in microwarpdrive and afterburner speed boost.
You will want to make sure you have your Biology skill trained up before you use any drugs. Level 3 is fine for even the 'Strong' versions of any drug or booster. However, make sure you're only using and carrying the high grade drugs in nullsec space.
You have 3 slots in your capsule for boosters.
In Slot 1, the only thing we have for mobility is Quafe Zero: for one hour after plugging this in, you'll have 5% increase in subwarp speed of your ship.
A properly fit Ares Interceptor with high skill will fly at 5362m/s, after Quafe Zero, you'll be going 5630m/s. It doesn't help maneuverability, but helps for MOAR SPEED. Even better, you don't need any skills to use it.
Slot 2, unfortunately, has no boosters that will help us, being related directly to gunnery skills.
Slot 3, is for the various versions of the Crash Booster, which affects explosion radius of missiles. So not useful.
So there's no real drug or booster that affects the agility of the ship unfortunately.
Now we get to the next level of maneuvering and speed, your choice of ship.
And like with anything in EVE, what your objective is, will determine your choice.
EVE tends to work in spectrums of choice. In terms of Maneuverability:
Extremely Maneuverable = Shuttles
Highly Maneuverable = Frigates
Moderately Maneuverable = Dessies and Cruisers if properly fit.
Mid range = Cruisers, Assault Battlecruisers.
Slow = Combat BC and Battleship, Large T1 Industrials
Very Slow to Maneuver = Capitals, Freighter, Jump Freighters, Capital Industrials
It has an engine?= Supercapitals, Titans
Your first question, is to ask, "What do I want to achieve?'
If you want to get your character from point A to B through wartarget infested hisec or possibly dangerous losec, AND you don't have to worry about cargo, besides a few skillbooks perhaps.... then you're best served getting in a Leopard.
The fastest warping ship in the game. 20 AU per second. And with the low signature radius of the shuttle at 25m it takes ages for bigger ships to lock you and you align and accellerate to your 3/4 max speed to breach into warp so quickly that even an instalocker will be challenged to grab you.
There are two real weakness you must watch out. Smartbombing Battleships - which is only a danger in losec. And if your Warp Drive Operations skill isn't high enough, you can cap out the Leopard with quick consecutive jumps and warps, since you're so fast, its not giving your capacitor time to recover.
If your objective is to fight and blow up other people in PVP then a whole other set of considerations must come - tank, utility (propmod falls here), dps.
As explained in a previous example, Maneuverability and Manual Piloting can be a huge factor in whether an engagement is successful or not. If any of you are ever thinking of getting in an Interceptor and flying tackle appeals to you most in PVP, then manual piloting is your bread and butter. With no Tackle, targets escape, no kills - as simple as that. DPS pilots also need to think of manual piloting, especially when flying big guns. Sometimes, even standing still will not reduce transversal enough over mid to longer ranges. Therefore you need to judge your target's course via overview and with good ol' mark one eyeball, and send your ship on a parallel course at high speed to compensate for the high transversal. Logi Pilots are also not immune to the need for good maneuvering - they need to keep their main fleet as a shield between them and the enemy fleet, and if they are ever primaried, then they can Speed tank with Afterburner on and flying perpindicular to the incoming damage, but keeping in range of logi-buddies remote repairs.
The sheer amount of Modules available in the game is staggering and for a newbro to wade through it all and decide whether its good/bad for what he wants to achieve or will it even work - can be likened to having a toolbox filled with moderately organized categories of tools and not knowing really what each tool does without experimentation or whether they can work together with each other, cancel each other out, or hinder your objective. I'm going to pick out some useful modules out of the toolbox for you, but remember, each will have a caveat where it should not be used... EVE is a game of 'it depends'.
Go to the Market. Ship Equipment/Propulsion/Propulsion Upgrades
Here you will find 4 further categories:
- Hyperspatial Accelerators: New to game, expensive, low slot module that increases warp speed fractionally +0.3 AU for the best one, only really useful for big ships/freighters
- Inertial Stabilizers: Another low slot module - These increase your agility in percentages.
Basic Inertia Stabilizers = gives 13.3% increase BUT incurs a Sig Radius Penalty of 10% on your base sig radius.
Inertia Stabilizers II = 20% agility increase, Sig Radius Penalty 11%
It sounds wonderful, but you will rarely if ever, use these on a frigate, Destroyer or Cruiser to intend to take into PVP. It takes up a precious low slot, which could've gone to Damage increase module or tank module, but makes your flimsy frigate BIGGER to sensors and guns, and therefore, EASIER to hit. This module is really only useful if you're only intend to Travel through dangerous space or simply want to cut down on your align time ie travel time, and if you're moving a big battleship from point A to B and don't expect to see combat.
- Overdrive Injectors
These Increase your base subwarp speed at the cost of a low slot and less cargo room in your ship. Quite a few Interceptor, Frigate, and even Kitey Cruiser fits use these.
- Warp Core Stabilizers.
They simply prevent you from being Warp Disrupted/Scrammed. You will never, ever, ever, ever take one into PVP. Since they kill your sensor resolution (time to lock) and sensor lock range, by 50% for the basic T1 version, and 40% in the T2 version. Again they are only used in some Travel fits.
Back to the Market. Ship Equipment/Hull and Armor/Hull Upgrades. For our purpose we will only look at the Nanofiber Structures.
Basic Nanofiber Structure: Low slot module. Increases Subwarp Speed 5.3 %. Increases Agility 10.4%. AT the cost of Ship Structure Hit Points, reducing it by 10%
Nanofiber Internal Structure II: Low slot module. Speed Increase 9.4% Agility Increase 15.8%. At the cost of 20% of Ship Structure.
When you hear a pilot talking about a 'Nano 'insert ship here', this is what they're talking about. It allows increase in agility at the cost of less survivability once your ship starts taking structure damage - at which point you're mostly dead anyway. (Though I will say that there have been times when I walked away from a fight in 10% structure, and it was only due to a DCII that I survived.)
Rigs and T3 Subsystems
Think of rigs as the EVE space ship equivalent of taking a Nissan Skyline GTR into your garage and adding another turbo or supercharger.
We modify a characteristic of our ship beyond ordinary spec. Usually this comes at the cost of bad performance/penalty in another part of our ship, which we can live with.
For the purposes of this class, we will look at rigs, or, as they're officially called, Ship Modifications, that impact our speed and maneuverability.
In the market, under Ship Modifications, we want to look at the Astronautic Rigs. We're presented with the sizes: small, medium, large and capital.
Expanding Small Astronautics Rigs we see a whole bunch of weird names that sort of make sense but can be confusing as well.
Small Auxillary Thrusters? Just from the name what do you think it does?
This ship modification is designed to increase a ship's max velocity at the expense of armor amount. +7.25% for T1, 8.75% for T2.
Oh, sort of makes sense yeah, we have to pull armor off our ship, to put in the extra thruster mounts.
Small Cargohold Optimization? With this we will increase the size of our cargo bay, but to accommodate the space, we have to strip 10% armor off.
Dynamic Fuel Valve Getting a bit technical here.
This ship modification is designed to reduce the capacitor need of a ship's afterburner and microwarpdrive modules at the expense of armor amount.
So we can go faster for longer, but we lose tank in the process.
Engine Thermal Shielding Right. Starting to think you should've paid more attention in Senior High School physics class yeah?
This ship modification is designed to increase the duration of a ship's afterburner or microwarpdrive modules at the expense of armor amount.
Hyperspatial Velocity Optimizer Ok so, now we start needing college or varsity physics? :lol:
This ship modification is designed to increase a ship's warp speed at the expense of the ship's CPU capacity.
So we're overclocking our warp drive, therefore need to divert more CPU processing cycles to calculate the more rapidly shifting spatial warp geometries... (technobabble, I love it :lol: )
Low Friction Nozzle Joints Uh. No clue on this one. :?
This ship modification is designed to increase a ship's agility at the expense of armor amount. T1 +11.7% agility for 10% less armor, T2 +14%.
Ah ha! Eureka. At last. Here is the rig we've been wanting. Putting these rigs onto any interceptor is just sweet, and the armor loss is almost an afterthought, since they hardly have a tank worth writing home to about.
Polycarbon Engine Housing Oh boy... okay, I give up. Try inventing some technobabble for this one.
This ship modification is designed to increase ship's velocity and maneuverability at the expense of armor amount. T1: 9.1% increase agility, 5.5% increase in speed. T2: 11% agility and 6.6% speed increase.
Double whammy! The two things we want most in manual maneuvering. We get less than the specialized agility rigs, but at T2 there's hardly any difference. This is real rig you want for your inty.
Warpcore Optimizer This ship modification is designed to reduce a ship's capacitor need for initiating warp at the expense of the ship's CPU capacity. Hardly ever seen or heard of these being used. Rig slots are precious.
Higgs Anchor This new rig greatly increases your ship's mass, reduces top speed and warp speed but, rather unintuitively, improves your align time and agility greatly. The new rig is great for traditionally big slow ships that can't or doesn't need to go fast, but needs to get into warp quickly, like mining barges. It also sees use in wormholes, as it lets the big battleships with high mass that are used to intentionally collapse wormholes do their jobs much faster.
Each race's strategic cruiser has a number of Propulsion Subsystems that impact the movement and related bonuses the ship receives. They are mostly unique to each race. We wont go into too much details as T3s might as well have their own class that teaches how to use them properly. Note: you can only equip one subsystem related to a specific area.
Gallente - Proteus Gravitational Capacitor = Increases warp speed and reduces capacitor need for initiating warp Localized Injectors = Reduces capacitor needs for MWD and ABs Wake Limiter = Reduces sig radius penalty when using MWDs - Interdiction Nullifier = Increases Agility and makes you immune to warp bubbles used in nullsec and wspace
Amarr - Legion Chassis Optimization = 5% increase in velocity per level of subsystem skill you have Fuel Catalyst = 10% bonus to AB speed per level. Wake Limiter = Same as Gallente Wake Limiter - some subsystems are universal Interdiction Nullifier = Ditto
Caldari - Tengu Fuel Catalyst = Same as Amarr Grav Capacitor = Same as Gallente version Intercalated Nanofibers = 5% increase in agility per skill level Interdiction Nullifer = Universal
Minmatar - Loki Chassis Optimization = 5% increase in velocity per level of subsystem skill you have Fuel Catalyst = Same as Amarr Intercalated Nanofibers = 5% increase in agility per skill level Interdiction Nullifer = Universal
So you can see with the right combination of modules, rigs and subsystems you can create a strategic cruiser that can almost warp as fast as a frigate and maneuver quickly.
On fleets you'll often hear the following refrain, "Do we have boosts?", "Argh, they have boosts...too fast, can't keep point." "Boosts aren't up, there's a bug in the structure somwhere :ccp:, dropping squad command...resetting roles.' Etc.
That's because there exists these wonderful ships called Battlecruisers, Command Ships, properly fitted T3s, capitals and supercapitals and even Titans, who can fit special modules that are called 'Fleet Assist Modules'. These modules, when loaded with special charges, will periodically release an AoE boost that affects all nearby ships in fleet. When equipped on these ships and active, they can boost the entire fleet's performance in areas such as armor hit points, signature radius, resists, repair cycle time reductions and so forth. For our purpose in this class we will look at what these ships can do for how our own ships move and handle in space.
There are two Fleet Assist modules we want to look at. (They come in T1 and T2 variants)
1. Skirmish Command Burst - Evasive Maneuvers Reduces the Signature Radius and increases the agility of the ships in the area of effect. Another example of EVE's wonderful misleading name scheme. This doesn't sound like much, but the effect when multiplied across a fleet is huge as it effectively means your fleet takes less damage overall. On small ships that use MWD a lot, fleet tackle etc, this can save their lives or keep that one opponent pointed for that extra few seconds that it takes to land heavy tackle.
2. Skirmish Command - Rapid Deployment Increases the speed of the fleet's MWDs and Afterburners. MOAR Speed. If a perfectly skilled Command Ship pilot is boosting your fleet, and you're in a Derptron for instance, you'll be flying at a sustainable speed of 4806 m/s ! Up from 3990 m/s! (Assuming your MWD skills are high too). And if you overheat with boosts, you'll be flying at 6906 m/s!.
So you see why these command ship pilots and their skills are worth their weight in ISK and time.... and it takes ages to train the skills up.
True Manual Control
CCPs market research and testing in the New Player Experience brought a wonderful and amazing technique that has been in use since the late 90's to control games.
The keys WASD in combination with the mouse. :lol:
People who come from CoD, BF, and other mutliplayer FPS into EVE feel like we're as slow as molasses. And they're right. EVE runs on 1Hz ie. the server calculates your position in EVE's virtual space once every second. Which is snail pace in comparison to an FPS running at 30 - 60 frames per second, calculating bullets/rockets/abilities from multiple players etc. The difference is of course, an FPS instance and world is minuscule in comparison to the single shard constantly running Universe of EVE... so the next time your buddies belittle EVE... point that fact out to them :lol:
But the advent of WASD in EVE doesn't mean your ship will be more badass than the guy still flying with double clicks in space.
The factors of your agility discussed before still apply. Pushing 'W' to turn left, and your ship will still first slow down before beginning to turn left. In a heavy Battleship I still find myself using mouse only double clicks to control my direction, and only when I'm using an MWD will I use the WASD to maneuver hard to avoid bumping fellow battleships or getting stuck on an acceleration gate I have to take while flying Incursions.
It is in frigates, interceptors, and Destroyers where these controls shine.