Command Ships 101

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This is a syllabus for a class, intended primarily for the teaching staff.

Teachers should review all information for accuracy before preparing or presenting a class.
This syllabus should only be used as a guide -- ensure there is added value for students rather than simply reading this document.

Contents

Class Information

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.

General Information

Illustration link for class description on the Eve University forum: http://i757.photobucket.com/albums/xx216/ScoopIrish/PonyTankPic.jpg

This class provides a general overview of Command Ships - what they are, how to fly them, and how best to employ them in fleet.

This lecture is an ADVANCED COURSE STUDY for advanced EVE University pilots. Designed for future options as a combat command ship pilot, this course will introduce the basic premise behind skills, modules, and command ships, including general fitting guidelines and effective uses, as well as some discussion on equivalencies in other ships

  • Duration: 90 minutes
  • Location: Docked up safely in a station

Class contents:

  • Command Ships Overview
  • Required and Desired Skills
  • Command ships suited for small fleet engagements
  • Command ships suited for large fleet engagements
  • Beyond the University
  • Q&A

Student requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
  • Access to the Class.E-UNI in-game chat channel

Recommended experience and skills:

  • Attended Introduction to Squadron Command or equivalent
  • Battlecruisers IV
  • Racial Frigate IV
  • Leadership V
  • Understanding of fleet boosting requirements
  • Understanding of tanking principles
  • Understanding of Battlecruiser fittings

Additional information: This class is primarily lecture delivered in the Class.E-UNI or Lecture.E-UNI channel in Mumble, followed by Q&A.

Notes for the Teacher

Required materials:

  • Class.E-UNI chat channel, to receive questions and post relevant links
  • List any relevant links to teacher's references on the wiki or other resources, if needed
  • The ability to fly command ships, or, at the very least, a solid understanding on applying them to fleet settings.
  • A comprehension of fleet-boosting mathematics, though you may not cover them.

Teaching Guide

Introduction

Welcome to this class on Command Ships!

Over the 90 minutes or so, we shall cover the essential information you need to know about Command Ships - what they are, how to fly them, and how to use them in fleet effectively.

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
  • You should be [docked up safely in a station

Everyone ready? OK, then - let's begin....

What is a Command Ship?

A command ship (CS) is a Tech 2 variant battlecruiser, upgraded and designed to fulfill certain roles within fleet operations. Each is a more advanced ship, boasting a larger CPU and power grid than its tech 1 counterpart. This advancement also affects defenses as well, giving them a distinct edge. For these additional aspects, you can expect to pay much more ISK for these ships, sometimes up to ten times that of a battlecruiser, before fittings.

For the cost, however, your ship is designed to change battlefield conditions. As of the Odyssey expansion, Command ships have been rebalanced and no longer distinguish between Field Command, and Fleet Command ships. Every command ship now has the default ability to fit 3 gang links in the high slots if they so choose, adding significant buffs to every member of the fleet in a solar system. Because of this, command ships have a tendency to be primary targets in a fleet fight, before obvious first targets like tacklers, bubblers, logistics, and even strategic cruisers.

Command Ships and Skillsets

Flying command ships require a focused, intense skillset, combining the basic skills to fly the ship itself, skills to build an effective tank, mount tech 2 weapons, and the skills necessary and required to fit effective command links. Be aware that a properly-skilled pilot with these skills will take almost six months and over 100 million ISK just to train the minimum basic skills for this fit. This includes only the required skills to fly the ship and fit the modules. This does not include 'fitting' skills like Engineering, Electronics, and Energy Management, so even having the bare-minimum skills to fit the module will not guarantee actual fitting.

In addition to the physical skillbooks that you must train, there is the more important aspect of how to use them. Being a command pilot entails being in a special and critical position in the fleet and thus requires more experience and initiative than most other roles. Knowing how each ship works, what they do, and how to beat them, enables you to be an effective command pilot. It is also worth noting, that simply because you are flying a command ship, does not mean you will be required to lead a fleet/squad. Many fleets will have a Command Ship providing boost to the fleet, but the pilot will not be the the Fleet Commander. This provides certain advantages, such as the fleet commander being able to occupy a less conspicuous ship, which will increases his chances of remaining on the field for the duration of the engagement, and not having to allow a backup, and possibly less experienced Fleet Commander to take over on the fly. It also allows the pilot of the command ship to have fewer things to multi-task. Without having to concern himself with fleet commands and orders, the individual can be more focused on keeping the valuable boosting ship in a position that is well protected and reduce the amount of incoming enemy fire.

Historically, there were two specified classes of command ships. Field Command, and Fleet Command. As of the Odyssey expansion this distinguishing aspect was removed, and all Command Ships were rebalanced with the option to fit 3 warfare links in the high slots, but at the cost of removing 1 potential turret/missile fitting. This was an intentional decision to have the Command Ship pilot make the tactical decision on whether his/her ship should have the added firepower, or if they should leave the slot open for an additional warfare link. Typically, if you are in a large fleet with many pilots, the extra warfare link is almost always the better choice, but if you are leading a rather small squad, you may want to opt for only 2 warfare links, and have your ship provided the additional firepower. And obviously if you find yourself flying a Command Ship solo, or perhaps with only 1 or 2 other pilots, you have the option of leaving the extra high slots open for other utilities such as energy neutralizers.

Although the Field and Fleet designations have been removed, there are still certain command ships that are more suited to large fleet engagements, and others that are better suited to smaller squad skirmishes due to the ship bonuses. We will discuss this in greater detail a bit later when we get to the specific bonuses and slot layout of the ships themselves further in the lecture.

Historically command links also worked from off-grid, i.e. the command ship just needed to be anywhere in space in system and not be cloaked to have an effect on the fleet. This was changed by giving the boost a limited range dependent on command skills and modules in order to make flying a command ship more engaging and risky.

The basic skill trees, from the ship information windows, are as follows:

Required Skills

Command Ships I

  • Armored Warfare V
    • Leadership I
  • Information Warfare V
    • Leadership I
  • Skirmish Warfare V
    • Leadership I
  • Siege Warfare V
    • Leadership I
  • Warfare Link Specialist IV
    • Leadership Level V
  • Spaceship Command V

(Racial) Battlecruiser V

  • (Racial) Cruiser III
    • (Racial) Frigate III
      • Spaceship Command I
    • Spaceship Command II
  • Spaceship Command III

Understand, the above skills are the absolute, bare minimums to simply sit in a command ship. These skills do not represent the amount of training required to properly fit these ships.

Noting the obvious, the skills that make training for command ships so long are battlecruisers V, Warfare Link Specialist IV, and the four (type) Warfare V. These are Rank 5 , Rank 6, and Rank 2, respectively.

For a bit of history (pre-Odyssey), command ships required the skills (Racial) Cruiser V and (Racial) Frigate IV for all Command Ships. Back then, they were separated into Fleet Command and Field Command.


Command Ship Fitting

Fitting a command ship is something you should consider long before you sit in one. Each ship, for effective operation, should be fitted with tech 2 items in every high, medium, and low slot. The exceptions to this are:

  • Issues with fitting space (Powergrid, CPU, capacitor use), which should be compensated only with meta 4 items.
  • Fleet command ship weapon systems
  • Meta 4 fittings that are superior to tech 2 fittings (Target painters, ECM, etc)

Now, I’d love to go into specific fittings for you, but there are more fittings for these ships than I can count. Let’s be frank: if you haven’t learned how to properly fit a T2-fitted battlecruiser, you should consider that before you start into this path of study. Take the time and fit the ship properly.

Other Skills

Use your fitting program (Pyfa, EFT, etc) in order to get the best out of it. Use it to create a skill plan, one that is realistic and achievable. Do not set up an ‘All Level V’ fit just to find out that it would take you four years to make happen.

Skills that make these ships easier to fly are as follows:

  • Power Grid Management V
  • Weapon Upgrades V
  • Advanced Weapon Upgrades IV (V preferred)
  • Command Ships IV (Even though it takes ages to train, you'll want this to level 5)
  • CPU Management V

As we have explored, these ships are very skill-intense. Most pilots won’t ever take the time necessary to operate this class of ships, considering the amount of time it will take away from whatever they are choosing to do. A few of us, however, will answer the call to command. If you hear the call, and wish to answer, strap in for a long, intense, and potentially rewarding experience.


Command Ship Layout and Bonuses

Teachers Note:
The following is a comprehensive list of all the available Command Ships, their bonuses, slot layout, etc, linked from the ship database on this wiki. I do not recommend reading off these stats verbatim to your class, as that is a very quick trip to snooze fest. Instead, (if you aren't already) familiarize yourself with each ship ahead of time, and provide a summary of what weapon systems, they primarily use, what kind of tank they specialize in, which type of warfare links they give bonuses too, and which type of fleets/situations that would be best to fly them in based on your personal experience. I've added some thoughts of my own after the list of ship stats, feel free to include, exclude, add to, or elaborate on any of them based on your personal thoughts and experience. -Tho'mas

Command Ship: INFORMATION
{{{roles}}}
CornerT2h.png
Absolution
Amarr Empire
SHOW ATTRIBUTES
 
fittings
7
high slots
highs
0
launcher slots
launchers
5
turret slots
turrets
3
middle slots
mediums
7
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwith
b/w
375 m³
cargo capacity
cargo
defense
2,900 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
70
shield explosive resistance
87.5
 
5,300 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
62.5
Icon resist exp.png
80
target & nav
75.00 km
max. targeting range
tgt. range
265 m
ship signature radius
sig. radius
150 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Command Ships bonuses (per skill level):
10% bonus to Medium Energy Turret damage
5% bonus to Medium Energy Turret rate of fire
3% bonus to Armored Command and Information Command burst strength and duration
Amarr Battlecruiser bonuses (per skill level):
10% reduction in Medium Energy Turret activation cost
4% bonus to all armor resistances
Role Bonus:
• Can use 2 Command Burst modules
100% bonus to Command Burst area of effect range

Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.

Developer: Carthum Conglomerate

Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapons systems, they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited.


Command Ship: INFORMATION
{{{roles}}}
CornerT2h.png
Damnation
Amarr Empire
SHOW ATTRIBUTES
 
fittings
7
high slots
highs
5
launcher slots
launchers
2
turret slots
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
100 m³
drone capacity
drones
50 Mbit/sec
drone bandwith
b/w
645 m³
cargo capacity
cargo
defense
3,600 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
70
shield explosive resistance
87.5
 
4,700 HP
armor
Icon resist em.png
50
Icon resist therm.png
35
Icon resist kin.png
62.5
Icon resist exp.png
80
target & nav
70.00 km
max. targeting range
tgt. range
265 m
ship signature radius
sig. radius
150 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Command Ships bonuses (per skill level):
10% bonus to ship armor hitpoints
10% bonus to Heavy Missile and Heavy Assault Missile damage
3% bonus to Armored Command and Information Command burst strength and duration
Amarr Battlecruiser bonuses (per skill level):
10% bonus to Heavy Missile and Heavy Assault Missile max velocity
4% bonus to all armor resistances
Role Bonus:
• Can use 2 Command Burst modules
100% bonus to Command Burst area of effect range

Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.

Developer: Khanid Innovation

In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.


Command Ship: INFORMATION
CornerT2h.png
Nighthawk
Caldari State
SHOW ATTRIBUTES
 
fittings
7
high slots
highs
5
launcher slots
launchers
2
turret slots
turrets
5
middle slots
mediums
5
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwith
b/w
700 m³
cargo capacity
cargo
defense
5,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
80
shield kinetic resistance
70
shield explosive resistance
50
 
3,200 HP
armor
Icon resist em.png
50
Icon resist therm.png
86.25
Icon resist kin.png
62.5
Icon resist exp.png
10
target & nav
80.00 km
max. targeting range
tgt. range
285 m
ship signature radius
sig. radius
140 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Command Ships bonuses (per skill level):
7.5% bonus to Heavy Missile and Heavy Assault Missile Launcher rate of fire
5% bonus to Heavy Missile and Heavy Assault Missile explosion radius
3% bonus to Shield Command and Information Command burst strength and duration
Caldari Battlecruiser bonuses (per skill level):
7.5% bonus to kinetic Heavy Missile and Heavy Assault Missile damage
4% bonus to all shield resistances
Role Bonus:
• Can use 2 Command Burst modules
100% bonus to Command Burst area of effect range

Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.

Developer: Kaalakiota

As befits one of the largest weapons manufacturers in the known world, Kaalakiota's ships are very combat focused. Favoring the traditional Caldari combat strategy, they are designed around a substantial number of weapons systems, especially missile launchers. However, they have rather weak armor and structure, relying more on shields for protection.


Command Ship: INFORMATION
CornerT2h.png
Vulture
Caldari State
SHOW ATTRIBUTES
 
fittings
7
high slots
highs
2
launcher slots
launchers
5
turret slots
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwith
b/w
400 m³
cargo capacity
cargo
defense
5,300 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
80
shield kinetic resistance
70
shield explosive resistance
50
 
3,400 HP
armor
Icon resist em.png
50
Icon resist therm.png
86.25
Icon resist kin.png
62.5
Icon resist exp.png
10
target & nav
95.00 km
max. targeting range
tgt. range
285 m
ship signature radius
sig. radius
140 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Command Ships bonuses (per skill level):
10% bonus to Medium Hybrid Turret optimal range
10% bonus to Medium Hybrid Turret damage
3% bonus to Shield Command and Information Command burst strength and duration
Caldari Battlecruiser bonuses (per skill level):
10% bonus to Medium Hybrid Turret optimal range
4% bonus to all shield resistances
Role Bonus:
• Can use 2 Command Burst modules
100% bonus to Command Burst area of effect range

Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.

Developer: Ishukone

Most of the recent designs off their assembly line have provided for a combination that the Ishukone name is becoming known for: great long-range capabilities and shield systems unmatched anywhere else.


Command Ship: INFORMATION
CornerT2h.png
Astarte
Gallente Federation
SHOW ATTRIBUTES
 
fittings
7
high slots
highs
2
launcher slots
launchers
5
turret slots
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
75 m³
drone capacity
drones
50 Mbit/sec
drone bandwith
b/w
400 m³
cargo capacity
cargo
defense
3,400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
60
shield kinetic resistance
85
shield explosive resistance
50
 
4,900 HP
armor
Icon resist em.png
50
Icon resist therm.png
67.5
Icon resist kin.png
83.75
Icon resist exp.png
10
target & nav
75.00 km
max. targeting range
tgt. range
300 m
ship signature radius
sig. radius
155 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Command Ships bonuses (per skill level):
7.5% bonus to Medium Hybrid Turret rate of fire
10% bonus to Medium Hybrid Turret falloff
3% bonus to Armored Command and Skirmish Command burst strength and duration
Gallente Battlecruiser bonuses (per skill level):
7.5% bonus to Medium Hybrid Turret damage
7.5% bonus to Armor Repairer amount
Role Bonus:
• Can use 2 Command Burst modules
100% bonus to Command Burst area of effect range

Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.

Developer: Duvolle Labs

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.


Command Ship: INFORMATION
CornerT2h.png
Eos
Gallente Federation
SHOW ATTRIBUTES
 
fittings
6
high slots
highs
0
launcher slots
launchers
4
turret slots
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
250 m³
drone capacity
drones
125 Mbit/sec
drone bandwith
b/w
400 m³
cargo capacity
cargo
defense
3,300 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
60
shield kinetic resistance
85
shield explosive resistance
50
 
5,100 HP
armor
Icon resist em.png
50
Icon resist therm.png
67.5
Icon resist kin.png
83.75
Icon resist exp.png
10
target & nav
65.00 km
max. targeting range
tgt. range
300 m
ship signature radius
sig. radius
145 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Command Ships bonuses (per skill level):
7.5% bonus to Heavy Drone max velocity and tracking speed
7.5% bonus to Medium Hybrid Turret tracking speed
3% bonus to Armored Command and Skirmish Command burst strength and duration
Gallente Battlecruiser bonuses (per skill level):
10% bonus to Drone hitpoints and damage
7.5% bonus to Armor Repairer amount
Role Bonus:
• Can use 2 Command Burst modules
100% bonus to Command Burst area of effect range

Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.

Developer: CreoDron

As the largest drone developer and manufacturer in space, CreoDron has a vested interest in drone carriers. While sacrificing relatively little in the way of defensive capability, the Eos can chew its way through surprisingly strong opponents - provided, of course, that the pilot uses top-of-the-line CreoDron drones.


Command Ship: INFORMATION
CornerT2h.png
Sleipnir
Minmatar Republic
SHOW ATTRIBUTES
 
fittings
7
high slots
highs
2
launcher slots
launchers
5
turret slots
turrets
5
middle slots
mediums
5
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwith
b/w
475 m³
cargo capacity
cargo
defense
4,500 HP
shields
shield electromagnetic resistance
75
shield thermal resistance
60
shield kinetic resistance
40
shield explosive resistance
50
 
3,600 HP
armor
Icon resist em.png
90
Icon resist therm.png
67.5
Icon resist kin.png
25
Icon resist exp.png
10
target & nav
70.00 km
max. targeting range
tgt. range
240 m
ship signature radius
sig. radius
165 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Command Ships bonuses (per skill level):
10% bonus to Medium Projectile Turret damage
10% bonus to Medium Projectile Turret falloff
3% bonus to Shield Command and Skirmish Command burst strength and duration
Minmatar Battlecruiser bonuses (per skill level):
10% bonus to Medium Projectile Turret damage
7.5% bonus to Shield Booster amount
Role Bonus:
• Can use 2 Command Burst modules
100% bonus to Command Burst area of effect range

Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.

Developer: Boundless Creation

Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.


Command Ship: INFORMATION
CornerT2h.png
Claymore
Minmatar Republic
SHOW ATTRIBUTES
 
fittings
7
high slots
highs
5
launcher slots
launchers
2
turret slots
turrets
6
middle slots
mediums
4
low slots
lows
drones & cargo
75 m³
drone capacity
drones
50 Mbit/sec
drone bandwith
b/w
575 m³
cargo capacity
cargo
defense
4,700 HP
shields
shield electromagnetic resistance
75
shield thermal resistance
60
shield kinetic resistance
40
shield explosive resistance
50
 
3,800 HP
armor
Icon resist em.png
90
Icon resist therm.png
67.5
Icon resist kin.png
25
Icon resist exp.png
10
target & nav
65.00 km
max. targeting range
tgt. range
240 m
ship signature radius
sig. radius
170 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Command Ships bonuses (per skill level):
5% bonus to Heavy Missile and Heavy Assault Missile Launcher rate of fire
5% bonus to Heavy Missile and Heavy Assault Missile explosion velocity
3% bonus to Shield Command and Skirmish Command burst strength and duration
Minmatar Battlecruiser bonuses (per skill level):
5% bonus to Heavy Missile and Heavy Assault Missile Launcher rate of fire
7.5% bonus to Shield Booster amount
Role Bonus:
• Can use 2 Command Burst modules
100% bonus to Command Burst area of effect range

Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.

Developer: Core Complexion Inc.

Core Complexion's ships are unusual in that they favor electronics and defense over the "lots of guns" approach traditionally favored by the Minmatar.


.


The Right Ship for the Fleet

For the most part, the best command ship for a fleet will largely depend on fleet composition. Quite a few things should be considered when fitting and deploying a command ship. Anticipating every possible situation a command ship pilot will encounter is impossible (even covering the likely ones would take an inordinate amount of time) and beyond the scope of this course; however, the following should provide a couple examples of what to keep in mind when selecting the proper command ship for your situation.

Let's say you have a large, armor fleet with tackle, dps, and appropriate logi support forming up with roughly 100 pilots with the intention of taking on a similarly-sized fleet. Immediately, if you are the primary booster for the fleet, your hull options are limited to those bonused for armored warfare links, which are the Absolution, Damnation, Eos, or Astarte. The Eos and Astarte (Gallente Command Ships) provide a nice boost to local armor repairers; however, you're going up against a massive fleet, which will likely primary you at some point in the fight and burn through your armor before any local repairer gets many, if any, cycles off.

On the other hand, the Absolution and the Damnation have a bonus to all armor resistances, this, coupled with any resistance modules fitted to your ship, will give the enemy a significantly tougher time breaking through your armor. The Damnation has another defensive bonus over its Absolution brother: a 10% per Command Ship skill increase in total armor HP. Between the resistance bonus, hit point bonus, any resistance modules, 1600mm armor plate, and trimark armor pump rigs (all T2 or faction, of course), you essentially have a giant flying brick that, even if primaried by the enemy fleet, will have the maximum survivability with logistics support.

Now some of you may be looking at the ship bonuses and thinking "Wait a minute, aren't you giving up some significant damage bonuses by going with the Damnation over the other choices?" The answer is yes. For instance, the Absolution has a clear damage advantage over the Damnation, but in such a large fleet, the individual dps of a single ship matters less and less. The fleet as a whole will benefit considerably more by selecting a Command Ship that has as much power to stay intact for as long as possible. Even if it does get shot down, it will take longer to do so, which increases the time they aren't firing on other ships in your fleet, the time your boosts are on the field, and the time every single ship in your fleet will remain on the battlefield, applying their damage.

Consider another example: You and a dozen or so of your friends are going out for a roam. You're out looking for ships to catch and kill. You'll have to be quick to move around, to get in range, and to scram people before they warp out. For this type of fleet, you are going to want a hull bonused for skirmish warfare links, that aligns relatively quickly, and has bonuses to active tanking: the Eos, Astarte, Sleipnir, or Claymore. Active tanked ships, in a low target, zero logi environment, are almost always preferred to buffer tanked hulls, as they allow your ship to take more total damage over the course of a longer period of time without being slowed by heavy plates or incurring the signature radius bloom of shield extenders.

Now that you've decided on the skirmish ships, should you select the ones that also give armor links, or shield links? That actually comes down to the what kind of ships your friends will be flying. If they're all going armor, pick the Eos or Astarte, if shield, the Sleipnir or the Claymore. If you have a mix of both, you may opt to not worry about it, and simply run only skirmish links.

In a fleet of this size, applied dps of every member of the fleet is critical; therefore, choosing a hull that matches the engagement range/type of the fleet is also quite important. As an example, the Eos would be good in a kiting drone fleet, while the Astarte would be best in support of an armor fleet that fights at knife range.

Now it's very important to remember that these examples are just that, examples. Countless variables may alter your decision as to which command ship to utilize. In fact, it may be as simple as which weapon systems you are trained to use effectively, which ship you're trained for, or which ship happens to be sitting in your hangar. The important takeaway is that each command ship has its niche and should be utilized in that niche to bring out its full potential for the benefit of the fleet.

If you are training into your first racial command ship, ask yourself what you want to do most in your Eve career. Do you want to fortify a large Alliance fleet like the first example, be a pirate that favors speed and guerrilla warfare over direct confrontation like the second example, or be part of a tactical electronic ship force that fields the best E-War possible? Whatever it is, it's important to plan ahead and know what you want before making the time commitment required to train these ships and the warfare link bonuses that go with them.

Warfare Links

Teachers Note: Information on what the warfare links are, and what they actually do can be found on the Warfare links page, so I saw no reason to copy and paste it to this page as well. What I will include is the maximum amount each type of link can be boosted while piloting Command Ships. -Tho'mas


All Siege and Armor Warfare Links:
T1: 4.8%
T2: 6%
Max bonus per link with all modifiers: 25.9%


All Information and Skirmish Warfare Links, except those listed below:
T1: 6.4%
T2: 8%
Max bonus per link with all modifiers: 34.5%


Information Warfare: Electronic Superiority:
T1: 4%
T2: 5%
Max bonus per link with all modifiers: 21.5%


Information Warfare: Sensor Integrity:
T1: 9.6%
T2: 12%
Max bonus per link with all modifiers: 51.75%


Skirmish Warfare: Rapid Deployment:
T1: 5.6%
T2: 7%
Max bonus per link with all modifiers: 30.2%

Mindlink Implants

Mindlinks are implants that go in implant slot 10. Every type of warfare link has a corresponding Mind link, i.e. Armor Warfare Mindlink, Information Warfare Mindlink, Siege Warfare Mindlink, Skirmish Warfare Mindlink (And just for completeness, Mining Foreman Mindlink). In order to plug in a Mindlink you will need level V of the corresponding Warfare Link Specialist skill, and Cybernetics V.

Armor Warfare Mindlink: 25% bonus to armor command burst strength and duration

Information Warfare Mindlink: 25% bonus to information command burst strength and duration

Shield Warfare Mindlink: 25% bonus to shield command burst strength and duration

Skirmish Warfare Mindlink: 25% bonus to skirmish command burst strength and duration

There are also 4 empire faction Mindlink implants which combine the boni of both faction specific warfare areas:

Caldari Navy Command Mindlink: 25% bonus to shield command burst strength and duration and +25% bonus to information command burst strength and duration.

Federation Navy Mindlink: 25% bonus to armor command burst strength and duration and 25% bonus to skirmish command burst strength and duration.

Imperial Navy Mindlink: 25% bonus to armor command burst strength and duration and 25% bonus to information command burst strength and duration.

Republic Fleet Command Mindlink: 25% bonus to shield command burst strength and duration and 25% bonus to skirmish command burst strength and duration.

Imperial Navy Mindlink Cybernetics V Armored Command Specialist V Information Command Specialist V +25% bonus to Icon armor command burst.png Armor Command Burst strength and duration. +25% bonus to Icon information command burst.png Information Command Burst strength and duration. Icon implant mindlink faction.png ORE Mining Director Mindlink Cybernetics V Mining Director V Shield Command Specialist V +25% bonus to Icon mining command burst.png Mining Foreman strength and duration. +25% bonus to Icon shield command burst.png Shield Command Burst strength and duration.

And just for completeness:
Mining Command Mindlink: 25% bonus to mining foreman burst strength and duration.

ORE Mining Director Mindlink: 25% bonus to mining foreman burst strength and duration and 25% bonus to shield command burst strength and duration.

  • If you're using the Mining Foreman Mindlink and flying a command ship, you're doing it wrong

Advanced Material

Boosting

With the ability to fit warfare processor rigs comes the ability to be a very powerful, yet very frail, boosting machine. The fleet command ships can field up to four command links at once with two command processor rigs. These four links would obviously include the racial-based links you are mindlinked for. In addition, you can pack on links for other effects that would be dictated by the need of the site. In 0.0, this could be armor or shield links for a crew running The Maze, or mining links for a small mining contingent, or interdiction links to fortify your three simultaneous gatecamps. Application is based on need, but the ability to do this should not go unnoticed.

Strategic Cruisers

Strategic cruisers, referred to as tech 3 ships, are the most adaptable ships in EVE. When they were originally released, I thought to myself, “How unspectacular. No command links?” Shortly after, they released a fourth module for each subsystem, and my requests were answered. The warfare processor defensive subsystem, available for all four races, made me reconsider using my command ships altogether. I probably played on EFT for hours before I realized that they are inferior to fleet command ships in that they can only field one command link without Command Processors, mentioned briefly before.

Where Command Ships gives 3% per level to warfare links, Defensive Subsystems gives only 2% per level. However, the Defensive Subsystems skill applies to three different categories instead of just two. With a smaller target size, functional offensive capabilities, and adaptive nature, this ship makes for a very good tactical booster for smaller units, or even for a very-focused POS boosting ship. Unfortunately, you will be limited to 5 warfare links.

I will argue, however, that in most situations, the fleet command ship is a better choice in larger fleet engagements. The fact that it can fit two to four links, over the one to three that a strategic cruiser can fit, allows it to more fully boost a large fleet’s diverse needs over that of a small, tactical unit.

Faction Fitting

As mentioned before, command ships of all types get primaried. It’s a fact of life. Competent FC’s don’t ignore the obvious Vulture that’s boosting the nano-fitted Drake fleet that’s pounding on your door. They send the fleet at it. They know what it’s doing and how much easier it will be to kill the annoying Drakes.

So, what should you, the command ship pilot, do? Simple. Spend more ISK on your already-expensive ship and make it tougher. Remember earlier how I said that a lot of fitting a command ship is mechanical fitting? Well, faction fits help alleviate some of the fitting nightmare while making your ship that much tougher. Sure, it costs a bit to faction-fit a ship in the first place, but if you are in it to win, and you can’t find an edge anywhere else, spend the ISK.

Now, before you go and drop a billion on officer modules, stop! I specifically mentioned faction because you are going to lose a ship from time to time. You undocked it, remember? So, don’t go super crazy unless you know, for certain, that you can afford to lose that module.

Faction Implants

Mentioning faction fits brings me to my next ridiculous notion: faction implants. We all know that these are expensive. I know people who fly a ship that could be replaced ten times with a single implant out of their head. These ‘implant zombies’ are the most dedicated of all pilots, fielding the faction-fit, T2-rigged, max-skilled, psychotic strategic cruiser out there. And when they lose one, they shrug and go buy another one.

Choosing your implants is a matter of getting the absolute best out of what you want your ship to do. Choose a set of implants that are going to make your ship do exactly that, and understand that this is a lot like getting a super cap, in that leaving your ship means you are no longer fitted according to your grand plan. Just keep a jump clone around to save your implants.

Class Wrap-up

  • Thanks for attending this class!
    • I would appreciate any feedback from people on how to improve the class
  • Questions ?
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