Logistics 101: Introduction to Logistics
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- 1 Class Information
- 2 Class Contents
- 2.1 Introduction
- 2.2 What is logistics?
- 2.3 Why fly logistics?
- 2.4 How do logistics work?
- 2.5 What skills are required?
- 2.6 The ships
- 2.7 Roles: skirmish vs. brawling vs large fleet
- 2.8 Module discussion
- 2.9 Fitting considerations
- 2.10 Class wrap-up
- 2.11 Practical exercise
- 2.12 Bonus material
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.
Illustration link for class description on the Eve University forum: http://xxx.jpg
The purpose of this class is to create a solid foundation for pilots looking to get into the logistics role in fleets. It will cover the basic aspects of what it means to be a logistics pilot, the skills required, the various logistics ships, and fittings/modules.
- Duration: 60 minutes, 30+ minute practical component at instructor's leisure.
- Location: instructor's choice.
- What is logistics?
- Reasons to fly logistics.
- How they work.
- Potential ship roles.
- Fitting and modules.
- Optional practical exercise (instructor's leisure).
- Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up.
- Access to the Lecture.E-UNI in-game chat channel
Additional information: This class is primarily lecture-delivered in the classroom channel in Mumble, followed by Q&A. An optional practical exercise may follow.
Notes for the Teacher
- Lecture.E-UNI chat channel, to receive questions and post relevant links.
- Insert link to Powerpoint when complete.
Remember: this class is meant to be the introductory class in a series of classes dealing with logistics ships. Although it is possible to cover introductory information and fleet tactics in the same lecture, the Logistics 102: Logistics and Fleets class is designed to cover fleet and combat information in greater detail.
Tips and suggestions for lecturers are dispersed throughout the material. Look out for the "Note to instructor" sections.
- Welcome your students to the class and thank them for coming. Be sure to mention the class name (Logistics 101: Introduction to Logistics).
- Introduce yourself. Be sure to mention your relevant experience in flying logistics and/or your general background.
- Explain the course objective:
- "The objective of this class is to introduce you to the role of the 'healer' in Eve: the logistics ship. We will be covering what the role of logistics entails, why you should fly logistics, how they work, the skills required to fly them effectively, the ships themselves, as well as some general tactics and fits."
- Outline the rules for your class:
- "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, or located...] "
- "We have a few ground rules for this class:
What is logistics?
Start off by covering the basics of what "logistics" mean in the context of Eve. The goal of this section is to answer the above question, and nothing more. Make sure you don't bog the listeners down with too much information just yet; the meaty parts of the lecture will come later.
Important points to cover:
- Primarily PvP-oriented. Although logistics do see use in some niche PvE environments (incursions, complexes), they are always in high demand in PvP.
- Note to instructor: this point is very important. Some may argue that this is a matter of opinion, but new players need to know that the typical MMO "healer" role is not common in Eve PvE.
- Logistics play the role of "support cruiser". They are designed to act as a force multiplier in fleets.
- Logistics have bonuses to their ability to repair and refill their allies' shields, armor, and capacitor.
- Logistics are a mainstay in almost any decently-sized fleet.
- The support role was previously restricted to tech II logistics cruisers, but has now been expanded to include a line of tech I support frigates and support cruisers.
- Although this class and the others in its series mainly focus on logistics cruisers, the main principles are applicable to support frigates and the tech I varieties of support cruiser as well.
- Easy to get into, but skill-intensive to perfect.
Why fly logistics?
This section should answer the above question. This may be a good time to recount some of your own experiences as to why flying logistics is enjoyable.
- As stated above, logistics, especially the tech I variety, are very easy to get into for new players.
- Logistics are always in high demand for PvP fleets. Chances are you will be welcome in any fleet as a logistics pilot.
- Fleets with logistics can fight fleets that are much larger than themselves.
- Fleetmates will appreciate you when you save their ship.
- Some corps allow logistics pilots to "fly for free" by either replacing logistics losses, giving loot to logistics pilots, or using corp-loaned logistics ships.
- If you are good, you will gain recognition and be appreciated whether you win or lose your fights.
- It's easy.
How do logistics work?
Use this section to explain exactly how logistics work in Eve. This section is mainly meant to introduce the tools that allow logistics to do their jobs. Be sure to link an example of each module as you explain what they are.
- Logistics use a series of remote assistance modules to aid their fleetmates in different ways.
Remote shield boosters/armor repairers
- The most common are Remote Shield Boosters and Remote Armor Repairers. They work by repairing the shield or armor of your target. Note to teacher: it may be worth it to mention that this does not mean you are "giving away" your hit points and therefore damaging yourself, which may be a misconception to newer players.
- In a normal situation, remote assistance modules are very heavy on capacitor usage, but support ships have bonuses that allow them to use these modules for less capacitor cost.
- To use a remote shield booster or armor repairer, you simply target your fleetmate (as you would any ship) and activate the module.
- It's important to note that, like regular shield boosters and armor repairers, remote shield boosters repair at the beginning of their cycle (and therefore repair immediately), while remote armor repairers do not repair until the end of their cycle (and therefore "land" on the target later).
Remote capacitor transmitters
- One of the secondary modules used are Remote Capacitor Transmitters. These modules allow you to transfer capacitor to your target.
- Like remote shield and armor modules, capacitor transmitters use a lot of your own capacitor. Not all support ships have bonuses to allow them to use capacitor transmitters, but some do. Capacitor transmitters should not be used on ships without bonuses except under special circumstances.
- Note to instructor: do not mention energy chains/pairing just yet. Keep in mind that this section is simply an introduction to the modules and how they work.
- Capacitor Transmitters work the same as other remote modules. Simply lock your target and activate the module.
- Capacitor Transmitters operate under the same principles are armor repairers in that they do not complete the transfer until the module is done cycling.
- Honorable mention: Tracking Links (Remote Tracking Computers). These modules allow you to boost the tracking and/or range of your target's turrets.
- Note to instructor: you can completely skip this section if you like. The information here is meant to simply introduce the module, but its use is not the focus of the class.
- Tracking Links are cheaper to operate than other remote modules, but are not as popular. Regardless, several support ships have bonuses to their capabilities, which makes them useful in certain situations.
- As with the other modules, simply lock your target and activate.
- Tracking Links are used commonly in incursions. They are not as common in PvP because it is difficult/not worth the effort to coordinate tracking links between different people while maintaining the fleet's health.
- Maintenance Bots are a type of drone that can offer remote assistance. They come in both armor and shield varieties.
- Several support ships have bonuses to the repair amounts offered by repair bots. However, it's important to note that support ships can use any type of drones in their bay and are not restricted to Maintenance Bots only.
- Maintenance Bots do not use your ship's capacitor. However, like all drones, they suffer from having to travel between targets and will therefore not apply repairs immediately unless the target is close.
- Use bots just like normal drones. Lock your fleetmate, and instead of attacking them, your drones will repair them when engaged.
- Keep in mind that bots, like all drones, can be easy to kill and therefore should not be considered "reliable" in terms of your repairing power.
- Note to instructor: again, this information is meant to be introductory. The pros and cons of using bots will be covered later on.
What skills are required?
Use this section of the class to go over skills in detail. There are a lot of support skills that play into the performance of logistics, so take your time to touch on all of them. Note to instructor: the skills listed here will not include prerequisite skills unless the prerequisite skills also require a large training investment (ie: level V). If you link the skills/skillbooks themselves into the channel, students will be able to see which prerequisites they may also need. Remember not to bog them down with too much information just yet! Be sure to tell them to look at the skillbooks to see where they currently stand in terms of prerequisites.
The skills listed here are the bare minimum skills to use support frigates/cruisers, logistics, and the modules described above.
Tech I Support Frigates/Cruisers
- Racial Frigate/Cruiser I (suggested level: IV)
Tech II Logistics Cruisers
- Racial Cruiser V
- Logistics I (suggested level: IV/V)
- Signature Analysis V
- Long Range Targeting V
Remote Shield Boosters
- Shield Emission Systems I (suggested level: IV)
Remote Armor Repairers
- Remote Armor Repair Systems I (suggested level: IV)
- Capacitor Emission Systems I (suggested level: IV)
Tracking Links (Remote Tracking Computers)
- Sensor Linking I (suggested level: IV)
- Repair Drone Operation I (suggested level: IV/V)
- Drones V
- Shield Emission Systems III (shield bots)
- Remote Armor Repair Systems III (armor bots)
These skills, although not required, will allow the proper fitting and performance of support ships/logistics. Instead of simply listing the skills, be sure to touch on what the skills are actually used for and why they are relevant to the ship class.
- Power Grid Management (total power grid, suggested level: V)
- CPU Management (total CPU, suggested level: V)
- Shield Management (shield HP, suggested level: V)
- Hull Upgrades (armor HP, suggested level: V)
- Unlocks T2 armor tank mods and Damage Control.
- Mechanics (structure HP, suggested level: V)
- Shield Operation (shield recharge, suggested level: IV)
- Tactical Shield Manipulation (shield penetration, suggested level: IV)
- Unlocks T2 shield tank mods.
- Shield Upgrades (easier fitting, suggested level: IV)
- Unlocks T2 shield tank mods.
- Armor Compensation (increases benefit of passive armor resist mods, suggested level: III-V)
- Includes EM, Explosive, Kinetic, and Thermal variants.
- Armor Rigging (armor rigs, suggested level: any)
- Shield Rigging (shield rigs, suggested level: any)
- Capacitor Management (total capacitor, suggested level: IV/V)
- Capacitor Systems Operation (capacitor recharge, suggested level: V)
- Unlocks capacitor mods.
- Energy Grid Upgrades (easier fitting, suggested level: III/IV)
- Unlocks capacitor mods.
- Shield Emission Systems (reduces remote shield booster capacitor usage, suggested level: IV/V)
- Remote Armor Repair Systems (reduces remote armor repair capacitor usage, suggested level: IV/V)
- Capacitor Emission Systems (reduces remote capacitor transmitter capacitor usage, suggested level: IV/V)
- Target Management (number of targets, suggested level: V)
- Advanced Target Management (more targets, suggested level: III)
- Long Range Targeting (targeting range, suggested level: V)
- Signature Analysis (targeting speed, suggested level: V)
- Sensor Compensation (sensor strength, suggested level: IV/V)
- Includes Gravimetric, Ladar, Magnetometric, and Radar variants.
- Navigation (speed, suggested level: V)
- Spaceship Command (agility, suggested level: V)
- Evasive Maneuvering (agility, suggested level: IV/V)
- Acceleration Control (faster AB/MWD, suggested level: any)
- Afterburner (afterburner efficiency, suggested level: IV)
- Unlocks T2 afterburner.
- Fuel Conservation (afterburner efficiency, suggested level: any)
- High Speed Maneuvering (MWD efficiency, suggested level: IV)
- Unlocks T2 microwarpdrive.
- Armor Layering (less mass penalty from plates, suggested level: I-IV)
- Note to instructor: this skill does not offer a lot of benefit and is generally not worth training to level V.
- Drones (number of drones, suggested level: V)
- Light/Medium Drone Operation (light/medium scout drone damage, suggested level: III-V)
- Drone Durability (drone HP, suggested level: III-V)
- Drone Interfacing (all drone damage, suggested level: IV-V)
- Very large gains per level.
- Drone Navigation (drone speed, suggested level: IV-V)
- Very important to max if using bots.
- Drone Sharpshooting (drone optimal, suggested level: IV-V)
- Also applies to bots.
- Advanced Drone Avionics (additional drone control range, suggested level: III/IV)
- Repair Drone Operation (increased repair amount, suggested level: IV/V)
- Drone Avionics (drone control range, suggested level: V)
- Drone Specialization (racial drone damage, suggested level: I+)
- Unlocks T2 scout drones. Includes Amarr, Caldari, Gallente, and Minmatar variants.
- Electronic Warfare (unlocks ECCM and Electronic Warfare Drones, suggested level: IV)
- Electronics Upgrades (unlocks low slot ECCM arrays, suggested level: III)
- Energy Pulse Weapons (smartbomb DPS, suggested level: III)
- Unlocks smartbombs for certain fits.
- Cybernetics (allows hardwiring for tighter fits, suggested level: II)
- Thermodynamics (allows overheating, suggested level: III-V)
- Nanite Operation (allows paste usage, suggested level: III)
- Nanite Interfacing (faster module repair with paste, suggested level: III-V)
The focus of this class is support cruisers and logistics, but feel free to introduce the support frigates as well. Carriers are well out of the scope of this course and will be covered in Logistics 103: Carriers, Triage, Advanced Tactics. Use this section to introduce the ships only; the next two sections will be used to compare them and to talk about fits.
Tech I support cruisers
- Cruiser bonus to remote armor repair amount and reduction to capacitor usage.
- Role bonus to remote armor repairer and capacitor transmitter range, as well as capacitor transfer amount.
- Cruiser bonus to remote shield booster amount and reduction to capacitor usage.
- Role bonus to remote shield booster and capacitor transmitter range, as well as capacitor transfer amount.
- Cruiser bonus to remote armor repair amount and reduction to capacitor usage.
- Role bonus to remote armor repairer range, as well as a bonus to maintenance bot repair amount.
- Cruiser bonus to remote shield booster amount and reduction to capacitor usage.
- Role bonus to remote shield booster range, as well as a bonus to maintenance bot repair amount.
Tech II logistics cruisers
- Cruiser bonus to remote armor repairer and capacitor transmitter range, as well as armor maintenance bot repair amount.
- Logistics bonus to reduce capacitor usage of remote armor repairers and capacitor transmitters.
- Role bonus to reduce powergrid usage of remote armor repairers and capacitor transmitters.
- Cruiser bonus to remote shield booster and capacitor transmitter range, as well as shield maintenance bot repair amount.
- Logistics bonus to reduce capacitor usage of remote shield boosters and capacitor transmitters.
- Role bonus to reduce CPU usage of remote shield boosters and powergrid usage of capacitor transmitters.
- Cruiser bonus to remote armor repairer and tracking link range, as well as armor maintenance bot repair amount.
- Logistics bonus to reduce capacitor usage of remote armor repairers, as well as a bonus to tracking links.
- Role bonus to reduce powergrid usage of remote armor repairers.
- Cruiser bonus to remote shield booster and tracking link range, as well as shield maintenance bot repair amount.
- Logistics bonus to reduce capacitor usage of remote shield boosters, as well as a bonus to tracking links.
- Role bonus to reduce CPU usage of remote shield boosters.
Roles: skirmish vs. brawling vs large fleet
The purpose of this section is to highlight the different roles that support cruisers/logistics can fill and how they can be adapted to different combat situations. This section is meant to highlight the general characteristics of each role and how this can affect fitting and combat roles. Note to instructor: this section should highlight the versatility of the support cruiser/logistics overall, which should be objective and separate from personal opinion.
The skirmish role generally refers to flying in a small gang and engaging other similarly-sized gangs, or engaging larger gangs in skirmishes/guerrilla warfare. This requires the support to be fast and agile.
- Generally reliant on microwarpdrives and kiting to avoid close engagements.
- Ships may be lightly tanked and mainly focused on speed and agility.
- Support/logistics pilots may be the sole support for their gang, which means they cannot receive repairs themselves.
- There may also be a small support wing, but ships are designed to be work on their own.
- Because of this, local tanks (ancillary shield boosters/armor repairers) may be used in some cases, although not as common.
- Success based off of support pilot's ability to manage their capacitor.
- Fights occur away from gates and stations to avoid being caught/tackled.
- Electronic warfare can be a problem for small gangs, so electronic counter-countermeasures (ECCM) are recommended.
- The Scimitar/Oneiros and their tech I counterparts perform well in this role.
Brawling refers to engaging in close-range fights and absorbing damage. In this case, the support is slower and heavier, but can take a lot of punishment.
- Much more survivable with a large EHP buffer.
- Generally fitted with afterburners to allow signature tanking. This also means that kiting is not an option.
- Support/logistics pilots operate in larger squads, sometimes "chaining" together with capacitor transfers.
- Because of the Guardian and Basilisk's bonuses to capacitor usage on capacitor transmitters, it's possible for them to transfer to each other and gain capacitor.
- Common capacitor management tactics include creating a circle of capacitor transfers (a chain), or pairs/triplets, wherein which the members transfer to each other.
- Fights tend to happen on gates or stations and are therefore harder to disengage from because of afterburner fits.
- Electronic warfare presents itself frequently in brawls, so ECCM is recommended, especially in capacitor chains/groups.
- All four logistics ships and their counterparts can perform this role, but the Guardian, Basilisk, and their variants have the advantage of sustainability through capacitor chaining and heavier tank.
Large fleet engagements refer to large fights involving (potentially) hundreds of pilots on field at the same time. In this case, both sides will have a strong core of supports that will decide the direction of the fight in most cases.
- Similar to brawl fits. Large EHP buffers, high resists.
- Afterburners recommended unless the pilot's fleet is extremely mobile and relies on maintaining range supremacy.
- Capacitor chains can be used, but can be disrupted very quickly if logistics are quickly removed from the fight.
- Fits are largely dependent on fleet doctrine. For slow, heavy fleets (ie: battleships), Guardians/Basilisks with organized capacitor chains will be effective. Conversely, a fleet may call for tanked Scimitars/Oneiros if they feel that the support ships may be at risk of dying and a chain will be difficult to maintain.
- Electronic warfare is less of an issue, as fleet commanders will generally prioritize targets that are dangerous to their logistics. As such, ECCM is not always necessary, especially if the fleet is not using a capacitor chain.
- Energy neutralizers, however, may be much more prevalent in large fleet fights, so capacitor batteries and/or capacitor boosters may be recommended for non-chaining ships.
- All tech II logistics perform well in this role depending on the circumstances.
- Guardians and Basilisks work well in large, tanky fleets where outgoing capacitor may be needed (ie: Amarr battleship doctrines).
- Scimitar and Oneiros squads work well when against alpha fleets and a chain is not practical.
Use this portion of the class to go over modules that are relevant to logistics and when they are appropriate. The idea is not to preach specific fits, but to teach students the mechanics behind fitting logistics so they can make their own decisions in the future, as modules and balance are subject to change.
- Remote Shield Booster
- Remote Armor Repairer
- Remote Capacitor Transmitter
Utility high slots
- Killmail cannon (any gun for shooting at targets to get on killmails)
- Smartbombs (for anti-drone support)
- Propulsion module (afterburner or microwarpdrive)
- Shield buffer (shield extenders)
- Shield resistance (hardeners, invulnerability fields)
- Remote Tracking Computer (tracking links)
- Electronic counter-countermeasures (meta 4 "Conjunctive" series is better than tech II as of this writing)
- Sensor Booster (used to counter sensor dampening)
- Capacitor Battery (counters energy neutralizers)
- Capacitor Booster (active capacitor recharge)
- Capacitor Recharger (passive capacitor recharge)
- Damage Control
- Armor buffer (plates)
- Armor resistance (hardeners, membranes)
- Backup Array (low slot ECCM)
- Reactor Control Unit (powergrid)
- Co-processor (CPU)
- Power Diagnostic System (capacitor/shield recharge, powergrid/shield/capacitor bonus)
- Capacitor Power Relay (low slot passive capacitor recharge, meta 4 "Beta Reactor Control" is better than tech II as of this writing)
- Core Defense Field Extender (shield buffer)
- Screen Reinforcer (shield resists)
- Trimark Armor Pump (armor buffer)
- Anti-x Pump (armor resists)
- Ancillary Current Router (powergrid)
- Capacitor Control Circuit (capacitor recharge)
- Scout Drones (added fleet DPS, killmails)
- Electronic Warfare Drones (useful against tackle and other logistics)
- Maintenance Bots (additional repairs, but with travel time and the ability to be destroyed)
Take the final part of the class to go over the ships in detail. Its recommended that you propose some of your own fits to share, but remember to be objective and point out the pros and cons of certain fitting decisions. Be sure to go over each ship individually, and if in doubt, highlight the fitting notes listed below.
Tech I support cruisers
- Generally very tight on powergrid.
- The Augoror's bonuses allow it to use Remote Armor Repairers and Capacitor Transmitters to great effect. With five high slots, four repairers and one transfer is common. The powergrid allows the use of medium repairers and a medium transmitter.
- Three medium slots do not allow for a lot of versatility. An afterburner and two ECCMs are recommended, as capacitor rechargers are not needed if two Augorors are chained together. If one ECCM is preferred, a defensive module may be preferable (Sensor Booster, Capacitor Battery).
- Five low slots allow for a modest armor tank. The powergrid allows for an 800mm plate if an Ancillary Current Router is used in the rigs. The remaining four slots can be used for a Damage Control and an assortment of armor hardeners.
- To use medium repairers, a medium transmitter, and an 800mm plate requires at least one Ancillary Current Router at max fitting skills. The other two slots can be used for additional buffer (Trimark Armor Pump) or resistances (resistance pumps).
- The 20m drone bay allows the use of four light drones of any type.
- Very tight on CPU.
- The Osprey's bonuses allow it to use Remote Shield Boosters and Capacitor Transmitters to great effect. With five high slots, four boosters and one transfer is common, similar to the Augoror. The powergrid allows the use of medium boosters and a medium transmitter.
- Five medium slots allow for a propulsion module (generally an afterburner) and four tank slots. A decent amount of buffer and a good resist profile can be attained with one large meta 4 shield extender (Large F-S9 Regolith Shield Induction), two invulnerability fields, and an EM hardener.
- Three low slots do not allow for a lot of versatility, much like the Augoror's medium slots. A Damage Control is useful to bring up the Osprey's tech I resists, and the two remaining slots should be used to make up for the lack of ECCM with two backup arrays.
- The Osprey is not limited by its powergrid nor its capacitor, and does not need Ancillary Current Routers or capacitor rigs. Some additional buffer can be gained through a Core Defense Field Extender, and it may not be a bad idea to focus on boosting the resists as well.
- Drone choices are the same as the Augoror.
- Very tight on both CPU and powergrid.
- The Exequror's bonuses apply to Remote Armor Repairers and maintenance bots. As it does not use energy transmitters, its three high slots should all be used for repairers. The powergrid allows for three medium armor repairers.
- As the Exequror is generally on its own in terms of capacitor management, rechargers or boosters will be required to maintain its repairers. Given that the low slots will be used for an armor tank, a Capacitor Booster is recommended for the medium slots, although passive fits may be possible, albeit with weaker sensor strength due to the lack of ECCM. With a Medium Capacitor Booster, an Exequoror can comfortably fit a propulsion module (afterburner or microwarpdrive, depending on the situation) and two defensive modules (ECCM, Capacitor Battery, or Sensor Booster).
- Six low slots allow for a comfortable armor tank, although some fits (especially microwarpdrive fits) are powergrid heavy and may require a Reactor Control Unit, which also adds a bit of capacitor stability. Otherwise, the Exequror can be tanked similar to the Augoror (800mm plate with resists).
- Depending on how tight the fit is, an Ancillary Current Router may be required. Otherwise, the rigs can be used to bolster the tank or capacitor stability.
- The Exequoror has bonuses to maintenance bots, and has a large enough bay to carry a full flight of medium drones, or two full sets of lights. Keep in mind that medium bots will be slower to get to their target than light bots.
- Excessively tight on both CPU and powergrid. Maximum fitting skills are likely required.
- The Scythe's bonuses are geared towards Remote Shield Boosters and maintenance bots. Like the Exequoror, it has three high slots that should be used for boosters. The CPU and powergrid allow for three medium shield boosters.
- Five medium slots allow for a configuration similar to the Osprey, although the Scythe's agility allows it to use a microwarpdrive or an afterburner to great effect. It does, however, have to worry about capacitor stability, so this needs to be taken into consideration.
- The Scythe is also outfitted with five low slots. This allows for a lot of versatility in terms of module placement. The shield tank needs to be placed in the medium slots, but ECCM and capacitor recharge can be swapped between the medium and low slots. An ECCM in the medium slots and four Capacitor Power Relays in the low slots is an effective combination. The final low slot can be used for a Damage Control or an additional relay.
- The Scythe gains a lot of benefit from Capacitor Control Circuit rigs, especially if it has a lot of passive recharge already. The rigs can be used depending on what is required based on skills (capacitor recharge, resists, buffer).
- The Scythe has a bonus to maintenance bots and sports a 45m drone bay, which means that it can only field four medium drones and a light drone. Otherwise, mix and match light drones to fill it up as required.
Tech II logistics cruisers
- Very tight on powergrid. Usually requires a 3% powergrid hardwiring.
- The Guardian's bonuses allow it to use Remote Armor Repairers and Capacitor Transmitters efficiently. With six high slots, common setups are five repairers and one transmitter, or four repairers and two transmitters. The double transmitter configuration allows for extreme capacitor stability in chain setups, even under heavy energy neutralizing and electronic warfare, but the five repairer setup allows for more repair throughput. The Guardian's role bonus allows it to use large repairers and transmitters.
- Two medium slots allow for a propulsion module and one defensive module. The Guardian has a very small signature radius, and therefore tanks extremely well with an afterburner. The other slot is generally reserved for ECCM, since the low slots will be used for the armor tank.
- The Guardian has an excellent resistance profile. A Damage Control along with an EM hardener, thermal hardener, and kinetic hardener will bring its resists to nearly 80% in all categories. This, combined with its small signature radius and an afterburner, makes it an extremely difficult ship to destroy. With a 1600mm plate, the Guardian can easily sit at over 50,000 EHP.
- Since its resistance profile is already quite impressive, the Guardian's rig slots should be used to bolster its fitting ability. Fits using a 1600mm plate and a large repairers will be very tight on powergrid, and may even need one or two tech II Ancillary Current Routers.
- The Guardian can fit a single flight of light drones. As Guardians are generally used in groups, electronic warfare or scout drones are common, but maintenance bots can be a valid choice as well.
- Tight on powergrid. Powergrid hardwiring may be required depending on fitting.
- The Basilisk operates like a shield variant of the Guardian. It has the same high slot configuration, with four shield boosters and two transmitters being very stable when chained. The Basilisk's role bonus allows it to use large boosters and transmitters.
- The Basilisk's medium and low slots are inverted when compared to the Guardian, meaning that it has only two low slots and five medium slots. Following the same principles as the Guardian by using a Damage Control, two invulnerability fields, and an EM hardener allow for a very strong resistance profile.
- Incusion fits may sacrifice some of the Basilisk's tank for Remote Tracking Computers.
- The remaining medium slots should be reserved for a bit of shield buffer (a Large Shield Extender) to complement the resistances, as well as an afterburner.
- Because of the Basilisk's tech II sensor strength, it's possible to be effective with a Backup Array in the remaining low slot if the pilot's compensation skill is high. Otherwise, two arrays or an ECCM in the medium slots may be required. The extra low slot can also be used for a Reactor Control Unit for some extra shield, powergrid, and capacitor.
- Some Basilisk fits will be short on powergrid, and may require an Ancillary Current Router. Otherwise, the rigs can be used to increase its tanking capabilities.
- As with the Guardian, the Basilisk can fit a single flight of light drones of any type.
- The Oneiros is the most versatile logistics cruiser. It is generally tight on powergrid and may require a 3% powergrid hardwiring.
- The Oneiros' bonuses are geared towards Remote Armor Repairers and Remote Tracking Computers. It has four high slots and can use large repairers because of its role bonus, but struggles to use four large repairers. The final high slot can be used as a utility high slot or can be filled with a medium repairer when powergrid constraints are too tight.
- The four medium slot layout of the Oneiros is what gives it its versatility.
- Some fits opt to go "dual propulsion", which entails equipping both an afterburner and a microwarpdrive. The microwarpdrive is used to keep range from enemies, while the afterburner is used when the ship is at a safe distance to speed tank with its small signature radius.
- Fits that opt for a single propulsion module have the option of using a Remote Tracking Computer or extra utility.
- In most cases, two of the medium slots will be occupied by a propulsion module and a capacitor stability module (either a recharger or a booster), while the other two slots are used for the desired purpose.
- An excellent fleet fit utilizes the above setup (an afterburner and a capacitor recharger) combined with a Sensor Booster and a Capacitor Battery. The Sensor Booster gives the Oneiros a defense against sensor dampening, and the Capacitor Battery aids in capacitor stability and helps to defend against capacitor neutralization. As long as this fit is used in a large fleet, an ECCM is unnecessary, as electronic warfare will be quickly removed from the field.
- The Oneiros has only five low slots, but, like the Guardian, has an excellent tech II resistance profile to compensate. A 1600mm plate combined with a Damage Control and hardeners can allow the Oneiros to equal or surpass the Guardian in tank ability.
- It is also possible to use an Ancillary Armor Repairer on the Oneiros for solo logistics work.
- Depending on the Oneiros' fit, it may require one or two Ancillary Current Routers for additional powergrid (this is especially true for dual propulsion fits and microwarpdrive fits). Otherwise, the rigs can be used for additional tank buffer, resists, or capacitor stability.
- The Oneiros' drone bay is 50m and can fit either a full flight of medium drones or two flights of assorted light drones. A pilot can either use the bonused maintenance bots, or an assortment of drones for different situations.
- Usually tight on powergrid. A powergrid hardwiring may be required.
- The Scimitar's bonuses are opposite the Oneiros in that it uses Remote Shield Boosters with Remote Tracking Computers. It has the same four high slot configuration and can use up to four large boosters, but some fits elect to use the fourth slot as a utility high instead, similar to the Oneiros.
- The Scimitar's natural agility make it highly sought after for fast gangs. Small gang setups generally sport a microwarpdrive for kiting enemies, but fleet setups with afterburners are viable as well.
- Like the Oneiros, it's possible to pass up an ECCM in the medium slots for more defense. The Scimitar's resistance profile can allow it to reach almost 60,000 EHP when equipped with two invulnerability fields, two Large Shield Extenders, and a Damage Control. Small gang setups will generally elect to have the ECCM instead of an extender.
- Like with the Basilisk, some incursion fits will sacrifice tank in order to fit Remote Tracking Computers, as the Scimitar has a powerful bonus to them.
- The Scimitar's low slots can vary greatly from fit to fit. Depending on pilot skills and the other fittings, the low slots may be any combination of Capacitor Power Relays, Power Diagnostic Systems, and a Damage Control. Tankier setups use a Damage Control, while more stable setups take full advantage of having four capacitor modules in the low slots.
- Like the Oneiros, the Scimitar's rigs will depend on how it is being used. A lot of fits use Capacitor Control Circuits for stability, while others may require Ancillary Current Routers for tighter setups.
- Similar to the Oneiros, the Scimitar has a 45m drone bay, which means it can use four medium drones and a light drone, or a larger assortment of light drones, including its bonused maintenance bots.
- Thank students for attending the class.
- Ask for feedback on improving the class.
Since this class is meant to be very introductory, a practical exercise is not required, but can be beneficial to some students. Here are some ideas:
- Help students fit out their ships. This is especially important if they do not have tech II skills and need to use meta level modules.
- Use an alt (or a trusted student) to shoot your ship, then have your students practice using remote assistance modules to repair the damage. Practice using maintenance bots as well.
- Use the practical exercise to explain and practice capacitor chaining. Although out of the scope of this course, it can be a good exercise and will prepare students for Logistics 102: Logistics and Fleets.
Please insert any links to helpful material relating to this subject here.
- Rooks & Kings: Iron Clad - An excellent video outlining the power of Guardians and how they work together. A "must watch" for any logistics pilot.