Logistics 102: Logistics and Fleets

From UniWiki
Jump to: navigation, search
This is a depcrecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

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://xxx.jpg

The purpose of this class is to expand on the role of logistics and support. Its main focus is the practical skills involved in flying logistics and proper fleet operations and etiquette.

  • Duration: 45-60 minutes, 30+ minute practical component at instructor's leisure.
  • Location: instructor's choice.

Class contents:

  • The fleet interface.
  • Energy transfer mechanics and chaining.
  • Drone usage.
  • Electronic warfare.
  • Defensive tactics.
  • Engagements/examples.
  • Optional practical exercise (instructor's leisure).

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.
  • 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

Required materials:

  • Lecture.E-UNI chat channel, to receive questions and post relevant links.

Important: this class is the second in a series of classes dealing with logistics ships. The Logistics 101: Introduction to Logistics class covers all of the basics of logistics (skills, the ships, fitting considerations), while this class is designed to cover the basics of operating within a fleet (energy chains, broadcasts) and practical skills (kiting, signature tanking, survival). The 101 class is not required for students to take this class, but instructors should be comfortable with the material in both classes so as to not repeat information.

Tips and suggestions for lecturers are dispersed throughout the material. Look out for the "Note to instructor" sections.

Class Contents

Introduction

  • Welcome your students to the class and thank them for coming. Be sure to mention the class name (Logistics 102: Logistics and Fleets).
  • 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 expand upon the foundations that were laid down in the Logistics 101 class. Even if you haven't taken the 101 class, this class will touch on the basics and is applicable to pilots at any stage in their career of flying support. The focus of this class will be the practical components of flying logistics and how to operate within a fleet."
  • 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...] "

Review

Use this section to do a basic review of the information covered in Logistics 101. Be careful that you do not dedicate too much time here, as the students should be ready for new material, not a repeat of the first class. Consider opening up the floor to questions, but be mindful of the time.

Things to review:

  • The ships (tech I support cruisers, tech II logistics cruisers)
  • Roles Note to instructor: it's very important that you are familiar with this section of the 101 syllabus before discussing it. Please be careful that the information you are relaying is accurate.
    • Skirmish
    • Brawling
    • Large fleet
  • Modules Note to instructor: throw out some examples of each type of module discussed, but be brief.
    • Remote assistance
    • Propulsion
    • Tank
    • Capacitor stability
    • Electronic warfare countermeasures (all forms)
      • ECCM
      • Capacitor batteries
      • Sensor boosters
    • Rigs
    • Drones
    • Utility
  • Fitting considerations
    • Skirmish setups
      • Fast, agile, kiting.
    • Brawling setups
      • Heavy tank, afterburners, signature tanking.
    • Fleet setups
      • Heavy tank, more utility, larger variety of options.

Fleet interface

Use this section to talk about the fleet interface. The information here can vary wildly depending on your background (some fleets make use of actual logistics squads, etc.), but the main focus should be to teach students about the watch list and the broadcast system.

Watch list

  • The watch list is a tool built into the fleet interface that allows you to see the health bars of your fleet members who are on grid with you.
  • The watch list will show each member's shields, armor, and structure. They will fill up with red when damaged.
  • You can lock targets in your watch list by CTRL+clicking them. This is extremely useful.
  • You may have up to fifteen people added to the watch list at any time.
  • Names in the watch list will briefly flash red when they take damage. This can be a good indicator of who is being targeted by the enemies.
  • To add pilots to your watch list:
    • Right click on them in the fleet window and "Add to watch list".
    • Right click on them in chat, hover over "Fleet", then "Add to watch list".
    • You can also add a squad to the watch list by right clicking the squad leader in the fleet window and "Add squad members to watch list".
  • Since the watch list is limited to fifteen people, your fleet commander may ask you to add specific people to your watch list.
  • General watch list priority:
    • Your fleet commander(s)
    • Fleet anchors
    • Light tackle (interceptors, interdictors)
    • Electronic warfare (ECM, neutralizers, etc.)
    • Recons/support (heavy tackle, web support, etc.)
    • Other logistics
    • High value ships
  • Although the watch list is a powerful tool, you should make an effort to have high-risk targets pre-locked in case of incoming damage. Use the above list to judge which of your fleetmates are likely to be shot first.
  • It is not recommended that you add DPS ships to your watch list unless your fleet is smaller than fifteen people. In this case, it is recommended that you pre-lock high priority targets in order to differentiate them from the others on the watch list.
  • Note to instructor: if you are not planning a practical component, consider taking a minute to set up a fleet and have your students practice adding people to their watch lists. Even if they are not in the same system, the names of those who are added to the watch list will still be visible. Otherwise, use a visual aid or screenshot to demonstrate.

Broadcasts

  • Broadcasts are a form of communication used within fleets for communicating targets and orders. It can be used by fleet members to broadcast to their logistics pilots that they are in need of assistance.
  • Broadcasts will show up at the bottom of your fleet window at all times (make sure that you click the two upward arrows at the bottom of the fleet window if the broadcast interface is not visible). You can target anyone who is broadcasted here by CTRL+clicking their name when it pops up.
  • The bottom of the window is not reliable, as fleet commanders will generally broadcast enemies as well.
  • To make things easier for yourself, you can view the broadcast history in the fleet window. Do this by switching to the "History" tab in the fleet window.
  • Switch your filter to "Broadcast History" in the dropdown box. Not doing this will cause a lot of clutter in hectic fights.
  • In some cases, you may want to filter your broadcast history. Click on the top left icon in the fleet window and go to "Broadcast settings". Make sure that "Need Armor/Capacitor/Shield" are enabled at the very least, as these will be what your fleetmates use when they need repairs.
    • It's important that you don't filter too many things. Certain fleet commanders will use broadcasts often, and you may miss something important if it gets filtered. Filtering the "Broadcast: target" option may be appropriate in some cases, but it's impossible to predict what can happen in a fleet. It may be best to err on the side of caution and leave all broadcasts enabled.
  • To send your own broadcast, use the buttons at the bottom of the fleet window. It's highly recommended that you hotkey the "Need Armor", "Need Shield", and "Need Capacitor" broadcasts.
  • Important: make sure that your broadcast "scope" (ie: who you are broadcasting to) is set to "Everyone" by using the button in the bottom right of the fleet window. This should be the default setting and has an icon with four arrows in a compass shape.
  • Note to instructor: as before, if you are not planning a practical component, consider taking a few minutes to have people practice broadcasting and sorting out their settings.

Energy transfer mechanics

Take some time to explain energy transfer mechanics during this portion of the class. It's important that students understand the why and how behind capacitor transmission so they can apply that knowledge to pairing and chaining in fleets.

  • Energy transfers/capacitor transmitters work by sending capacitor to your target. Like any other module, they have an associated capacitor cost as well.
  • The Capacitor Emission Systems skill reduces the capacitor usage when utilizing capacitor transmitters. This allows you to send more capacitor to your target than you use to activate the module.
  • The Augoror, Osprey, Guardian, and Basilisk have bonuses that further increase the difference between capacitor spent vs. capacitor transferred.
    • The tech I variants have a static bonus that doubles the amount of capacitor they transfer per cycle.
    • The tech II variants have a Logistics skill bonus that decreases capacitor use per level.
  • By transferring to each other, Amarr and Caldari support ships can maintain a positive capacitor loop to maintain their capacitor levels. This is either done by pairing ships together, or linking together in a chain of three or more.

Pairing up

  • Most frequently used in small gangs, generally with only two logistics, or when the support ships have only one capacitor transmitter each (tech I variants).
  • Performed by assigning logistics pilots into a pair. The two pilots target each other and activate their capacitor transmitters, creating an energy loop for sustained repairing power.
  • In compositions that use two energy transfers per ship (generally Basilisks and Guardians), pilots will sometimes pair up with both transfers to each other (creating a very powerful capacitor loop).
  • Pros:
    • Easy to set up and coordinate; pilots simply pair up.
  • Cons:
    • Susceptible to ECM; when one pilot is jammed, the other pilot will not have capacitor stability, effectively crippling both ships in the pair.
    • Energy neutralization can be a problem, especially when using single transmitters (some setups will use two capacitor transmitters per ship, creating a double link).

Chaining

  • Requires at least three pilots. Generally used when there are an odd number of energy transmitting ships, or when Guardians/Basilisks with two energy transmitters each are in fleet.
  • Chaining can involve everyone in the logistics squad chaining together (every person transmits to a different person, thereby creating a chain), or in triplets/other divisions. For example, if you had seven logistics pilot in your fleet, you could have a triplet chain and two pairs, or a chain involving all seven ships.
  • In single transmitter setups, a chain involves each person linking up in a circular chain. In double transmitter setups, pilots will usually transfer to two people, and each person will also transfer to them. This creates a chain where every link is actually composed of two connections.
  • Pros:
    • Less susceptible to ECM when using fits with two transmitters. Since each person is being given capacitor by two people, if one person is jammed, their partners will still have at least one incoming source of capacitor and should be able to remain stable while they becomes unjammed.
    • Very strong against energy neutralization in dual transmission fits. Since each link in the chain involves two individual links, the amount of capacitor being gained is increased drastically; it is not uncommon for ships to be stable at 100%.
  • Cons:
    • Difficult to coordinate as fleets get larger.
    • Can become very chaotic if ships in the chain are destroyed.

Using a logistics channel

  • One of the most common ways to coordinate logistics chains (as well as other logistics-related information) is to use a logistics channel. In most cases, this is simply a private chat channel with all logistics pilots in fleet present.
  • A logistics channel can be used to coordinate pairing, chaining, anchors, drone assists, smart bombing, jams, or anything that might come up during a fight.
  • In the case of pairing, one of the pilots (usually designated as the logistics leader) will assign pilots together in pairs. In smaller setups, the leader may also coordinate logistics chains.
  • In larger setups, a chain can be quickly and efficiently coordinated by using the channel's member list. For example, the logistics coordinator may call for everyone to "chain down", which means that everyone in the channel will target and transfer to the person directly below them in the channel list.
  • In setups that use two capacitor transmitters per ship, a double-linked chain can be coordinated by calling for a "one up, one down" setup. This involves each pilot targeting and transferring capacitor to the person above and below themselves in the channel list.
  • One thing to look out for is if pilots in the channel are going down. Losing a pilot will disrupt the chain and must be rectified immediately. A common tactic is for pilots to call out that they have gone down and to leave the channel so a new chain may be established quickly.
  • Capacitor chaining sounds and can be very intimidating, but it's a very simple concept once you get the hang of it.
  • The key to a successful chain is communication and proper procedures. For example, some fleets will use the logistics channel for support pilots to call out if they are jammed, and it may be up to the other pilots in the channel to react.
  • At the end of the day, it is your responsibility to monitor the appropriate channels and communicate with your team. Fleets will be made or broken based on their support in most cases.

Drone usage

This section of the lecture can be used to discuss drone usage for logistics pilots, and mainly focuses on the merits of each drone type. A lot of the information here may be hotly debatable, so it's important that you remain impartial and explain the pros and cons of each.

Scout drones

  • Scout drones can be used by logistics pilots to add DPS to their fleet. The easiest way to do this is by assisting your drones to your fleet commander or target caller.
  • Allow logistics pilots to make it into killmails.
  • Can also be used to ward off smaller ships that may be harassing the support.
  • Pros:
    • More DPS is always a good thing.
    • Can be very powerful with good skills.
  • Cons:
    • Will result in security status losses when operating in low security space (whereas repairing your fleet would only get you a suspect timer).
    • DPS is unreliable in some cases, as targets may die before your drones get there.
    • Can keep you aggressed inadvertently. Be very careful to recall your drones when your fleet commander calls for the fleet to pull DPS, and be sure to let them know that you have a timer.
    • Skill intensive. Using damage drones with low skills will not be very helpful in the long run.

ECM drones

  • ECM drones (usually EC-300s) can be used both offensively and defensively. It is not uncommon for multiple logistics to use several sets of ECM drones to harass the enemy logistics.
  • Can be used to ward off smaller ships, such as tackle, by jamming them out of the fight.
  • Pros:
    • Can be very potent against enemy logistics when used in large numbers. If every logistics pilot in your fleet brings a full flight, your chances of jamming the enemy support at least a few times will be quite high.
    • Can get you out of sticky situations (removing tackle).
  • Cons:
    • Purely chance-based. It's entirely possible that ECM drones will not affect the target even once.
    • High priority for smart bombing, and are very easy to kill.
    • Cannot be assisted, which means that they need to be micromanaged.

Logistics drones

  • Logistics drones (bots) can be used to add extra repair power to your existing logistics lineup.
  • Pros:
    • Bonused by certain ships, which can double their efficiency.
    • Will continue repairing your target even when you get jammed.
  • Cons:
    • Should be treated as unreliable. Like other drones, they can be destroyed, which can cripple your potential repair output.
    • Have an associated travel time and command delay. Unlike targeted remote repairs, drones have a slight input delay when they are told to engage, and must travel to their target.
    • Should not be relied on under any circumstances. Drones are destructible and cannot substitute for an extra support ship. If you are relying on the repairs given by drones to keep up with incoming DPS, your fleet should have another support instead.

Electronic warfare

This section is devoted to an in-depth discussion of the electronic warfare methods that logistics pilots will encounter during combat. Information on countering electronic warfare during combat will be covered in the defensive tactics section.

Electronic countermeasures (ECM)

  • Electronic countermeasures (ECM) are modules that attempt to jam the targeting systems of the enemy ship.
  • Every ECM module has an associated jamming strength, which can be augmented by ship bonuses and modules. When an ECM module is used against you, the jamming strength is compared to your sensor strength, which is visible in the targeting section of your fitting window. The closer the jamming strength is to your targeting strength, the higher chance that you will be jammed, which means you will lose the ability to target for 20 seconds.
  • ECM is countered by electronic counter-countermeasures (ECCM), which increase your sensor strength. The medium slot variety is called ECCM, and is an active module, while the low slot variety is called a backup array, a passive module. Both of these modules work by increasing the sensor strength of your ship, which makes it harder for you to be jammed.
  • Each race has a different sensor type, which can be seen by hovering over the sensor strength icon in your fitting window. The only effect this has on you is that you choose the correct ECCM type to match your ship. Amarr ships use RADAR, Caldari use gravimetric, Gallente use magnetometric, and Minmatar use LADAR.
  • Most/all of the ECM ships in the game are Caldari:
    • Griffin, Kitsune (frigate)
    • Blackbird, Falcon, Rook (cruiser)
    • Scorpion, Widow (battleship)

Sensor dampening

  • Sensor dampening involves lowering the capabilities of your targeting systems by decreasing your targeting range, targeting speed, or both.
  • Sensor dampeners, unlike ECM, are always successful in applying to their target when in range.
  • Sensor dampening can be countered by using a sensor booster. Using a sensor booster allows you to directly counteract the negative bonuses being applied to your ship, but this is not effective when being damped multiple times.
  • Most/all of the sensor dampening ships in the game are Gallente:
    • Maulus, Keres (frigate)
    • Celestis, Arazu, Lachesis (cruiser)

Energy neutralization

  • Energy neutralization is when capacitor is drained from a target. Like sensor dampening, it is always successful. Energy vampires work in similar fashion and actually give capacitor to your enemy when used, but are not as severe as neutralizers.
  • Can be countered in several different ways.
  • Energy chains/pairs are generally resilient against minor neutralization, but can be overwhelmed very quickly in larger fights. Double transmitter setups will be very strong against most neutralization.
  • Capacitor boosters can be used to give an extra shot of capacitor while being neutralized. It's possible to quickly boost, then activate your modules before the energy neutralizers kick in again and sap your remaining energy.
  • Capacitor batteries give a bonus to total capacitor and reflect a portion of neutralization and energy leech from vampires back at your enemy. This makes it difficult for them to maintain neutralization (as it is very capacitor intensive in itself) and gives you an extra buffer.
  • Passive recharge is generally not powerful enough to recover from neutralization. When your capacitor is lower than 25%, your recharge rate drops significantly, which makes recovery difficult unless neutralization stops.
  • Most neutralizing ships are Amarr and Blood Raider:
    • Cruor, Sentinel (frigate)
    • Dragoon (destroyer)
    • Ashimmu, Pilgrim, Curse, Legion (cruiser)
    • Armageddon, Bhaalgorn (battleship)
  • Be weary of battleships with utility high slots, such as the Dominix, as they may sometimes fit neutralizers. Carriers will often fit them as well.

Defensive tactics

This section expands on the previous section and includes some new material as well. The goal is to give students confidence when under fire. The most important lesson of this section should be to remain calm and follow procedures.

Being jammed

  • Stay calm.
  • Let your fleet commander know right away (unless you have explicitly been told not to speak). In most cases, your fleet commander has already noticed and is working to remove the ECM from the field, but it never hurts to be safe.
  • If you are in a logistics channel, let the other pilots know, especially if you have a logistics partner. If your partner is jammed, consider dropping your energy transfer to him until he can re-establish the link so you are not wasting capacitor (you will not be receiving energy from him).
  • It is generally not possible to move out of range of ECM, but it may be possible to scare them away. If you let your fleet know that you are being jammed, one of your interceptors may be able to burn out and scare the pilot away, especially in the case of lightly tanked recons like the Falcon.
  • Overheat your ECCM as soon as you notice that you are being aggressed by an ECM ship or ECM drones. This increases the sensor strength bonus of the module. Be sure to deactivate the overheating if you do become jammed, and do not burn the module out. Only the medium slot ECCM can be overheated.
  • If you are being jammed or engaged by ECM drones, call for smartbomb support if you have it, or use scout drones to pick them off of you. This will take some micromanagement and will not be effective against large drone swarms, but a pilot may pull in his drones if he notices them taking damage.
  • In a double-linked chain, one or two people being jammed is generally not an issue. Be mindful of your capacitor level, and consider lightening your capacitor usage if you are not being given enough capacitor. In most cases, it's not a good idea to drop the chain.

Being sensor damped

  • Take stock of the situation, as damps can sometimes be completely harmless. Are you still in range to target your allies? Is it taking a long time to target people? If dampening is impacting your ability to repair, that is when you should react.
  • Let your fleet commander know who is dampening you, as it may not be obvious.
  • Pre-lock your fleet members. If you are in a small enough gang and can target most of the high-priority targets at the same time, do so. This will completely negate any dampening that reduces your targeting speed.
  • DO NOT move closer if your targeting range is being damped, especially if you are the lone support pilot. A common tactic is to dampen the targeting range of kiting logistics ships so they are forced to fly into engagement range. Do not fall for this tactic unless you are confident that the other logistics pilots will be able to keep you alive. If you are being damped but cannot get close and still be safe, let your fleet commander know that you are unable to repair until the damps are removed from the field.
  • If you have a sensor booster, use a script to counteract the effects of the damps. For example, if your targeting range is your limiting factor in being able to repair your allies, switch to a targeting range script to counteract the effect, or simply leave the sensor booster unscripted to counteract both effects of the damps without micromanagement.

Being neutralized

  • Again, take stock of the situation. If you are in an energy chain, chances are that most neutralization will have little effect. Monitor your capacitor level and react accordingly.
  • Let your fleet commander and your fellow support pilots know that you are being neutralized and cannot sustain your modules. Like other electronic warfare, your fleet commander will generally prioritize them.
  • Be very careful with your capacitor levels. It's sometimes possible to remain stable, even while being neutralized, if you use your modules sparingly. Consider turning off your propulsion module if you are not trying to kite, or even your tank if you feel confident in your ability to reactivate it if you are being locked.
    • Do not turn off your damage control.
  • The best defense against neutralization is knowing the limits of your ship and your skills. Experiment in EFT and find out what modules you can turn off and still be able to maintain at least one repairer.
  • Micromanage your modules. Use your modules for a single cycle at a time to allow a bit of capacitor recharge in between, or stagger your repairers so they aren't all using capacitor at the same time.
    • Do not turn off your damage control.
  • Never let your capacitor go below 30%. Turn off everything possible if it keeps you above this point.
    • Seriously, DO NOT TURN OFF YOUR DAMAGE CONTROL.
Capacitor management
  • The following are some tips for proper capacitor management:
    • Some modules do not need to be run constantly. Be aware of what modules you have running, and be careful about capping yourself out.
    • Propulsion modules should be monitored closely. If you are using an MWD, "pulse" it instead of running it constantly in order to give yourself a speed boost while allowing some recharge time.
    • Be aware of your modules while being neutralized. Your tank modules will often turn off if you are brought to zero capacitor, so prioritize getting them back online first.
    • Remember that modules use capacitor when they are activated. If you have a capacitor booster, you can take advantage of this concept by using it to boost, then immediately activating your modules to use the cap you just gained. This allows you to "sneak" in some capacitor between neutralization cycles, and can allow you to get a few cycles out of your modules even if you are being overwhelmed.
    • The capacitor's recharge rate is not constant. The rate increases as you approach the 25-30% sweet spot, where the recharge rate peaks. At 24% and below, recharge rate drops off very sharply, which is why you should avoid going below 30% at all costs in order to give yourself a bit of buffer in the case of neutralizing.

Being primaried

  • Stay calm, and do not speak up in comms or ask for repairs.
  • Broadcast for shield/armor. If you are flying with a strong core of support pilots, chances are they will have you watchlisted and will be able to catch you before you go down.
  • If the incoming damage seems overwhelming, overheat your tank and propulsion modules immediately. Attempt to either move away from the enemies or gain transversal velocity on their guns.
    • All active resist modules can be overheated. The easiest way to do this is to SHIFT+click the modules (assuming they are already active). The damage control cannot be overheated.
    • Do not burn your modules out. Deactivate overheating around 80% damage. You can check the damage on your mods by hovering over them, in addition to the red bars that will show up around them.
  • If you die, warp your pod away immediately and let your fleet commander and/or logistics channel know that you are out of the fight. If your procedures call for it, leave the logistics channel so the remaining pilots can re-establish the chain.

Kiting

  • When flying in a fast skirmishing fleet, you will generally be flying a Scimitar or an Oneiros equipped with a microwarpdrive. The fits for these ships will generally be focused on speed over tank.
  • Be aware of your surroundings. Use a custom overview to see all hostile pilots and sort it by distance. Your main goal is to maintain your distance from the enemy fleet and place your own fleet between you and them.
  • Make use of the tactical overview (CTRL+D) to easily see the distances of enemy pilots, and your own fleet. Your targeting range is denoted by the large sphere around your ship, and you can hover over a targeted module to see its range as well. Use this tool to gauge how far away you can be from your fleet.
  • Always align to something that you can easily warp to. Customs offices are generally the best bet, as it is difficult for enemies to see where you went, as offices will always be close to planets, and possibly belts. Never stop moving.
  • Be on the lookout for ships that can tackle or slow you down from long range. This includes:
    • Interceptors (fast, extended-range tackle)
    • Mordu's Legion ships: Garmur, Orthrus, Barghest (extended-range tackle)
    • Arazu/Lachesis (extremely long-range tackle)
    • Rapier/Huginn (extremely long-range webbing)
    • Proteus/Loki (heavy mid-range tackle/webbing)
  • If a ship breaks off from the pack in an attempt to burn at you, be prepared to warp away immediately. In some cases, your fleet will stop it, but do not be afraid to warp away before the target can tackle you.
  • Kiting takes a lot of practice and requires a good amount of knowledge regarding ship types and fleet compositions. Remain calm, be alert, and be observant of your surroundings.

Signature tanking

  • Signature tanking is generally used for the heavier support ships. The idea of signature tanking is moving fast with a small signature in order to mitigate damage, as enemy ships will have a harder time hitting you.
  • The most common form of signature tanking is using an anchor. Your fleet commander or logistics leader may designate a pilot as the anchor, who will then be orbited by the support. This allows the support pilots to simply hit "orbit" on the anchor and focus on repair duty.
  • Guardians with afterburners are extremely proficient at this. While a Basilisk's signature is slightly larger due to its shield tank (shield modules increase signature radius), the Guardian is armor tanked and very difficult to hit.
  • If you are in an afterburning ship and are being primaried, it may be possible to gain significant transversal on the enemies' guns. To do this, activate and/or overheat your afterburner and fly directly perpendicular to the direction of the fire so you are flying "across" the enemies. This will make it so that the enemies are forced to track you horizontally, and the speed from the afterburner will help you dodge a lot of damage.

Repairing and assessing incoming damage

  • Be sure that your fleet members know how to broadcast. If they do not broadcast and die, they will learn quickly.
  • Make use of your watchlist. Remember to prioritize auxiliary ships over DPS for the most part.
  • It's your job as a logistics pilot to gauge the amount of incoming damage and let your fleet commander know if things are not going well, but do not do so until you have been pushed to the limit and people are still going down.
  • Be calm and observe the fight as it goes on. If the incoming damage seems to be too high, overheat your repairers (do not burn them out!) and see if it helps. A lot of the time it may take a few seconds for repairs to land on a target, so do not panic if someone goes into low shield/armor or even structure.
  • If a target broadcasts and you need to target them, it is possible to "pre-cycle" your repair modules. To do this, begin targeting them, and while you are targeting, activate your repair modules. This will cause your modules to cycle on them as soon as the targeting process is complete. Modules that are pre-cycled will flash as you are targeting; simply activate them again to stop the pre-cycle.
    • Be aware that your modules will activate on the next person you finish targeting, so be very careful that you do not "waste" cycles on an unintended target. This can happen especially when you intend to cycle reps on a small target, but you target something larger in the meantime, as larger targets are easier to acquire.
  • You can pre-overheat a module before activating it by simply SHIFT+clicking. This will make it overheat when you activate it. Pre-overheating does not cause damage.
    • This can be useful if a target is about to go down and you intend to save them. You can quickly begin targeting, then pre-overheat and pre-cycle your mods for a quick burst of repairs as soon as the targeting process completes.
  • When fighting alpha fleets (Tornadoes, sniper battleship fleets), the enemies will often fire on targets with a huge burst of damage, then switch to another in order to confuse logistics pilots. Consider de-cycling your repairers early (especially if you have a lot of logistics support) so you do not waste time with additional cycles, as target switching will be your primary focus.

Engagements

Use this part of the class to talk about different engagement situations and how logistics pilots should react in each situation. Feel free to add your own examples as well.

General tips

  • Manage your targets. Do not lock as many targets as you can, as you should always have at least one open spot for emergencies.
  • Micromanage your drones. Either assist them to an appropriate fleet member, or use them as directed.
  • Watch your capacitor and your modules if you are overheating.
  • Communicate with your fellow support pilots.
  • Constantly assess the situation.
    • Is your repair power holding, or does the enemy have too much damage?
    • Am I in danger of being tackled?
    • What kind of electronic warfare is on the field?
  • When in null security space, always burn out of bubbles immediately unless directed to stay by your fleet commander (in the case of defensive bubbles). Take the most direct route (unless this would lead you through the enemy fleet) and align once you are clear.

Warping to a fleet on a gate

  • Whenever warping directly to an enemy fleet, be prepared to warp in at range. If your fleet is warping directly at 0km from the enemy, consider warping in at 20-50km unless told otherwise. Be aware of the range of your shortest repair module when making this decision. In some cases, the enemy fleet may choose to disengage by jumping through the gate, so you may be required to chase. Follow your fleet commander's orders.
  • Consider warping a few seconds after your fleet. This will generally result in the enemy fleet focusing on the DPS instead of you, which may allow you to sneak onto the field without being noticed.
  • Pre-overheat your modules while in warp if you feel it's necessary.
  • When landing, immediately assess the situation and prepare to defend yourself.
    • If you are in a kiting ship, activate your microwarpdrive and prepare to move away from the enemy fleet by aligning to an appropriate point in space. Be very careful that you do not pull too far away from your fleet.
    • If you are in a brawling ship, find your anchor and begin to orbit them with your afterburner on. If you are the anchor, be mindful of your range, and your position in relation to both your fleet and the enemy fleet. In general, aim to keep your fleet between you and the enemy. Be wary of getting close to warpable objects (ie: wrecks) that the enemy can use to catch you.
  • Get your capacitor chain up immediately when you land (if applicable), and start locking up people who have broadcasted.

Jumping into an enemy fleet

  • If you are jumping through a gate that has a fleet on the other side, you will have less control over where you land and your general positioning.
  • When given the command to jump through the gate, let your DPS go first unless told otherwise.
  • When you load on the other side, do not decloak until your DPS has done so as well. Consider waiting a few seconds to allow your fleet to entice the enemy.
  • When you decloak, immediately activate all defensive modules and correct your position as necessary.
    • If in a kiting ship, consider overheating your microwarpdrive to put distance between yourself and the enemy fleet. Align to an appropriate spot once you are at a safe distance.
    • In a brawling ship, find your anchor and orbit them, or simply anchor (orbit) on the gate.
  • Stick with your fleet. Gate fights will sometimes end up moving slowly away from the gate, so be aware of how the fight as a whole is moving.

Fighting on stations

  • As with gates, consider warping in at range, especially if the station is hostile and you are unable to dock.
  • Do not aggress until you are ordered to do so by your fleet commander.
  • Be aware of what is docking and undocking from the station. Watch out for new arrivals and take appropriate defensive action as required. Always maintain a safe distance from the undock if you cannot dock.

Fighting at a celestial/in open space

  • Be aware of your surroundings. Enemies and fleets can warp in from nearly any direction, so be prepared to warp away or change your positioning at a moment's notice.
  • When kiting/maintaining distance, consider being above or below your fleet. Players sometimes forget to look up, so you may be less noticeable if you are above the fleet. This is especially useful in open pockets (like fighting at a celestial), as enemies will rarely ever be able to warp from above or below.

Fighting in a gated pocket

  • This situation can arise when fighting inside complexes, faction warfare areas, mission pockets, etc. that make use of an acceleration gate.
  • If you are in a pocket that requires an acceleration gate to enter, the only way in is to use that gate. Anyone who attempts to warp to the pocket directly will simply land on the required gate.
  • Be aware of the entry point to the pocket. Pilots entering a deadspace pocket via an acceleration gate will always land in the same area, so make note of the spot when you land. In some pockets, there will be a "beacon" at the entryway.
  • If you are forced to warp out, be aware that you will need to use the acceleration gate to get back in. This could potentially put you in danger, as you need to fly back through the gate and may land closer to the enemy fleet than anticipated.
  • If you are warping into an enemy fleet via an acceleration gate, let your DPS go first. When they are in, activate the gate and overheat your propulsion module, and immediately put distance between yourself and the fight when you land.

Disengaging

  • This situation occurs when you are ordered to disengage or "de-aggress" by your fleet commander. The purpose of this is to allow everyone's aggression timer to go away.
  • The aggression timer triggers whenever you make a hostile action against an enemy. It stops you from docking or jumping through a gate for 60 seconds.
  • Even if you are flying logistics, you will gain the aggression timer of anyone you repair, or gain your own if you make any aggression actions.
  • When ordered to extract, check to see that you are not making hostile actions towards the enemy fleet. This includes drones, smartbombs, or any guns you may have equipped. Recall your drones and deactivate any hostile modules.
  • Continue to repair your fleet. The goal here is to extract/pull away from the enemy fleet so you can make an escape.
  • Fleets will generally disengage by de-aggressing and jumping through a gate or docking. The fleet will then wait out their 60 second aggression timer (which stops docking and jumping) and allow them to get to safety.
  • De-aggressing forces the enemy fleet to make a decision. They can either continue shooting and attempt to kill you, thereby extending their aggression timers, or de-aggress with you and attempt to follow. In any case, you will buy a few seconds of safety to warp away on the other side of the gate or will be able to dock.
  • Logistics should be the very last things to exit the field of battle in all situations. If repairs are holding, a strong logistics core should be able to hold off the enemy damage while their allies get through a gate or dock up, and can then follow suit.

Class wrap-up

  • Questions.
  • Thank students for attending the class.
  • Ask for feedback on improving the class.

Practical exercise

  • Energy chaining exercise.
  • Practice engagements (jumping into enemy fleet, fighting on station, etc.).

Bonus material

Please insert any links to helpful material relating to this subject here.

Personal tools
Namespaces
Variants
Actions
Navigation
EVE University
Toolbox