https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Rakhya+galmorn&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T02:32:22ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Fleet_Command_Basics&diff=75540Fleet Command Basics2014-09-09T14:26:18Z<p>Rakhya galmorn: fixed broken links</p>
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<div>Basic Fleet Command Guide <br />
This is a guide into Basic Fleet command through this Page I will detail what I have learned about fleet command and how to start your Journey into leading fleets. This will be an evolving wiki post that I will continue to update as I learn more about fleet command and what I find to be effective when leading fleets.<br />
Here is the wiki link to basic fleet ops to give you an overview of fleets [http://wiki.eveuniversity.org/The_Rookie%27s_Guide_To_Fleet_Ops]<br />
<br />
=Why Lead Fleets into combat?=<br />
This is an interesting question and one that I fell is the most important one. Why should someone lead a fleet? You should lead a fleet for several reasons. First when you take a fleet out to fight you are creating content for both yourself who you are fighting and your fleet mates. Eve is driven by player created content so if no one leads there is no content. The second reason you should lead a fleet it develop and expanded your knowledge of pvp. If you want to develop and expanded on pvp skills for the game of eve The Commanding a fleet is something you should look at doing it may be your cup of tea it may not be but either way it is a very rewarding experience.<br />
<br />
=Fleet Goals and objectives.= <br />
This is one of the hardest parts of commanding a fleet. What is it that your fleet is seating out to do? Are you going to try and take an objective? Find good fights anywhere you can? Your goals and objectives determine what type of fleet to bring to the party and should also outline what types of fights you are or aren’t going to take to try and ensure victory for your fleet. For every fleet you need to have a goal be it as simple as trying to find fights. This ensures you know what your fleet is looking to achieve and how best tailor your fleet to achieving those goals.<br />
<br />
=Chain of command.=<br />
Setting up an effective and decisive chain of command is the corner stone of any good fleet operation. The number of people that need to have command roles expanded as the fleet numbers expanded and what you are taking with you on your fleets to try and reach your objectives and goals. A fleet that is trying to kill Capital ships is going to have different goals then one that is trying to just find fights in low sec in a small gang.<br />
My Primary set up <br />
Me as FC<br />
Second Fc if I go down <br />
Third fc if group is big or disengagement caller.<br />
Route finder who find me a route that has recent activity.<br />
Wing commander to set up the buff chain <br />
Logi commander if I have logi.<br />
<br />
=Building up a fleet.=<br />
This part is both one of the easiest and most frustrating jobs as an fc. You need to get the numbers you want to support your group while still trying to keep things moving at a good pace. My general build up last anywhere from 15 min to an hour depending on the numbers I’m looking for the op I am doing. For a new Fc my advice is put up an advert in alliance and see what you get and head out as you progress as an fc you will find what works for you and how many people doing what you need. <br />
Here is a wiki Link on how to form a fleet. [http://wiki.eveuniversity.org/How_to_Properly_Form_a_Fleet]<br />
<br />
=Comm’s Fleets and You.=<br />
I always run open comm’s during my fleets this being said however I use some key phrases to keep the comm’s open at the times they need to be open. First command I give during a fleet is if I am talking about the fleet my comms are clear this works very well most of the time and if not I remind people that the fleet comes before side conversations. The second command is Break Break Break this tells people to stop talking and listen to what information needs to be relayed. The third and final command is combat Comm’s to keep the comms clear during combat situations. I am sure that other fc use different methods of Comm’s this is just my personal method. <br />
<br />
=Picking a route for your fleet.=<br />
Depending on your fleets goals and objectives a route can be crucial to your success. A few things to consider when choosing a route for a strategic objective fleet. How are you going to reship people who die? How are you going to get reinforcements to you if you need to bring more people into the fight? How far are you from additional support if you find a hard target that needs to be cracked? Dotland is an amazing tool for this. For most of my fleets I just go looking for a fight so the route is unimportant for me my goal is to find a fight reship people after a fight and then go find another one.<br />
<br />
=Fleet Doctrines.=<br />
Every single alliance and group seems to fly their own unique brand of fleet doctrines. As an Fc I tend to stick with either the Kitchen Sink fleet bring what you want cruiser and bellow. Frigate Fleets T1 frigates that can move fast and engage targets. Or a shield doctrine. There are many different style of doctrines and as you develop as an fc you will tailor doctrines or fly doctrines that will help you to achieve your fleets goals and objectives. The best advice I can give to a new fc is to go with Kitchen sink and find what fells right to you. <br />
<br />
Uni guide on Doctrines [http://wiki.eveuniversity.org/Fleet_Doctrines]<br />
<br />
=Basic Strategy=<br />
Know what fights you want to take and what fights you don’t. The best advice given to me when I started was if I didn’t know I couldn’t win take the fight. Gate camps are your friend shiny flashies have a tendency to come to you if you wait. Uni guide on gate camps. [http://wiki.eveuniversity.org/Gatecamps]<br />
<br />
Having a good scout that can find you fights and let you know what is coming into your fleet is crucial for being able to decide on a strategy on the fly. Your scout or scouts is one of the most crucial factor in having a successful fleet.<br />
<br />
Make sure you always have an exit strategy. Getting your fleet out of a bad situation can be one of the best things you can do as a fleet commander. Taking out the ships tackling your ships and then exiting the field can both save resources and get a majority of your fleet out of harm’s way rather than getting it destroyed. <br />
<br />
=Getting A fleet killed a good learning tool.=<br />
I have had a fair number of fleets both great successes where we held the field and some other failures where we were utterly crushed. A fleet that is crushed can and is a great learning tool for developing yourself as an fc. You need to take a look at why you were unable to hold the field and got destroyed. I will use one of my own previous fleets as an example as to what went wrong and what we could have done differently. My scouts reported that there was an enemy gate camp on the other side of the gate. I had a Kitchen sink fleet of about 20 people and the enemy had about 6 reported contacts. There was thirty seconds until scouts gate cloak broke. Assessing the situation I knew it was unwinnable the enemy had 2 t3 cruisers 1 command ship 1 battle ship 1 logi and a cruiser. This was a fight where we couldn’t hold the field but I believed that we could cause damage to the enemy fleet by either destroying 1 of the t3 or driving them off grid then picking apart the weaker support ships before we had to leave. I ordered the fleet to jump jump jump and we took the fight. Using the gate guns to our advantage we nearly destroyed 1 t3 cruiser before being forced to switch to the second one as more enemy logi and support hit grid. After taking loss’s we extracted from that situation losing about half the fleet. I learned that I needed to have my scout’s bounce around some more before we took the fight and see what the enemy had off grid. I also learned that when you see one logi ship there are generally more hiding somewhere else waiting to engage you. A killed or lost fleet is a great way to learn vital lessons it is not bad to get killed or beaten but look to see the reasons why it happened and learn from them.<br />
<br />
=Out of Uni resources for gaining knowledge of being a fleet commander.=<br />
[http://www.newedenlibrary.net/eve-on-line/eon/insiders-guide-to-fleet-warfare/ New Eden Library - Insider’s guide to Fleet Warfare] 1<br />
<br />
[http://www.eve-wiki.net/index.php?title=Fleet_Commander_Guide EVE Wiki - Fleet Commander Guide] 2<br />
<br />
[http://www.youtube.com/watch?v=7wJTq3rfmbg] 3<br />
<br />
[http://evegateway.blogspot.com/2012/03/fleet-commanding-101.html The EVE Gateway - Fleet commanding 101] 4<br />
<br />
[http://evenewb.blogspot.it/2009/12/how-to-fc-small-pirate-gang.html Eve Newb - How to FC a small pirate gang] 5<br />
<br />
[http://www.eve-tribune.com/index.php?no=3_2&page=4 EVE Tribune - Fleet Command Guide part 2] 6<br />
<br />
[http://themittani.com/features/fcs-lesson-book-target-calling The Mittani - The FC's Lesson Book: Target Calling] 7<br />
<br />
[http://jestertrek.blogspot.com/2011/03/guide-pvp-voice-communications.html Jester's Trek - Guide: PvP Voice Communications] 8<br />
<br />
[http://www.tentonhammer.com/eve/guides/pvp/newbie_fleet_commanding Ten Ton Hammer - Five Tips For Newbie Fleet Commanders In EVE Online] 9<br />
<br />
[http://mastersdegreeinspaceships.wordpress.com/2013/08/24/an-study-in-target-priority/ MSci - On target priority] 10<br />
<br />
[http://mastersdegreeinspaceships.wordpress.com/2013/06/27/starting-out-as-a-fc-qa-26062013/ MSci- Starting out as a FC Q&A 26/06/2013] 11<br />
<br />
[http://mastersdegreeinspaceships.wordpress.com/2012/12/12/fleet-command-101/ MSci - Fleet Command 101] 12<br />
<br />
[http://mastersdegreeinspaceships.wordpress.com/2013/01/02/fleet-command-102/ MSci - Fleet Command 102] 13<br />
<br />
[http://mastersdegreeinspaceships.wordpress.com/2013/01/27/fleet-command-102-2/ MSci - Fleet Command 103] 14</div>Rakhya galmornhttps://wiki.eveuniversity.org/index.php?title=Tristan&diff=74354Tristan2014-07-26T12:51:23Z<p>Rakhya galmorn: </p>
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<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
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| shipid=593<br />
| shipimg=Tristan.jpg<br />
| shipname=Tristan<br />
| caption=Tristan<br />
| class=Frigate<br />
| grouping=Standard Frigates<br />
| hulltype=Tristan Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=Droneboat<br />
| variations={{Ship|Nemesis}}<br />
| tech=<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=35 MW<br />
| cpu=130 tf<br />
| capacitor=350 GJ<br />
| highs=3<br />
| turrets=2<br />
| launchers=0<br />
| mediums=3<br />
| lows=3<br />
| mass=956,000 kg<br />
| volume=26,500 m&#179;<br />
| cargohold=140 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=40 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=<b>Development</b><br>Often nicknamed The Fat Man this nimble little frigate is mainly used by the Federation in escort duties or on short-range patrols. The Tristan has been very popular throughout Gallente space for years because of its versatility. It is rather expensive, but buyers will definitely get their money's worth, as the Tristan is one of the more powerful frigates available on the market.<br />
| bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>7.5% bonus to Small Hybrid Turret tracking speed<br>10% bonus to Drone hitpoints and tracking speed<br><br />
| structurehp=650 HP<br />
| shieldhp=350 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=450 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=35<br />
| armortherm=35<br />
| maxvelocity=325 m/sec<br />
| inertia=3.44<br />
| warpspeed=5 AU/s<br />
| warptime=4.56 s<br />
| targetrange=40.00 km<br />
| sigradius=41 m<br />
| maxlockedtargets=5<br />
| sensortype=Magnetometric<br />
| sensorvalue=9 points<br />
| scanres=600 mm<br />
| reqskills=*{{RequiredSkill|Gallente Frigate|I}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=25m 0s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Tristan Tristan on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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<br />
==Summary==<br />
The Tristan is a Gallente combat frigate and the first ship in the line of Gallente Droneboats. It has a bonus to to hybrid turrets tracking speed and Drone hitpoints and tracking speed. The Tristan is an excellent ship in PvP and PvE, but is quite dependent on training the Drones skill to level V in order to realize its potential. The Tristan is the only Tech 1 frigate that can field 5 drones.<br />
<br />
==Skills==<br />
''Fitting the recommended Hobgoblin II drones requires training both Drones and Light Drone Operation skills to level V.''<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Tristan|<br />
shipTypeID=593|<br />
fitName=PVP Kiting Tristan|<br />
fitID=PVP-Tristan|<br />
high1name=125mm Railgun II|<br />
high1typeID=10680|<br />
high2name=125mm Railgun II|<br />
high2typeID=10680|<br />
high3name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Faint Warp Disruptor I|<br />
mid2typeID=5403|<br />
mid3name=Medium F-S9 Regolith Shield Induction|<br />
mid3typeID=8517|<br />
low1name=Nanofiber Internal Structure II|<br />
low1typeID=2605|<br />
low2name=Drone Damage Amplifier II|<br />
low2typeID=4405|<br />
low3name=Micro Auxiliary Power Core I|<br />
low3typeID=11563|<br />
drone1name=Hobgoblin II x5|<br />
drone1typeID=2456|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Caldari Navy Thorium Charge S x1|<br />
charge1typeID=23015|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Polycarbon Engine Housing I|<br />
rig1typeID=31177|<br />
rig2name=Small Anti-EM Screen Reinforcer I|<br />
rig2typeID=31716|<br />
rig3name=Small Core Defense Field Extender I|<br />
rig3typeID=31788|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.1|<br />
shipDNA=593:10680;2:5403;1:5973;1:8517;1:2605;1:4405;1:11563;1:31177;1:31716;1:31788;1:2456;5:23015;1::|<br />
skills=Gunnery I</li><li>Small Hybrid Turret IV</li><li>Small Railgun Specialization I</li><li>Shield Upgrades I</li><li>Propulsion Jamming I</li><li>High Speed Maneuvering I</li><li>Capacitor Management II</li><li>Drones IV</li><li>Weapon Upgrades IV</li><li>Hull Upgrades II</li><li>Astronautics Rigging I</li><li>Shield Rigging I</li><li>Scout Drone Operation V</li><li>Gallente Drone Specialization I|<br />
notes=All credits go to Alarien: http://forum.eveuniversity.org/viewtopic.php?f=166&t=57928}} {{ShipFitting|<br />
ship=Tristan|<br />
shipTypeID=593|<br />
fitName=Solo Neuting Tristan|<br />
fitID=Solo-Neuting-Tristan|<br />
high1name=5W Infectious Power System Malfunction|<br />
high1typeID=4471|<br />
high2name=5W Infectious Power System Malfunction|<br />
high2typeID=4471|<br />
high3name=5W Infectious Power System Malfunction|<br />
high3typeID=4471|<br />
mid1name=J5b Phased Prototype Warp Scrambler I|<br />
mid1typeID=5439|<br />
mid2name=1MN Afterburner II|<br />
mid2typeID=438|<br />
mid3name=Small Capacitor Booster II|<br />
mid3typeID=3568|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Drone Damage Amplifier II|<br />
low2typeID=4405|<br />
low3name=Small Ancillary Armor Repairer|<br />
low3typeID=33076|<br />
drone1name=Hobgoblin II x3|<br />
drone1typeID=2456|<br />
drone2name=Hobgoblin II x5|<br />
drone2typeID=2456|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Nanite Repair Paste x1|<br />
charge1typeID=28668|<br />
charge2name=Navy Cap Booster 400 x1|<br />
charge2typeID=32006|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Ancillary Current Router I|<br />
rig1typeID=31358|<br />
rig2name=Small Ancillary Current Router I|<br />
rig2typeID=31358|<br />
rig3name=Small Auxiliary Nano Pump I|<br />
rig3typeID=31045|<br />
difficulty=0|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=593:4471;3:438;1:3568;1:5439;1:2048;1:4405;1:33076;1:31045;1:31358;2:2456;8:28668;1:32006;1::|<br />
skills=|<br />
notes=Use the neuts to keep enemy frigates helpless while your drones whittle them down.</li><li>Your neuts each remove 51 units of cap every 6 seconds at a range of 6km. Most frigates have around 350-450 capacitor, so 2 cycles should almost cap out any frigate you come across.</li><li>By chewing through cap boosters, your cap lasts 3m 42s with all Vs. Switching off one neut makes the ship cap stable again.</li><li>Try and stay 4-5km away from the enemy; this way you are outside the range of blasters if your enemy manages to find enough cap to fire, but close enough to keep the enemy neuted.}}<br />
<br />
==Tactics==<br />
There are two current play styles regarding the Tristan: The Kite Tristan, which uses range to keep damage down; and The Brawler Tristan, which uses a heavy tank to mitigate damage. Many opinions exist on the most effective way to pilot a drone boat, but generally most veteran players might suggest the kite fit. Kiting is a strategy where the enemy is kept at range so that incoming damage is minimized, but outgoing damage is still effective. Kiting can be thought of as sniping with long range guns, however in this case, the guns are replaced with drones. <br /><br />
<br />
==== The Kiting Tristan ====<br />
The Tristan comes with two available weapon slots, and has a boost to Hybrid weapons. In the Kiting example, it would be most beneficial to fit Railguns, as they are the long range Hybrid weapon. Fitting short range Blasters on a Kiting Tristan boat will be discussed below. Railguns will allow the player to supplement the damage of the drones while staying well out of harms way from the enemy. As the majority of the Tristan's damage comes from its Drones, there is no reason to fit excessively expensive or high damaging guns when starting out with this ship. As the player progresses in skill level, it is advisable to upgrade modules as needed. Focusing on survivability and range dictation should be a primary concern as if the ship explodes, the drones stop functioning. <br /><br />
<br />
Fitting Blasters, the short range Hybrid weapon to the Tristan is often done where concern about enemy drones, or enemy players getting too close is regarded. Blasters are wonderful tools one can use to defend a ship. In the same Kiting scenario, players should keep in mind their range to the target, sending the drones to defeat the target while watching out for other drones or ships coming into close range (i.e. less than 6000m). In this case, the player could cause damage to an enemy ship with close range blasters, while also dealing damage to the primary target with the drones. Other than those circumstances the blasters would not be used. <br /><br />
<br />
Concerning damage mitigation: while the Kiting setup could equally fit modules that increased ship speed at the reduction of armor amount, or fit the complete opposite with a full armor tank, the Brawler setup should be concerned with tank only, be it shield or armor. Gallente ships generally are armor tanked, as ship bonuses are given to armor, and ship design provide opportunity to this tank setup. Those ships with equal numbers of mid and low slots can use either shield or armor at the best judgement of the player. <br /><br />
<br />
==== The Brawling Tristan ====<br />
The Brawling Tristan should be thought of as a larger drone: Orbiting fast, hitting hard and taking all (or none of) the damage. Brawler Tristan's are generally fit with short range Hybrid weapons, and this is where the ship bonus to turret tracking speed will come into full play. You will find yourself victorious when faced with an enemy set up for ranged combat as there is often a chance to "get under his guns". The closer one orbits, the faster the other ships' turrets have to track. <br /><br />
<br />
It would again be up to the player to select a tank based on his skills and the modules he can use. The Brawler Tristan in theory could "speed tank", moving fast enough to take little damage, but this also increases the risk of a ranged setup ship being able to explode you before you can close distance. It is also a possibility that one might try to "speed tank" only to discover that the ship in question is setup for close range combat as well. This would not be an ideal circumstance. It is generally accepted that if your play style involved close range combat, you would be better off to fit some kind of tank to soak up the damage. <br /> <br />
<br />
Finally, the player will see a gigantic leap in damage performance reaching the ability to field Tech II drones. This really should be the players first concern, no matter the play style. Finally these are only two of the most common fits and play styles. With each of these styles, the player should be aware that Hybrid guns use capacitor energy to fire. If the capacitor is empty, you can not fire your guns! Drones will continue to function regardless. Shields and shield modules play a roll in the capacitor usage and amount; when fitting a shield tank, take into consideration the use of Hybrid weapons and their effect on the capacitor. An empty cap can neither power shields nor fire guns. <br /><br />
<br />
Additional reading: [[Armour Tanking]], [[Shield Tanking]], [[Drones]], [[Turrets]]<br />
<br />
==Notes==<br />
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Standard Frigates]]</div>Rakhya galmorn