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=Fleet PvP Training Guide= | =Fleet PvP Training Guide= | ||
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Well you have come the right place (or at least one of them). Eve University runs regular (or at least a lot of) PvP fleet roams, both the specific beginner [[Noobs on Patrol]] fleets and others, and everyone in our fleets will be willing to help you find your feet once you are in space. To actually contribute to a PvP fleet, start by training the ship skills you want to use (even at frigates 3 you can be part of a fleet), the general fitting and tanking skills. You should also choose a role to fulfill in a fleet, and fit a ship to do this. Most pilots will start out as a hero tackle or a DD (Damage Dealer) frigate or destroyer, and then branch out from there, but in the uni we are generally fairly flexible. | Well you have come the right place (or at least one of them). Eve University runs regular (or at least a lot of) PvP fleet roams, both the specific beginner [[Noobs on Patrol]] fleets and others, and everyone in our fleets will be willing to help you find your feet once you are in space. To actually contribute to a PvP fleet, start by training the ship skills you want to use (even at frigates 3 you can be part of a fleet), the general fitting and tanking skills. You should also choose a role to fulfill in a fleet, and fit a ship to do this. Most pilots will start out as a hero tackle or a DD (Damage Dealer) frigate or destroyer, and then branch out from there, but in the uni we are generally fairly flexible. | ||
The general fleet roles are DD, Tackle, Ewar, Logi and Scouts. | ===The general fleet roles are DD, Tackle, Ewar, Logi and Scouts.=== | ||
*DD: actually apply the damage to the enemy and need ships, guns, and related skills at a decent level. | |||
*Tackle: pilots use modules to keep the targets from getting away and to slow them down, so they need the propulsion jamming skills, and usually skills to help them fly faster to catch the targets. | |||
*Ewar: use electronic warfare modules to reduce the targets' effectiveness and make it easier for everyone else to do thier job, and need the electronics skills for the type of Ewar they are using. | |||
*Logi: are the guys that heal us and keep your ship alive, and make you more effective, and need the remote repairing skills, and usually capacitor transfer and management skills. | |||
*Scouts: are the people that range ahead of, or follow behind, the fleet to find us targets and make sure that no-one who will make us targets warps in on us, they often fly Covert Ops ships so they can cloak and not be seen, and carry combat scanners so need the scanning skills as well. | |||
Everyone who is going to fly in PvP should also make sure they train thier fitting and tanking skills, and it is useful to have people with the leadership skills trained, if not absolutely necessary. | Everyone who is going to fly in PvP should also make sure they train thier fitting and tanking skills, and it is useful to have people with the leadership skills trained, if not absolutely necessary. | ||
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Once you have the starting skills for a fleet role you should try to join fleets as soon as possible, but first read [[The Rookie's Guide To Fleet Ops]] and try to attend, or at least listen to, [[Fleets 101]]. Even if you are a minor contributor in your first couple of fleets while you get used to fleet communications, different commands and how to be part of a larger group, you will learn, and you will contribute, even if it does not feel like it at the moment. The most important things are to listen to the FC and the other leadership, and to do your best, the rest only comes with a little experience. | Once you have the starting skills for a fleet role you should try to join fleets as soon as possible, but first read [[The Rookie's Guide To Fleet Ops]] and try to attend, or at least listen to, [[Fleets 101]]. Even if you are a minor contributor in your first couple of fleets while you get used to fleet communications, different commands and how to be part of a larger group, you will learn, and you will contribute, even if it does not feel like it at the moment. The most important things are to listen to the FC and the other leadership, and to do your best, the rest only comes with a little experience. | ||
T1 Frigates and fittings are available to uni members for free from the [[Corporation Hangar]], either pick one up from | T1 Frigates and fittings are available to uni members for free from the [[Corporation Hangar]], either pick one up from Pator Tech School, or if you don't have the [[Freshman]] title yet ask in corporate chat and often someone will be able to grab one and pass to you. | ||
Eve Uni fleets tend to leave from either Aldrat/Hek, or from Stacmon near LSC, so have you PvP ships near these places so you they are handy when a fleet starts forming. It is probably best not to keep all of your PvP ships in Aldrat, or in the Hek Trade Station (Boundless Creation) as if war targets we want to kill park outside these stations it can make forming a fleet a lot harder, so usually keep PvP ships in a couple of stations nearby (if you want to have more than one) and then wherever they blockade we will have some people who can get out and form a fleet. | Eve Uni fleets tend to leave from either Aldrat/Hek, or from Stacmon near LSC, so have you PvP ships near these places so you they are handy when a fleet starts forming. It is probably best not to keep all of your PvP ships in Aldrat, or in the Hek Trade Station (Boundless Creation) as if war targets we want to kill park outside these stations it can make forming a fleet a lot harder, so usually keep PvP ships in a couple of stations nearby (if you want to have more than one) and then wherever they blockade we will have some people who can get out and form a fleet. | ||
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*Evasive Maneuvering: Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level. | *Evasive Maneuvering: Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level. | ||
*Spaceship Command: The basic operation of spaceships. 2% improved ship agility for all ships per skill level. | *Spaceship Command: The basic operation of spaceships. 2% improved ship agility for all ships per skill level. | ||
*Warp Drive Operation: Each skill level reduces the capacitor need of initiating warp by 10%. Means you can make long jumps in 1 hop rather than capping out. | |||
Everyone who flies a PvP ship should also be able to fit at least an AB, and have the cap to use it. Microwarpdrives are very useful when they are called for, but for many ship fits the increase to signature radius will get you killed, and MWD uses a lot more cap, and reduces your overall cap available, so only fit an MWD when you know you should be using it and need to have the extra speed. The important skills are: | Everyone who flies a PvP ship should also be able to fit at least an AB, and have the cap to use it. Microwarpdrives are very useful when they are called for, but for many ship fits the increase to signature radius will get you killed, and MWD uses a lot more cap, and reduces your overall cap available, so only fit an MWD when you know you should be using it and need to have the extra speed. The important skills are: | ||
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*Fuel Conservation - Improved control over afterburner energy consumption. 10% reduction in afterburner capacitor needs per skill level. | *Fuel Conservation - Improved control over afterburner energy consumption. 10% reduction in afterburner capacitor needs per skill level. | ||
*High Speed Maneuvering - Skill at using MicroWarpdrives. 5% reduction in MicroWarpdrive capacitor usage per skill level, Required to fit MWD. | *High Speed Maneuvering - Skill at using MicroWarpdrives. 5% reduction in MicroWarpdrive capacitor usage per skill level, Required to fit MWD. | ||
*Acceleration Control - 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level. | |||
===Leadership=== | ===Leadership=== | ||
Leadership skills are about providing bonuses to your squad/wing/fleet mates. The leadership skills are not needed to be in a role as SC/WC/FC (Squad/Wing/Fleet Commander), but if you don't have the skill to a large enough level to command the squad/wing/fleet size you are in charge of they will not get boosts from your level of leadership or any higher levels. As such leadership skills are something that you will not need to start out, but once you have the time to train them they can make you more useful in a fleet as having more Squad Commanders, Wing Commanders and Fleet Commanders who can pass on boosts is very useful. It is generally considered to be | Leadership skills are about providing bonuses to your squad/wing/fleet mates. The leadership skills are not needed to be in a role as SC/WC/FC (Squad/Wing/Fleet Commander), but if you don't have the skill to a large enough level to command the squad/wing/fleet size you are in charge of they will not get boosts from your level of leadership or any higher levels. As such leadership skills are something that you will not need to start out, but once you have the time to train them they can make you more useful in a fleet as having more Squad Commanders, Wing Commanders and Fleet Commanders who can pass on boosts is very useful. It is generally considered to be best to train the Leadership (for SC) to 5 and then WC to 3 first, as it is more important to be able to pass on bonuses than to grant them yourself, as only the best of the squad/wing/fleet booster is passed on. The skills for PvP are as follows: | ||
Leadership: Allows command of a squad of size up to 2 members per skill level, up to a maximum of 10 members. 2% bonus to fleet members' targeting speed per skill level. | *Leadership: Allows command of a squad of size up to 2 members per skill level, up to a maximum of 10 members. 2% bonus to fleet members' targeting speed per skill level. | ||
Wing Command: Allows command of a Wing up to operate 1 Squadron per skill level, up to a maximum of 5 Squadrons. | *Wing Command: Allows command of a Wing up to operate 1 Squadron per skill level, up to a maximum of 5 Squadrons. | ||
Fleet Command: Allows command of a fleet of up 1 Wing per skill level, up to a maximum of 5 Wings. | *Fleet Command: Allows command of a fleet of up 1 Wing per skill level, up to a maximum of 5 Wings. | ||
Armored Warfare: Grants a 2% bonus to fleet members' armor hit points per skill level. | *Armored Warfare: Grants a 2% bonus to fleet members' armor hit points per skill level. | ||
Information Warfare: Grants a 2% bonus to fleet members' targeting range per skill level. | *Information Warfare: Grants a 2% bonus to fleet members' targeting range per skill level. | ||
Siege Warfare: Grants a 2% bonus to fleet members' shield capacity per skill level. | *Siege Warfare: Grants a 2% bonus to fleet members' shield capacity per skill level. | ||
Skirmish Warfare: Grants a 2% bonus to fleet members' agility per skill level. | *Skirmish Warfare: Grants a 2% bonus to fleet members' agility per skill level. | ||
==Roles in PvP Fleets== | ==Roles in PvP Fleets== | ||
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===Tackle=== | ===Tackle=== | ||
Tackling is the art of using points (Warp Disruptors and Scramblers) to stop targets warping away from a fight and webs to slow them down. You should make sure you fit some tank, and some weapons, but your first priority should be to be able to lock your targets and then hold them in place for the DD to kill. Hero tackle refers to using a basic frigate to run in, and apply a point (and usually a web, occasionally ECM instead of Webs) to a target. Tackle Frigates are usually the first to be targeted by the guys you are shooting, as they will go down quickly and are what is keeping them from getting away from the damage. Flying a hero tackle you can expect to be hit a lot and to lose some ships (you won't always lose your ship but expect it to happen often). This is not the end of the world as relatively speaking Tackle Frigates are cheap to fit. Heavy tackle refers to cruiser and larger tackle ships, which come in after the Heroes have got a target on the ground to keep them there if the Frigates do get killed. This is one of the most common entry points to PvP, and even the largest Null Sec Alliances generally can use some hero tackles, so it can be a good skill to learn. Fast tackle generally is used to refer to interceptors (and occasionally speed fitted Assault Frigates) that can get in even faster than a basic frigate and can usually stay alive longer due to the better tanks and speed in tech 2 ships. | Tackling is the art of using points (Warp Disruptors) and Scrams (Warp Scramblers) to stop targets warping away from a fight and webs to slow them down. You should make sure you fit some tank, and some weapons, but your first priority should be to be able to lock your targets and then hold them in place for the DD to kill. Hero tackle refers to using a basic frigate to run in, and apply a point (and usually a web, occasionally ECM instead of Webs) to a target. Tackle Frigates are usually the first to be targeted by the guys you are shooting, as they will go down quickly and are what is keeping them from getting away from the damage. Flying a hero tackle you can expect to be hit a lot and to lose some ships (you won't always lose your ship but expect it to happen often). This is not the end of the world as relatively speaking Tackle Frigates are cheap to fit. Heavy tackle refers to cruiser and larger tackle ships, which come in after the Heroes have got a target on the ground to keep them there if the Frigates do get killed. This is one of the most common entry points to PvP, and even the largest Null Sec Alliances generally can use some hero tackles, so it can be a good skill to learn. Fast tackle generally is used to refer to interceptors (and occasionally speed fitted Assault Frigates) that can get in even faster than a basic frigate and can usually stay alive longer due to the better tanks and speed in tech 2 ships. While there is only really 1 skill for tackling itself, all tacklers should make sure their targeting is up to snuff, you need to target something fast enough to tackle before it can get away, and being able to fit an MWD is highly encouraged to allow you to close to your targets fast. | ||
The important skills for tackling are: | The important skills for tackling are: | ||
*Propulsion Jamming -- 5% Reduction to warp scrambler and stasis web capacitor need per skill level, required for points, scrams and webs. | |||
===Damage Dealer(DD)=== | ===Damage Dealer(DD)=== | ||
Damage Dealer (DD) ships focus on fitting guns, and modules that make their guns hit harder, reach further, and track better. A good Heavy DD fit will usually also include some targeting modules to ensure that you can lock smaller ships in a reasonable amount of time, and of course a tank. Most fleets only | Damage Dealer (DD) ships focus on fitting guns, and modules that make their guns hit harder, reach further, and track better. A good Heavy DD fit will usually also include some targeting modules to ensure that you can lock smaller ships in a reasonable amount of time, and of course a tank. Most fleets only consider a ship useful as dedicated DD if the ship is a destroyer or larger, although there are exceptions, because most basic frigates don't have the high slots, or the turret/launcher slots, to fit a large weapon load out. You will need to focus on your gun skills, and the skill supporting these. It is worth noting that it is generally considered to be better to fit for Turrets than for Missiles, as the delay in missiles reaching the target reduces your effective DPS, both because you need to wait before your DPS is applied, and because you will have volleys in space when something blows up which will also be wasted. These drawbacks of missiles usually mean although they may have higher paper DPS they have far worse applied DPS except in certain specific circumstances. If your chosen weapons are Projectiles or Missiles you can ignore controlled bursts, as these weapons don't use cap, but make sure you train the other gunnery support skills up as soon as possible. Also remember if you can fit a point, or some ECM in a spare mid-slot, or can fit fit a neut or nos in a high slot you can make yourself more useful and add depth to the fleet by providing some back up for the Tackle and EWar pilots. | ||
The important skills for DD pilots are: | The important skills for Turret DD pilots are: | ||
*<Racial Ship Skills>: Give you bonuses for each ship type, usually a damage bonus and something else. | |||
*<Racial Small/Medium Guns>: Gives you bonus damage for the gun type, at 5 you can train skills to fit tech 2 guns. | |||
*Gunnery: 2% Bonus to weapon turrets' rate of fire per skill level. | |||
*Motion Prediction: 5% bonus per skill level to weapon turret tracking speeds. | |||
*Rapid fire: 4% bonus per skill level to weapon turret rate of fire. | |||
*Sharpshooter: 5% bonus to weapon turret optimal range per skill level. | |||
*Surgical Strike: 3% bonus per skill level to the damage of all weapon turrets. | |||
*Trajectory Analysis: 5% bonus per skill level to weapon turret accuracy falloff. | |||
*Controlled Bursts: 5% reduction in capacitor need of weapon turrets per skill level (only needed for Hybrids and Lasers) | |||
The important skills if you want to go for Missile DPS are: | |||
*<Racial Ship Skills>: Give you bonuses for each ship type, usually a damage bonus and something else, Required at 5 before you can train T2 Missiles&Launchars | |||
*<Missile Type Skill>: 5% Bonus to light missile damage per skill level, Required at 5 before you can train to use T2 Missiles. | |||
*Missile Launcher Operation: 2% Bonus to missile launcher rate of fire per skill level. | |||
*Missile Projection: 10% bonus to all missiles' maximum velocity per level. | |||
*Rapid Launch: 3% bonus to missile launcher rate of fire per level. | |||
*Target Navigation Prediction: 10% decrease per level in factor of target's velocity for all missiles. | |||
*Warhead Upgrades: 2% bonus to all missile damage per skill level. | |||
===E-War=== | ===E-War=== | ||
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=====ECM===== | =====ECM===== | ||
ECM has a chance of completely blocking someone's ability to target anything. It is specific to the type of sensors a ship uses, gravimetric for Caldari, Guristas & Mordus Legion, ladar for Minmatar and Angel ships, magnetometric for Gallente, Serpentis, ORE and SOE ships, and radar for Amarr, Blood Raider and Shansas. The Modules are color coded to match the show info window, Gold for radar, Blue for Magentometric, Grey for Magentometric, and Rust coloured for Ladar. There are also the "Rainbow" universal ECM jammers, which affect all 4 slightly more weakly than the specifics. Generally most pilots will run a rainbow module. The chance of ECM working is based on your jammer strength, and the strength of the target's sensors, multiple jammers will increase your chance by stacking penalties do apply, so it is usually not worth focusing more than a few ECMs on one target. | |||
ECM is the most effective E-War when it works, but it is not guaranteed so in some circumstances other ECM types will be better. | |||
Discuss skills for ECM | Discuss skills for ECM | ||
Discuss why not to use ECM burst when starting out | Discuss why not to use ECM burst when starting out | ||
=====Tracking Disruption===== | =====Tracking Disruption===== | ||
Discuss Tracking disruptors and their uses, and what skills to train to use them | Discuss Tracking disruptors and their uses, and what skills to train to use them | ||