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The Rookie's Guide to Fleet Ops: Difference between revisions

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*JJJ: Jump Jump Jump  
*JJJ: Jump Jump Jump  
*JOC: Jump On Contact  
*JOC: Jump On Contact  
*OGC: [[Gatecamps|Offensive Gatecamp]]
*OGC: [[Gatecamps|Offensive Gatecamp]]  
*DGC: [[Gatecamps|Defensive Gatecamp]]
*DGC: [[Gatecamps|Defensive Gatecamp]]  
*A: Align to
*A: Align to  
*W: Warp Yourself To
*W: Warp Yourself To  
*MBS: Make Best Speed To
*MBS: Make Best Speed To


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*DD: Damage Dealer  
*DD: Damage Dealer  
*EW: Electronic Warfare  
*EW: Electronic Warfare  
*T: Tackler
*T: Tackler  
*LOGI: Logistics
*LOGI: Logistics


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*AB: Afterburner  
*AB: Afterburner  
*MWD: MicroWarpdrive
*MWD: MicroWarpdrive
<br>
See also [[Typing commands into squad chat]]


== Pre-Op Checklist  ==
== Pre-Op Checklist  ==


#'''Make sure your medical clone is up to date.'''<br>Having your medical clone set to Aldrat can be helpful during war. You can check the status of your medical clone on your character sheet.<br><br>  
#'''Make sure your medical clone is up to date.'''<br>Having your medical clone set to Aldrat can be helpful during war. You can check the status of your medical clone on your character sheet.<br><br>  
#'''Assume that you are going to be podded.''' <br>&nbsp;&nbsp; If you have [[Implants|implants]], either make sure you can afford to lose them or get into a [[Jump_Clones|jump clone]]. Some players like to keep combat jump clones with no implants at all; others keep several jump clones, each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship command, gunnery, and missile skills; and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanics skills.<br>&nbsp;&nbsp; We have enough corp standing to access [[Jump Clones|jump clones]] with one of the Caldari corporations, Wiyrkomi Peace Corps, and one of the Khanid corporations, Khanid Innovation. <font color="red">'''Do not start a conversation with any agents for Wiyrkomi Peace Corps or Khanid Innovation as we will lose these facilities.&nbsp;'''</font>Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br>'''<br>''' NOTE: While you should always be prepared to be podded, this should rarely occur in high sec or low sec battles. Be sure you are familiar with the "Pod Saver" tab on your [[Overview|overview]]; if you are about to lose your ship, learn how to "spam" the Warp button in your Selected Item box when a planet is selected.<br><br>
#'''Assume that you are going to be podded.''' <br>&nbsp;&nbsp; If you have [[Implants|implants]], either make sure you can afford to lose them or get into a [[Jump Clones|jump clone]]. Some players like to keep combat jump clones with no implants at all; others keep several jump clones, each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship command, gunnery, and missile skills; and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanics skills.<br>&nbsp;&nbsp; We have enough corp standing to access [[Jump Clones|jump clones]] with one of the Caldari corporations, Wiyrkomi Peace Corps, and one of the Khanid corporations, Khanid Innovation. <font color="red">'''Do not start a conversation with any agents for Wiyrkomi Peace Corps or Khanid Innovation as we will lose these facilities.&nbsp;'''</font>Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br>'''<br>''' NOTE: While you should always be prepared to be podded, this should rarely occur in high sec or low sec battles. Be sure you are familiar with the "Pod Saver" tab on your [[Overview|overview]]; if you are about to lose your ship, learn how to "spam" the Warp button in your Selected Item box when a planet is selected.<br><br>  
#'''Decide which role you will fulfill.'''<br>The three primary roles in a fleet are Damage Dealer (DD), [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]]. A rookie with few skillpoints can contribute much to a fleet by taking a tackling or EWAR role.<br><br>  
#'''Decide which role you will fulfill.'''<br>The three primary roles in a fleet are Damage Dealer (DD), [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]]. A rookie with few skillpoints can contribute much to a fleet by taking a tackling or EWAR role.<br><br>  
#'''Get into a ship you can fly well in PVP, and can afford to lose.'''<br>&nbsp;&nbsp; If you're a rookie, that is probably a frigate. You can fly a frigate and still contribute significantly if you have the skills and modules necessary to tackle or EW. Even if you're young and don't have the skills yet, don't worry about it and come along in a cheap frigate for the experience. Tacklers and EWAR frigates are effective with cheap tech 1 modules fitted. Destroyers can be used in specialized fleets, but in most Uni fleets a frigate tackler or EWAR would be preferable if you can't handle a DD cruiser yet. Take note that flying a Damage Dealer ship for PvP requires more skills than for PvE. Flying a DD cruiser well means having the cruiser skill at 4, and the relevant [[Gunnery Guide#Gunnery_Support_Skills|gunnery]] or [[Missile Launchers#Missile_Support_Skills|missile]] support skills at 3 or 4. EWAR cruisers require less skills to fly well than DD cruisers. The skills to fly a DD cruiser well in PvP take 1 or 2 months to train, a battlecruiser 4 to 6 months to train, and a battleship 9 to 12 months to train. This may take longer if you cross-train between races or train up T2 ships earlier.<br>&nbsp;&nbsp; Find a good fit for your ship. You can browse some basic tackler and EWAR fits in the corp section of the fitting window in the neocom. However, keep in mind that these are only very basic fits meant for characters with only a few days of training. They are not perfect fits. For better fittings, you should look at the PvP section of the university forums. It is important to know how to search the forums efficiently with the Advanced Search feature, see the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=38816 How to Search the Ship Loadout Forum] thread for details.<br><br>  
#'''Get into a ship you can fly well in PVP, and can afford to lose.'''<br>&nbsp;&nbsp; If you're a rookie, that is probably a frigate. You can fly a frigate and still contribute significantly if you have the skills and modules necessary to tackle or EW. Even if you're young and don't have the skills yet, don't worry about it and come along in a cheap frigate for the experience. Tacklers and EWAR frigates are effective with cheap tech 1 modules fitted. Destroyers can be used in specialized fleets, but in most Uni fleets a frigate tackler or EWAR would be preferable if you can't handle a DD cruiser yet. Take note that flying a Damage Dealer ship for PvP requires more skills than for PvE. Flying a DD cruiser well means having the cruiser skill at 4, and the relevant [[Gunnery Guide#Gunnery_Support_Skills|gunnery]] or [[Missile Launchers#Missile_Support_Skills|missile]] support skills at 3 or 4. EWAR cruisers require less skills to fly well than DD cruisers. The skills to fly a DD cruiser well in PvP take 1 or 2 months to train, a battlecruiser 4 to 6 months to train, and a battleship 9 to 12 months to train. This may take longer if you cross-train between races or train up T2 ships earlier.<br>&nbsp;&nbsp; Find a good fit for your ship. You can browse some basic tackler and EWAR fits in the corp section of the fitting window in the neocom. However, keep in mind that these are only very basic fits meant for characters with only a few days of training. They are not perfect fits. For better fittings, you should look at the PvP section of the university forums. It is important to know how to search the forums efficiently with the Advanced Search feature, see the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=38816 How to Search the Ship Loadout Forum] thread for details.<br><br>  
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#'''Disable Auto Lock.''' <br>Press the Escape key to go into the game's configuration panel. Select General Settings tab &gt; Inflight section &gt; auto target back: select 0 target. &nbsp; You do not want to be automatically targeting the friendly ships repairing/sensor boosting you.<br> <br>  
#'''Disable Auto Lock.''' <br>Press the Escape key to go into the game's configuration panel. Select General Settings tab &gt; Inflight section &gt; auto target back: select 0 target. &nbsp; You do not want to be automatically targeting the friendly ships repairing/sensor boosting you.<br> <br>  
#'''Weapon Systems.'''<br>Make sure you have the right fittings on your ship, and the correct settings for them.&nbsp; In wartime, be sure you do not have [[Wartime Standard Operating Procedures#Default_SOP|prohibited modules]] fitted to your ship.<br>'''Check:''' ammo in cargo bay - drones in drone bay - guns grouped - guns loaded - other modules loaded (e.g. capacitor boosters)<br><br>  
#'''Weapon Systems.'''<br>Make sure you have the right fittings on your ship, and the correct settings for them.&nbsp; In wartime, be sure you do not have [[Wartime Standard Operating Procedures#Default_SOP|prohibited modules]] fitted to your ship.<br>'''Check:''' ammo in cargo bay - drones in drone bay - guns grouped - guns loaded - other modules loaded (e.g. capacitor boosters)<br><br>  
#'''Session Timer Display.'''<br>Press the Escape key to go into the game's configuration panel. Select General Settings tab &gt; General section &gt; make sure '''Show Session-Change Timer''' is checked.<br><br>
#'''Session Timer Display.'''<br>Press the Escape key to go into the game's configuration panel. Select General Settings tab &gt; General section &gt; make sure '''Show Session-Change Timer''' is checked.<br><br>  
#'''No Distractions or Impairment.'''<br>All members of Uni Fleets, especially the FC and their WC's and SC's, must not be impaired[http://wiki.eveuniversity.org/Wartime_Standard_Operating_Procedures#...members_must_not_be_impaired/impaired]. This is especially critical when under [[Wartime_Standard_Operating_Procedures|Wartime SOP]].
#'''No Distractions or Impairment.'''<br>All members of Uni Fleets, especially the FC and their WC's and SC's, must not be impaired[http://wiki.eveuniversity.org/Wartime_Standard_Operating_Procedures#...members_must_not_be_impaired/impaired]. This is especially critical when under [[Wartime Standard Operating Procedures|Wartime SOP]].


<br>  
<br>  


'''Do not ask questions about whether any fleets are forming, or about any fleets in the process of forming, in Chat.E-UNI or Alliance chats.'''&nbsp; Questions specifically about fleet formation go in Mess.ILN.<br>
'''Do not ask questions about whether any fleets are forming, or about any fleets in the process of forming, in Chat.E-UNI or Alliance chats.'''&nbsp; Questions specifically about fleet formation go in Mess.ILN.<br>  


== Mumble<br>  ==
== Mumble<br>  ==
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'''Do not go into a fleet operation channel unless you are in the fleet.''' If you go into fleet op channels without authorization, you will be unregistered and kicked from Mumble.  
'''Do not go into a fleet operation channel unless you are in the fleet.''' If you go into fleet op channels without authorization, you will be unregistered and kicked from Mumble.  


'''Do not join the command channel in Mumble unless you are in a command position, or otherwise given authorization.''' This is a private Mumble channel which is only for people in command positions. Joining without authorization will result in being kicked from Mumble. <br>
'''Do not join the command channel in Mumble unless you are in a command position, or otherwise given authorization.''' This is a private Mumble channel which is only for people in command positions. Joining without authorization will result in being kicked from Mumble. <br>  


== Joining a Fleet  ==
== Joining a Fleet  ==
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== The Watch List  ==
== The Watch List  ==


The [[Fleet_Watch_Lists|watch list]] is one of the most important tools of navigation during a fleet operation, often used by rookies to warp to the fleet when lost. Your fleet or squad commander will let you know if he or she wants you to put anyone specific in the watchlist. You may want to add the Fleet Commander (FC) and Squad Commander (SC) to the watch list and leave other spots open.  
The [[Fleet Watch Lists|watch list]] is one of the most important tools of navigation during a fleet operation, often used by rookies to warp to the fleet when lost. Your fleet or squad commander will let you know if he or she wants you to put anyone specific in the watchlist. You may want to add the Fleet Commander (FC) and Squad Commander (SC) to the watch list and leave other spots open.  


Add people to the watchlist by right-clicking their names in the fleet overview window, then select 'Add to Watchlist'. You can warp to people by right-clicking their name in the watchlist. Review this [[Fleet_Watch_Lists|watch list page]] for additional details.
Add people to the watchlist by right-clicking their names in the fleet overview window, then select 'Add to Watchlist'. You can warp to people by right-clicking their name in the watchlist. Review this [[Fleet Watch Lists|watch list page]] for additional details.  


== During the Op  ==
== During the Op  ==
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== Fleet Maneuvers  ==
== Fleet Maneuvers  ==


'''Warp Yourself To'''<br> The FC will tell the fleet to click the "Warp To Zero" button themselves (or sometimes say "Warp to your optimals" meaning right-click on the destination and select "Warp to -> Within x KM where "x" is the optimum distance for your role) instead of aligning and being warped by a Commander. This is usually used from the POS or warping to an engaged fleet member.
'''Warp Yourself To'''<br> The FC will tell the fleet to click the "Warp To Zero" button themselves (or sometimes say "Warp to your optimals" meaning right-click on the destination and select "Warp to -&gt; Within x KM where "x" is the optimum distance for your role) instead of aligning and being warped by a Commander. This is usually used from the POS or warping to an engaged fleet member.  


'''Align'''<br> The FC will tell the fleet to align to stargates, and once everyone is aligned, will warp the whole fleet. The align button is right next to the 'Warp To 0' button in the Selected Item window. Make sure you don't confuse the two.  
'''Align'''<br> The FC will tell the fleet to align to stargates, and once everyone is aligned, will warp the whole fleet. The align button is right next to the 'Warp To 0' button in the Selected Item window. Make sure you don't confuse the two.  


'''Jump Jump Jump'''<br>Jump into next system via stargate.
'''Jump Jump Jump'''<br>Jump into next system via stargate.  


'''Jump On Contact'''<br> This means when you drop out of warp, immediately jump into the next system when you reach the stargate.  
'''Jump On Contact'''<br> This means when you drop out of warp, immediately jump into the next system when you reach the stargate.  
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There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up.  
There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up.  


'''Hold Cloak''' <br> When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else.
'''Hold Cloak''' <br> When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else.  


== Timer Mechanics  ==
== Timer Mechanics  ==
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There are a variety of timers that anyone involved in PvP should know about. Foremost among these are the 1-minute timer after initiating aggression and the 30-second timer after losing a ship which will prevent docking in stations and jumping through stargates.  
There are a variety of timers that anyone involved in PvP should know about. Foremost among these are the 1-minute timer after initiating aggression and the 30-second timer after losing a ship which will prevent docking in stations and jumping through stargates.  


Read this wiki's [[Timers|timers and countdowns guide]] for more information.
Read this wiki's [[Timers|timers and countdowns guide]] for more information.  


== Snipers  ==
== Snipers  ==
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*If the FC did not give any specific instructions for who tacklers should point, then pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. This will usually insure that the fleet's points are spread relatively evenly among our enemies. Sorting the overview by character name can help in the target selection if it is done this way. Sometimes the FC will give specific orders, for example: "Squad 1 tacklers should point the primary, Squad 2 tacklers should point the secondary, all other tacklers should pick targets at random." If you are trying to point a random target and you notice he is too far away or too fast to catch, use your best judgment, and consider tackling something else instead.
*If the FC did not give any specific instructions for who tacklers should point, then pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. This will usually insure that the fleet's points are spread relatively evenly among our enemies. Sorting the overview by character name can help in the target selection if it is done this way. Sometimes the FC will give specific orders, for example: "Squad 1 tacklers should point the primary, Squad 2 tacklers should point the secondary, all other tacklers should pick targets at random." If you are trying to point a random target and you notice he is too far away or too fast to catch, use your best judgment, and consider tackling something else instead.


*Unless you have just jumped through a gate and are holding cloak or are waiting for orders at a POS, you should ALWAYS be moving. If you are holding at a gate then you should be in an Offensive Gate Camp (OGC), if you are around a planet or somewhere else then you should be orbiting one of the larger (BC/BS) ships outside of smart bomb range. This can be anywhere between 7.5km to 30km.
*Unless you have just jumped through a gate and are holding cloak or are waiting for orders at a POS, you should ALWAYS be moving. If you are holding at a gate then you should be in an Offensive Gate Camp (OGC), if you are around a planet or somewhere else then you should be orbiting one of the larger (BC/BS) ships outside of smart bomb range. This can be anywhere between 7.5km to 30km.


*When in doubt ask your squad leader!
*When in doubt ask your squad leader!
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*Never jam the primary target if it is within docking range of a station or jumping range of a stargate. Doing so can cause them to deaggress fully by pulling in their drones and waiting out their timer to dock or jump away from the fight.
*Never jam the primary target if it is within docking range of a station or jumping range of a stargate. Doing so can cause them to deaggress fully by pulling in their drones and waiting out their timer to dock or jump away from the fight.


== Operational Security ==
== Operational Security ==
 
'''Do not ask for information about the fleet location or its destination.''' Intel is on a need-to-know basis. If you don't know, you probably don't need to know.


'''Do not give out your location in Alliance, Corp, nor Chat.E-Uni channels.''' You may specify your location in the squad channel, and if the rally point is in a different system, ask your squad commander for instructions. This is also true if you are requesting a pickup. If you give your location anywhere that is not a private chat, the fleet would be in danger if they picked you up, and thus will not pick you up.
'''Do not ask for information about the fleet location or its destination.''' Intel is on a need-to-know basis. If you don't know, you probably don't need to know.  


Read the [[Operational Security]] article for more details.
'''Do not give out your location in Alliance, Corp, nor Chat.E-Uni channels.''' You may specify your location in the squad channel, and if the rally point is in a different system, ask your squad commander for instructions. This is also true if you are requesting a pickup. If you give your location anywhere that is not a private chat, the fleet would be in danger if they picked you up, and thus will not pick you up.  


Read the [[Operational Security]] article for more details.


[[Image:Fleetmovements.jpg]]
<br> [[Image:Fleetmovements.jpg]]  


== After the Op  ==
== After the Op  ==