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Archive:Logistic Guide: Difference between revisions

From EVE University Wiki
Updating page with changes to T1 logi, and generally making the page seem less intimidating to new players.
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==Introduction==
==Introduction==


Logistic cruisers are designed to remotely repair friendly ships. They can be used both in PvE and PvP fleets. They require a fair amount of training and thus are usually out of reach for most young combat pilots. This guide provides general tactics for Logistic pilots.<br><br>
Logistic cruisers are designed to remotely repair friendly ships. Similar to the 'healer' class, they can be useful in both PvE and PvP fleets. Previously, logistics cruisers required a significant training time, but with the changes to logistics made in retribution, now logistics cruisers are easier to fly than ever before. This guide provides general tactics and fittings for Logistic pilots.<br><br>


There are four logistic cruisers two repair shields and two repair armor. The four logistic cruisers are further subdivided into the categories of co-op logistics or solo logistics.
There are eight logistic cruisers, composed of a tech I and a tech II logistics cruiser for each race, four of which repair shields and four of which repair armor. The eight logistic cruisers are further subdivided into the categories of co-op logistics or solo logistics.


   
   
===Co-op Logistics===   
===Co-op Logistics===   
:[[Guardian]] and [[Basilisk]]:
::Co-op logistic ships have six high slots, recieve a bonus to cap transfer modules and are best fitted with large remote armor repair or large shield transfer modules.  They are not cap stable alone and have to utilize cap transfer modules with another logi ship to be cap stable.  They are best utilized in large fleet engagements repairing battle cruisers and battleship sized friendlies.


===Solo Logistics=== 
:Armor: [[Augoror]] and [[Guardian]]
:[[Scimitar]] and [[Oneiros]]:
:Shield: [[Osprey]] and [[Basilisk]]
::Solo logistics ship have a more balanced midslot layout, less powergrid, but significantly higher capacitor potential.  They receive a bonuses to tracking links, potentially increasing effective DPS on fleet targets.  They are best utilized in small skirmish fleets fitted with medium repair modules for use on frigate and cruiser sized ships where the smaller sig radius helps compensate for lower repping power.
::Co-op logistic ships recieve a bonus to cap transfer modules and are best fitted with medium(for T1) or large(for T2) remote armor repair or large shield transfer modules.  They are not cap stable alone and have to utilize cap transfer modules with another logi ship to be cap stable.  They are best utilized in large fleet engagements repairing battle cruisers and battleship sized friendlies.


===T1 Logistics===
===Solo Logistics===
:[[Osprey]] and [[Exequror]]
:Armor: [[Exequror]] and [[Oneiros]]
:: While not as useful as their T2 counterparts, these ships make excellent training vessels for newer pilots. The [[Osprey]], a shield repper, and the [[Exequror]], an armor repper, are best utilized with micro shield transfer arrays and small remote armor repairs, respectively, and fielded to compliment cheap T1 frigates and cruisers. These ships also see a lot of service in the emergency repair of Player Owned Structures and stations due to their cheap costs and low skill requirements, enabling a corp or alliance to have every member available to quickly restore a damaged structure.<br><br>
:Shield: [[Scythe]] and [[Scimitar]]
::Solo logistics ship have a more balanced midslot layout, less powergrid, but significantly higher capacitor potential.  They receive a bonuses to tracking links, potentially increasing effective DPS on fleet targets.  They are best utilized in small skirmish fleets fitted with medium(for t1) or large(for T2) repair modules for use on frigate and cruiser sized ships where the smaller sig radius helps compensate for lower repping power.


==Why Fly Logistics?==
==Why Fly Logistics?==
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Things to keep in mind about logistics play:<br><br>   
Things to keep in mind about logistics play:<br><br>   
* Logistics are not for kill mail junkies.  If you're a dedicated logistics pilot truly doing their job you can go a month or more without ever getting onto a kill mail, but you and your fleet mates know you're an important part of their success as a team.  <br><br>
* Logistics are not for kill mail junkies.  If you're a dedicated logistics pilot truly doing their job you can go a month or more without ever getting onto a kill mail, but you and your fleet mates know you're an important part of their success as a team.  <br><br>
* You need to be prepaired to lose your ship every time you undock.  Logistics boats are constantly primaried in every engagement they are spotted in, and are often exploded.  If your corporation has a ship replacement program, check to see how often and under what circumstances their reimbursment policy takes effect and stick to it.  If not, have your income in order to be able to replace your ships at 150 million isk a pop.<br><br>


* Logistics Ships are skill Intensive: <br><br> The training time to get into and properly fly a logistics ship can easily take four to six months for a new player.  Many of the skills do not translate well to direct combat, potentially hurting your income potential from missioning / ratting.  Logistics skills in no way translate to industry skills.  Because of this most pilots don't start cross training into logistics untill they have their heavy assult, battle cruiser, or battleship skills in order for income purposes.<br><br>
* You need to be prepared to lose your ship every time you undock.  Logistics boats are primaried in almost every engagement they are spotted in, and are often destroyed.  If your corporation has a ship replacement program, check to see how often and under what circumstances their reimbursment policy takes effect and stick to it.  If not, have your income in order to be able to replace your ships at 25 million(for a t1) or 150 million(for a t2) isk a pop.<br><br>
 
* Logistics Ships can be skill Intensive: <br><br> The training time to get into and properly fly a t1 logistics ship can easily take a month, or 4-6 months for t2 logi for a new player.  Many of the skills do not translate well to direct combat, potentially hurting your income potential from missioning / ratting.  Logistics skills in no way translate to industry skills.  Because of this most pilots don't start cross training into logistics until they have trained into battlecruisers.<br><br>


* Try it out before you decide to train for it:<br><br>  There are two T1 cruisers available to test the waters for logistics ships.  If you want to give it a go early in your career, or test the waters before putting in for the intensive skill plan, grab one and use them in the mass t1 frigate or cruiser fleets.  You won't keep too many ships alive, but you could make a big difference in the usually short life of the fast tacklers.<br><br>  Try them out!  The T1 rep hero ships are the [[Osprey]] and [[Exequror]].<br><br>
* Try it out before you decide to train for it:<br><br>  There are two T1 cruisers available to test the waters for logistics ships.  If you want to give it a go early in your career, or test the waters before putting in for the intensive skill plan, grab one and use them in the mass t1 frigate or cruiser fleets.  You won't keep too many ships alive, but you could make a big difference in the usually short life of the fast tacklers.<br><br>  Try them out!  The T1 rep hero ships are the [[Osprey]] and [[Exequror]].<br><br>
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==Logistics Quick Start - Go Go Go!==
==Logistics Quick Start - Go Go Go!==


So, you've read all the warnings and are still wanting to try it eh?  Go and grab an [[Osprey]] or [[Exequror]]: <br>
So, you've read all the warnings and are still wanting to try it eh?  Go and fit up a t1 logi<br>


{{:Osprey/Fittings/Logistics/PvP}} {{:Exequror/Fittings/Logistics}}
{{:Osprey/Fittings/Logistics/PvP}} {{:Exequror/Fittings/Logistics}}
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==Cap Transfer==
==Cap Transfer==


The cap chain helps keep Guardians and Basilisks cap stable. Pilots with sufficient skills will generate cap in the chain, since the energy transfer modules will require less cap to activate than it will transfer to the target.
The cap chain helps keep Co-op Logistics Cruisers cap stable. Pilots with sufficient skills will generate cap in the chain, since the energy transfer modules will require less cap to activate than it will transfer to the target.


If you are in an Oneiros or Scimitar, you should not be depending on cap transfers. These ships are usually set up to be cap stable on their own at the cost of less repping power, or sometimes using cap boosters to maintain more reps for a limited amount of time.
If you are in an Solo Logistics Cruiser, you should not be depending on cap transfers. These ships are usually set up to be cap stable on their own at the cost of less repping power, or sometimes using cap boosters to maintain more reps for a limited amount of time.


If you are in a Guardian or Basilisk, you should be cap stable when receiving two cap transfers if you have the skill Logistics 4, and one cap transfer of you have Logistics 5. Each logi pilot should transfer cap to two other logi pilots, even if those who receive cap have logi 5. This insures redundancy in combat situations where the cap chain is often broken when ships are neuted, ECM jammed, or destroyed. Some fleets that have all logi pilots with Logistics 5 and veteran logi pilots that are good at multitasking will only transfer to one other logi pilot in the chain and will take cap requests during combat.
If you are in a Co-op Logistics Cruiser, you should be cap stable when receiving two cap transfers if you have your corresponding ship skill to 4, and one cap transfer if you have your corresponding ship skill to 5. Each logi pilot should transfer cap to two other logi pilots, even if those who receive cap have logi 5. This insures redundancy in combat situations where the cap chain is often broken when ships are neuted, ECM jammed, or destroyed. Some fleets that have all logi pilots have their ship skill to 5 and veteran logi pilots that are good at multitasking will only transfer to one other logi pilot in the chain and will take cap requests during combat.


===Cap Direction===
===Cap Direction===