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User:Hellbento/Fleet PvP Skill Training Guide: Difference between revisions

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Hellbento (talk | contribs)
Hellbento (talk | contribs)
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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==
==Roles in PvP Fleets==
 
When you build a ship for a PvP fleet, you should have a role in mind, and you should fit first to fulfill that role as well as you can (including fitting tank etc to make sure you survive to do what you are doing), then fit other things around it to do a bit of something else.  The general roles are listed below, the skills that are important are listed so you know what is important to train.  Like with fitting, always train first to fulfill your role, then to do other things.  You will be a better asset if you are able to do your role well than if you are able to everything a little bit.  That being said, everyone should have at least some basic gun skills to apply a little DD, and a DD pilots will often fit 1 or 2 modules that do something else to add a little depth to a fleet.
 
===Tackle===
===Tackle===
Discuss general tackling information and skills
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.
=====Hero Tackle=====
 
Discuss what this means, and what to train to do this
The important skills for tackling are:
=====Heavy Tackle=====
Discuss moving into a heavy tackle ship
 
=====Fast Tackle=====
===Damage Dealer(DD)===
Discuss Fast Tackle ships (interceptors etc.)
 
===Damage Dealer/DPS===
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 considder 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.  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. 
Discuss how to fit and train for effective DPS,
 
=====Destroyer=====
The important skills for DD pilots are:
=====Cruiser=====
 
=====BC=====
 
=====BS=====
===E-War===
===EWar===
 
Discuss general EWar tactics, and differnt types of Ewar
There are four types of E-War, ECM, Sensor Dampening (Damps), Tracking Disruption and Target Painters (TP).  Generally they all have their advantages and disadvantages, although the usual wisdom is that due to how situational the usefulness of TP can be, it is usually not a good option for a kitchen sink fleet like NOS.  ECM has a percentage chance of completely jamming the targets sensors, making them unable to target and therefore completely neutralizing them.  Sensor Dampening reduces the max targeting range of a target, and also reduces their scan resolution, meaning they will have to get closer to target you and take longer to lock targets when they do.  Tracking Disruption reduces your target's tracking speed and optimal range to make them hit less.  Target painters increase your target's signature radius, while this is useful in some doctrine fleets, a lot of the time the effect of this will be negligible, so it is often not worth having a TP ship in a [[Eve_Lexicon#Kitchen Sink|kitchen sink]] fleet.  ECM Burst is an AOE ECM attack, this should not be used in fleets outside Null Sec, as accidentally hitting gate guns or other ships can lead to [[Eve_Lexicon#Concordokken|concordokken]].  Capacitor Neutralizers (Neut) or Energy Vampire (NOS) high slot modules are also considered to be E-War modules, these modules reduce enemy capacitor reserves, a NOS also recharges your CAP, although takes less away from your opponent.
 
=====ECM=====
=====ECM=====
Discuss ECM and its uses.
Discuss ECM and its uses.
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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 thier uses, and what skills to train to use them
Discuss Tracking disruptors and their uses, and what skills to train to use them
=====Sensor Dampening=====
=====Sensor Dampening=====
Discuss Damps and thier uses, and training into them
Discuss Damps and their uses, and training into them
=====Target Painters=====
=====Target Painters=====
Discuss TP and it's uses, why it is so situational, and training for it.
Discuss TP and it's uses, why it is so situational, and training for it.
=====Neuts=====
=====Neuts=====
Discuss capacitor Neutralising and its uses, and how to train/fit for it.
Discuss capacitor Neutralizing and its uses, and how to train/fit for it.
===Logistics===
===Logistics===
Discuss Shield, Armor and Cap Logi
Discuss Shield, Armor and Cap Logi
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=====Capacitor Logi=====
=====Capacitor Logi=====
===Scouts===
===Scouts===
Discuss scouting in covops, and non-covops +1 scouts etc.  Discuss out of corp scouts, and that the uni does not use them.
Discuss scouting in covops, and non-covops +1 scouts etc.  Discuss out of corp scouts, and that the uni does not use them.  discuss skills important for scouts.
=====CovOps=====
=====CovOps=====