Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

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

From EVE University Wiki
Uryence (talk | contribs)
m Tweaked intro, solved break that was closing the page up too much.
Remove {{Update}}. Fix typo.
 
(17 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{Update|[[#Mumble]] disable sound notifications need some attention.}}
{{eunispecific}}
{{eunispecific}}
{{related class|Fleets (CORE class)}}
{{related class|Fleets (CORE class)}}
[[Image:Warfleet.jpg|thumb|300px]]
[[File:Warfleet.jpg|thumb]]


Fleets run daily in [[EVE University]], and for rookie pilots it may be tough to catch on to how we operate and the terminology involved.
Fleets run daily in [[EVE University]], and for rookie pilots it may be tough to catch on to how we operate and the terminology involved.
Line 8: Line 7:
While this guide is not intended to replace a proper fleet operations class, its purpose is to:
While this guide is not intended to replace a proper fleet operations class, its purpose is to:


*Teach basics of fleet movement
* Teach basics of fleet movement
*Reduce mistakes or blunders common to rookies
* Reduce mistakes or blunders common to rookies
*Serve as a reference to new pilots in operations
* Serve as a reference to new pilots in operations


Some aspects of this page describe how EVE University runs its own internal fleets. Not all details will be reflected in other alliances' practices. That said, this page will probably be useful reading for any new fleet pilot in New Eden.
Some aspects of this page describe how EVE University runs its own internal fleets. Not all details will be reflected in other alliances' practices. That said, this page will probably be useful reading for any new fleet pilot in New Eden.
Line 17: Line 16:


=== Command ===
=== Command ===
 
* FC: Fleet Commander
*FC: Fleet Commander
* WC: Wing Commander
*WC: Wing Commander
* SC: Squad Commander
*SC: Squad Commander


=== Movement ===
=== Movement ===
* HOC: Hold On Contact
* JJJ: Jump Jump Jump
* JOC: Jump On Contact
* A: Align to
* WWW: Warp Yourself To
* MBS: Make Best Speed To


*HOC: Hold On Contact
=== Identifiers ===
*JJJ: Jump Jump Jump
* POS: Player Owned Structure
*JOC: Jump On Contact
* WT: War Targets
*A: Align to
* DD: Damage Dealer
*WWW: Warp Yourself To
* EW: Electronic Warfare
*MBS: Make Best Speed To
* T: Tackler
* LOGI: Logistics


=== Identifiers  ===
=== Mechanics ===
 
* PVP: Player vs Player
*POS: Player Owned Structure
* PVE: Player vs Environment
*WT: War Targets
* AB: Afterburner
*DD: Damage Dealer
* MWD: MicroWarpdrive
*EW: Electronic Warfare
* MJD: Micro Jump Drive
*T: Tackler
*LOGI: Logistics
 
=== Mechanics ===
 
*PVP: Player vs Player
*PVE: Player vs Environment
*AB: Afterburner
*MWD: MicroWarpdrive
*MJD: Micro Jump Drive




Line 52: Line 47:
See also [[Fleet Command Guide#Typed commands|Typing commands]]
See also [[Fleet Command Guide#Typed commands|Typing commands]]


== Pre-fleet checklists ==
== Pre-fleet checklists ==
 
Players who are very new to the game can and should do the following UI preparations before a fleet forms:
Players who are very new to the game can and should do the following UI preparations before a fleet forms:


#'''Check overview setup.''' If you are new to the game, see the [[Overview Guide]].
# '''Check overview setup.''' If you are new to the game, see the [[Overview Guide]].
#'''Disable Auto Lock.''' If you are very new to the game, this setting must be tweaked. Press the Escape key to go into the game's configuration panel. Select General Settings tab > Inflight section > auto target back: select 0 target.
# '''Disable Auto Lock.''' If you are very new to the game, this setting must be tweaked. Press the {{button|Escape}} key to go into the game's configuration panel. Select General Settings tab > Inflight section > auto target back: select 0 target.
#'''Fix Auto-reject Invitations.''' If you are auto-rejecting "chat" invitations, you cannot be invited to a fleet. Press escape, click on the chat tab, and be sure the CHAT Auto Reject Invitations is not selected. It is also a good idea to turn on auto-reject for Dueling, so that you are not interrupted during combat or fleets with a chat box asking for a duel.
# '''Fix Auto-reject Invitations.''' If you are auto-rejecting "chat" invitations, you cannot be invited to a fleet. Press {{button|Escape}}, click on the chat tab, and be sure the CHAT Auto Reject Invitations is not selected. It is also a good idea to turn on auto-reject for Dueling, so that you are not interrupted during combat or fleets with a chat box asking for a duel.


Anyone should carry out the following preparations before and during form-up:
Anyone should carry out the following preparations before and during form-up:


#'''Prepare for potential pod loss.''' If you have [[implants]], either make sure you can afford to lose them or get into a clean [[Jump clones|jump clone]]. Some players like to keep combat jump clones with no implants at all If you have access to a player-owned Upwell structure, you can switch between jump clones in the same structure regardless of cooldown, so it is possible to jump into a clean clone for combat, then return and switch back after the fleet operation is over. You may be able to rejoin some fleets after being podded. Set your [[Home Station]] to a nearby station or structure to make this easier. Make sure you know [[Pod saving|how to try to save your pod]] after a ship loss.
# '''Prepare for potential pod loss.''' If you have [[implants]], either make sure you can afford to lose them or get into a clean [[Jump clones|jump clone]]. Some players like to keep combat jump clones with no implants at all If you have access to a player-owned Upwell structure, you can switch between jump clones in the same structure regardless of cooldown, so it is possible to jump into a clean clone for combat, then return and switch back after the fleet operation is over. You may be able to rejoin some fleets after being podded. Set your [[Home Station]] to a nearby station or structure to make this easier. Make sure you know [[Pod saving|how to try to save your pod]] after a ship loss.
#'''Decide which role(s) you can fill.''' The four primary roles in a typical fleet are Damage Dealer (DD), [[Tackling|Tackle/Scout]], [[Logistics]] and [[Electronic warfare|EWAR]]. The exact fleet makeup depends on its [[doctrine]], so check the fleet announcement to see what doctrine the FC expects to fly. (See the forums for [https://forum.eveuniversity.org/viewforum.php?f=296 the University's doctrine repository].) In a typical EVE University fleet, there are roles suitable for very new players; if you're not sure what you're doing, let people know in fleet chat and they will try to help. In a typical EVE University fleet, ships will be available from corporation contracts or will be bought directly from the market if the fleet starts in Jita. For strategic operations you will be given a free ship. The FC might need to decide roles before you commit to flying a particular ship. If you're starting out, the [[Short Skill Plan]] is a great starting point for getting yourself ready to fly basic combat ships. You can simulate a fit in-game or in [[PYFA]] to see whether or not you can fly it.
# '''Decide which role(s) you can fill.''' The four primary roles in a typical fleet are Damage Dealer (DD), [[Tackling|Tackle/Scout]], [[Logistics]] and [[EWAR]]. The exact fleet makeup depends on its [[doctrine]], so check the fleet announcement to see what doctrine the FC expects to fly. (See Auth for [https://auth.eveuniversity.org/fittings/ the University's doctrine repository].) In a typical EVE University fleet, there are roles suitable for very new players; if you're not sure what you're doing, let people know in fleet chat and they will try to help. In a typical EVE University fleet, ships will be available from corporation contracts or will be bought directly from the market if the fleet starts in Jita. For strategic operations you will be given a free ship. The FC might need to decide roles before you commit to flying a particular ship. If you're starting out, the [[E-Uni CORE Skill Plans|CORE 30 Skill Plan]] is a great starting point for getting yourself ready to fly basic combat ships. You can simulate a fit in-game or in [[PYFA]] to see whether or not you can fly it.
#'''Secure a role.''' The FC will typically call on Mumble for "x-ups" for different roles in turn, usually beginning with those roles most crucial to the fleet (e.g. scouts, logi). When the FC calls for x-ups for a role you would like to fly, type an "x" into fleet chat. Some FCs like to have the ship type you expect to fly listed too: "x Inquisitor". Once you know what ship you'll be flying, get into the ship.
# '''Secure a role.''' The FC will typically call on Discord for "[[EVE Lexicon#X|x-ups]]" for different roles in turn, usually beginning with those roles most crucial to the fleet (e.g. scouts, logi). When the FC calls for x-ups for a role you would like to fly, type an "x" into fleet chat. Some FCs like to have the ship type you expect to fly listed too: "x Inquisitor". Once you know what ship you'll be flying, get into the ship.
#'''Check your fit.''' Link the guns, load scripts and ammo, check that you have drones if you have a dronebay. Load nanite paste into any ancillary armour repairers, and cap booster charges into any ancillary shield boosters. Check for the presence of any combat drugs if relevant to your fit. If the fit worked in simulation but is over on powergrid or CPU in practice, check whether the rigs are mounted. If they are not mounted, they will be in the cargo hold; put them on. If you have used this particular hull before, check that it is repaired and that you still have enough ammo.
# '''Check your fit.''' Link the guns, load scripts and ammo, check that you have drones if you have a dronebay. Load nanite paste into any ancillary armour repairers, and cap booster charges into any ancillary shield boosters. Check for the presence of any combat drugs if relevant to your fit. If the fit worked in simulation but is over on powergrid or CPU in practice, check whether the rigs are mounted. If they are not mounted, they will be in the cargo hold; put them on. If you have used this particular hull before, check that it is repaired and that you still have enough ammo.
#'''Insure your ship.''' Tech 1 hulls have good insurance payouts which cushion you from serious loss. Tech 2 ships often don't yield much in insurance, but it is at least some repayment for the loss.
# '''Insure your ship.''' Tech 1 hulls have good insurance payouts which cushion you from serious loss. Tech 2 ships often don't yield much in insurance, but it is at least some repayment for the loss.
#'''Rename your ship.'''<br>The default ship name are "&lt;Player's Name&gt; &lt;Ship Name&gt;". This makes it much easier for enemies to identify and locate you when scanning, so you should rename it to something that will not be able to associate the ship to your name. Some specific University campuses have set naming conventions, and some FCs will issue orders for fleet-specific conventions.
# '''Rename your ship.''' The default ship name are "&lt;Player's Name&gt; &lt;Ship Name&gt;". This makes it much easier for enemies to identify and locate you when scanning, so you should rename it to something that will not be able to associate the ship to your name. Some specific University campuses have set naming conventions, and some FCs will issue orders for fleet-specific conventions.
#'''Final pre-undock checks.''' Your FC might well remember to run through these, but whether or not they do, think "RRAPPIDD": Rigs, Repairs, Ammo, Paste, Pod (clean clone), Insurance, Drones, Drugs.
# '''Final pre-undock checks.''' Your FC might well remember to run through these, but whether or not they do, think "RRAPPIDD": Rigs, Repairs, Ammo, Paste, Pod (clean clone), Insurance, Drones, Drugs.


== Mumble ==
==Voice Comms==
 
You must be on [[Discord]] voice comms for fleet operations. The FC does not have time to type everything out in chat so we use voice comms for that. You do not need to have a microphone for some fleet roles, but you must be able to listen. Almost all of out fleet comms are in English. Once you are in a fleet, make sure you are in the correct Discord voice comms channel for the fleet.
You must be on [[Mumble]] for fleet operations. If you're not on Mumble, you cannot join or follow the fleet. The FC does not have time to type everything out or issue broadcasts. You do not need to have a microphone for some fleet roles, but you must be able to listen.


If you have a mic, make sure your push-to-talk button is set up, and is not any button you would use for anything else.
If you have a mic, make sure your push-to-talk button is set up, and is not any button you would use for anything else.


Disable Mumble sound notifications: In the Setting screen ''Configure Settings'' you can find ''Advanced settings'' check-box in the bottom left corner. With it checked you can access the Messages settings. From there you can disable popup and sound notifications about events you don't care about. Sound notifications can be loud and prevent you from hearing the FC, especially with a lot of people in Mumble connecting and disconnecting.
Identify the comms context of your fleet:
 
Once you are in a fleet, move yourself to the appropriate channel in order to hear communications with your fleet. Identify the comms context of your fleet:
 
* In small gangs—roughly, less than 15 pilots—voice chat is often relatively open, entering a "combat comms" state restricted to vital information only during combat itself. During combat comms, try to speak in the third person, and be precise: "I am being attacked" tells the gang almost nothing, but "An [[Atron]] has tackled Uryence at the Juliet Hotel gate in [[NSC|Papa Charlie Nine]], grid otherwise clear so far" tells the gang quite a lot. You don't have to be this collected if you're new, but it's something to aim for!
* Fleets of any larger size almost always default to combat comms throughout, with line members remaining silent so that the FC, scouts &c can talk. If you're unsure, ask about this in fleet chat. Even in fleets with restricted comms, it is usually fine to talk textually in fleet chat.


Some larger fleets will use a more complex set of subchannels. '''Do not join the command subchannel in Mumble unless you are in a command position, or otherwise given authorization to join.''' This is a private Mumble channel which is only for people in command positions, who need information security and clear comms. Joining without authorization may result in you being asked to leave the channel, or in you being kicked from Mumble.
* In small gangs (up to 15 pilots give or take) voice chat is often relatively open, and we enter "combat comms" state restricted to vital information only during combat itself. During combat comms, try to speak in the third person, and be precise: "I am being attacked" tells the gang almost nothing, but "An [[Atron]] has tackled Uryence at the Juliet Hotel gate in [[NSC|Papa Charlie Nine]], grid otherwise clear so far" tells the gang quite a lot. You don't have to be this collected if you're new, but it's something to aim for!
* Fleets of any larger size almost always default to combat comms throughout, with line members remaining relatively silent so that the FC, scouts etc can pass vital information. If you're unsure, ask about this in fleet text chat channel. Even in fleets with restricted comms, it is usually fine to talk textually in fleet chat, and we do try to relax comms where we can


== Joining a fleet ==
== Joining a fleet ==


=== Operational security ===
=== Operational security ===
{{main|Operational Security Policy}}
{{main|Operational Security Policy}}


EVE Uni is a fairly open and low-stakes entity compared to a sovereignty-holding alliance, but our policy is that members should:
EVE Uni is a fairly open and low-stakes entity compared to a sovereignty-holding alliance, but our policy is that members should:


* not discuss fleet movements anywhere other than in fleet chat or other chat channels set up by leadership in the fleet for the purposes of the fleet itself. This includes discussing the current or future location of a fleet, and asking for information about an active fleet. Do not ask in Alliance or Corporation chat about current fleets.
* not discuss fleet movements anywhere other than in fleet chat or other chat channels set up by leadership in the fleet for the purposes of the fleet itself. This includes discussing the current or future location of a fleet, and asking for information about an active fleet. Do not ask in Alliance or Corporation chat about current fleets.
* not join fleet channels in Mumble unless you are a current member of that fleet.
* not join fleet channels in Discord unless you are a current member of that fleet.
* have at least a five-minute delay on any streaming of any fleet. Streamers should also ensure that sensitive information, such as chat channels, are obscured. (You should check with the FC about streaming.)
* have at least a five-minute delay on any streaming of any fleet. Streamers should also ensure that sensitive information, such as chat channels, are obscured. (You should check with the FC about streaming.)


=== Forming up ===
=== Forming up ===
Line 103: Line 92:
For small and medium sized fleets, and some strategic operations:
For small and medium sized fleets, and some strategic operations:


* Scheduled fleets will have a notice posted in the [https://forum.eveuniversity.org/viewforum.php?f=266 Combat Fleets] forum.
* Scheduled fleets will have a notice posted in the appropriate Discord ping channel.
* Scheduled fleets will have a calendar entry in the in-game corp calendar.
* Scheduled fleets will have a calendar entry in the in-game corp calendar.
* Scheduled and impromptu fleets will be pinged in the #ping-pvp channel on Discord and in Alliance chat in-game.
* Scheduled and impromptu fleets will be pinged in the #ping-pvp channel on Discord and in Alliance chat in-game.
Line 114: Line 103:
* '''x-ing up does not guarantee an invite''' By x-ing up you indicate your availability to the FC. They may have limited spaces due to mission requirements, or need specific ships only to fill the remaining spaces. Most FCs will do a "final call" for anyone that got accidentally left off, but please do not persist in complaining if you are left out—most of our fleets are highly inclusive, but not all can be.
* '''x-ing up does not guarantee an invite''' By x-ing up you indicate your availability to the FC. They may have limited spaces due to mission requirements, or need specific ships only to fill the remaining spaces. Most FCs will do a "final call" for anyone that got accidentally left off, but please do not persist in complaining if you are left out—most of our fleets are highly inclusive, but not all can be.
* '''Wait until the FC calls your role before you x up.''' Do not spam your x-up repeatedly, as that only makes the assignments to squads more difficult for the commanders. If you were passed over, be patient. The FC should make a last call before leaving if there is time and space left in the fleet. You can then x up again.
* '''Wait until the FC calls your role before you x up.''' Do not spam your x-up repeatedly, as that only makes the assignments to squads more difficult for the commanders. If you were passed over, be patient. The FC should make a last call before leaving if there is time and space left in the fleet. You can then x up again.
*'''You should keep the Fleet channel window separate so you can watch it without tabbing.''' You can separate them by clicking the tab and dragging it off.
* '''You should keep the Fleet channel window separate so you can watch it without tabbing.''' You can separate them by clicking the tab and dragging it off.
 


== Fleet interface ==
== Fleet interface ==
Line 120: Line 110:
{{main|Fleet interface}}
{{main|Fleet interface}}


=== Fleet hierarchy view ===
=== Fleet hierarchy view ===


The fleet roster should be changed to" hierarchy view". This can be done by opening the Fleet section in the [[NeoCom]]. Click the arrow at the top left of the window, and select "view as hierarchy". If there is only the "view as flat list" option available, the roster is already displayed as a hierarchy.  
The fleet roster should be changed to" hierarchy view". This can be done by opening the Fleet section in the [[NeoCom]]. Click the arrow at the top left of the window, and select "view as hierarchy". If there is only the "view as flat list" option available, the roster is already displayed as a hierarchy.


The squad number displayed in the fleet window title bar is sometimes wrong, due to a persistent bug. Make sure that you always check the fleet hierarchy to make sure you know which squad you are in.  
The squad number displayed in the fleet window title bar is sometimes wrong, due to a persistent bug. Make sure that you always check the fleet hierarchy to make sure you know which squad you are in.


Keep this window open on the History tab. There may be broadcasts that appear here that you will need to follow.
Keep this window open on the History tab. There may be broadcasts that appear here that you will need to follow.


=== Watchlist ===
=== Watchlist ===


The watchlist is often vitally useful in a fleet. Your fleet or squad commander will let you know if they want you to put anyone specific in the watchlist. Typically, fleet members might be asked to add the FC, second-in-command pilots, and scouts. You will then be able to warp to these people from the watchlist by right-clicking on their names, provided you are in the same system.
The watchlist is often vitally useful in a fleet. Your fleet or squad commander will let you know if they want you to put anyone specific in the watchlist. Typically, fleet members might be asked to add the FC, second-in-command pilots, and scouts. You will then be able to warp to these people from the watchlist by right-clicking on their names, provided you are in the same system.
Line 138: Line 128:
* Sometimes the FC will broadcast commands to the broadcast window, sometimes they won't. Sometimes they'll remind everyone what they're supposed to be doing, sometimes he'll be too busy doing other stuff. If you're not sure what's going on, ask textually in fleet chat.
* Sometimes the FC will broadcast commands to the broadcast window, sometimes they won't. Sometimes they'll remind everyone what they're supposed to be doing, sometimes he'll be too busy doing other stuff. If you're not sure what's going on, ask textually in fleet chat.
* If the FC sets a destination and additional waypoints, make sure you have the same autopilot setting. If he doesn't specify, ask in fleet chat if autopilot setting should be 'shorter', 'safer', or 'less secure'. You can change autopilot setting by pressing the big 'A' icon on the left side of your Route Display, on top left of your screen. Comparing the total number of jumps given by the autopilot with the FC or other fleet members is a good way to confirm that you have the route correct. A common way of doing this is to post them in Fleet chat, for example, "11j" for an eleven-jump route.
* If the FC sets a destination and additional waypoints, make sure you have the same autopilot setting. If he doesn't specify, ask in fleet chat if autopilot setting should be 'shorter', 'safer', or 'less secure'. You can change autopilot setting by pressing the big 'A' icon on the left side of your Route Display, on top left of your screen. Comparing the total number of jumps given by the autopilot with the FC or other fleet members is a good way to confirm that you have the route correct. A common way of doing this is to post them in Fleet chat, for example, "11j" for an eleven-jump route.
* Don't attack unless the FC orders it. If you attack when you shouldn't, you could get stuck with a [[Timers#Weapon_Timer|weapon timer]] on the wrong side of a gate while the fleet tries to move elsewhere.
* Don't attack unless the FC orders it. If you attack when you shouldn't, you could get stuck with a [[Timers#Weapon Timer|weapon timer]] on the wrong side of a gate while the fleet tries to move elsewhere.
* The "primary" is the target you should be shooting. The secondary is the next target. If you're damage-dealing, target-lock and shoot the primary, and target-lock the secondary.
* The "primary" is the target you should be shooting. The secondary is the next target. If you're damage-dealing, target-lock and shoot the primary, and target-lock the secondary.
* During war the FC might order you to shoot WT flashies, but not Outlaw flashies. Pay attention to icons if so.
* During war the FC might order you to shoot WT flashies, but not Outlaw flashies. Pay attention to icons if so.
Line 155: Line 145:
'''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.
'''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 celestials (eg stargates or stations) or other fleet members, 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. [[file:Lemmings.gif|thumb|upright=2]]
'''Align'''<br> The FC will tell the fleet to align to celestials (e.g. stargates or stations) or other fleet members, 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. [[File:Lemmings.gif|thumb|upright=2]]


'''Jump Jump Jump'''<br>Jump into next system via stargate.
'''Jump Jump Jump'''<br>Jump into next system via stargate.
Line 178: Line 168:
'''"Fleet, warp to ALD."<br />
'''"Fleet, warp to ALD."<br />
'''"Fleet, warp to ALD and hold."'''<br>
'''"Fleet, warp to ALD and hold."'''<br>
Select the stargate with a name beginning "ALD" on your overview and click the "Warp to" icon on the overview. Your ship will warp to the stargate. At any time in mid-warp, press CTRL+SPACE a few times to register a stop command, to stop your ship at the end of its warp, at the stargate: this cancels a jump if you accidentally clicked on the "Jump through" button instead, preventing your ship from accidentally jumping into the next system, and scaring off the target. By default, warp to the exit gate and hold.
Select the stargate with a name beginning "ALD" on your overview and click the "Warp to" icon on the overview. Your ship will warp to the stargate. At any time in mid-warp, press {{button|CTRL}} + {{button|Space}} a few times to register a stop command, to stop your ship at the end of its warp, at the stargate: this cancels a jump if you accidentally clicked on the "Jump through" button instead, preventing your ship from accidentally jumping into the next system, and scaring off the target. By default, warp to the exit gate and hold.
<br><br>
<br><br>
'''"Fleet, jump jump jump ALD and hold cloak."'''<br>
'''"Fleet, jump jump jump ALD and hold cloak."'''<br>
Select the stargate in your overview and click the "Jump" icon at the top. Your ship will jump into the next system and your ship will be automatically cloaked for 1 minute. Do nothing at this point and stay cloaked, following the FC orders. If another ship or object is within 2000m of your ship, your cloak expires and your ship becomes visible. If you are accidentally or purposefully uncloaked, execute an emergency warp to any celestial on your pod saver-click open the Warpout tab and warp to anything on that list as fast as you can. Note your ship's alignment time (2sec, 3sec, 7sec) and be ready for emergencies.
Select the stargate in your overview and click the "Jump" icon at the top. Your ship will jump into the next system and your ship will be automatically cloaked for 1 minute. Do nothing at this point and stay cloaked, following the FC orders. If another ship or object is within 2000m of your ship, your cloak expires and your ship becomes visible. If you are accidentally or purposefully uncloaked, execute an emergency warp to any celestial on your pod saver-click open the Warpout tab and warp to anything on that list as fast as you can. Note your ship's alignment time (2sec, 3sec, 7sec) and be ready for emergencies.
<br><br>
<br><br>
'''"Fleet, jump ALD and warp to scout at 10."'''<br>
'''"Fleet, jump ALD and warp to scout at 10."'''<br>
Select the stargate in your overview and click the "Jump" icon at the top. Once inside the system, select your scout pilot name on your watch list, or fleet list, then right-click "Warp to member | at 10 km". Your ship will align to and warp to your scout at his/her position in space at the moment you clicked "Warp to" and your ship will land within 10 km of your scout's last position in space. If your scout is at a site or inside a site, due to dead space mechanics, all ships warping to your scout will land at the acceleration gate outside the site. Warping to your scout at 10 km in this situation results in a safe distance from the acceleration gate. If your ship warped to your scout at 0km, there is a chance your ship could land inside the acceleration gate, get stuck, and cannot activate the gate, or escape, if bad guys are also at the acceleration gate.
Select the stargate in your overview and click the "Jump" icon at the top. Once inside the system, select your scout pilot name on your watch list, or fleet list, then right-click "Warp to member | at 10 km". Your ship will align to and warp to your scout at his/her position in space at the moment you clicked "Warp to" and your ship will land within 10 km of your scout's last position in space. If your scout is at a site or inside a site, due to dead space mechanics, all ships warping to your scout will land at the acceleration gate outside the site. Warping to your scout at 10 km in this situation results in a safe distance from the acceleration gate. If your ship warped to your scout at 0km, there is a chance your ship could land inside the acceleration gate, get stuck, and cannot activate the gate, or escape, if bad guys are also at the acceleration gate.
<br>
<br>
<br>
<br>
'''"Sliding"'''<br />
'''"Sliding"'''<br />
That person's ship landed at the site acceleration gate, is within 2500m of the acceleration gate, activated the accleration gate, and is warping to the site's beacon at 0km inside the site. Fleet members outside the site will warp to the acceleration gate outside the site only due to dead space game mechanics. See the "warp to scout at 10." command.
That person's ship landed at the site acceleration gate, is within 2500m of the acceleration gate, activated the accleration gate, and is warping to the site's beacon at 0km inside the site. Fleet members outside the site will warp to the acceleration gate outside the site only due to dead space game mechanics. See the "warp to scout at 10." command.
<br>
<br>
<br>
<br>
'''"Fleet, slide the gate, slide the gate on contact."'''<br>
'''"Fleet, slide the gate, slide the gate on contact."'''<br>
When your ship lands at the acceleration gate (warp to the scout at 10km ideally), select the acceleration gate in your overview, then click "Activate Gate" icon at the top. Your ship will align and jump into the site for combat.
When your ship lands at the acceleration gate (warp to the scout at 10km ideally), select the acceleration gate in your overview, then click "Activate Gate" icon at the top. Your ship will align and jump into the site for combat.
<br>
<br>
<br>
<br>
'''"Lock the Merlin, EWAR only guys."'''<br>
'''"Lock the Merlin, EWAR only guys."'''<br>
Lock on and target the flashy merlin in your overview, then click your ewar module(s) only (warp/guidance/tracking disruptors, warp scrambler, webifier, target painter-modules that hinder the target but do not cause damage to the target). The reason for "ewar only" is to buy time for the rest of the fleet to appear on grid with the target, allows all fleet members to lock and apply their ewar modules to the target, to become registered in the target's killmail after the target is destroyed.
Lock on and target the flashy merlin in your overview, then click your ewar module(s) only (warp/guidance/tracking disruptors, warp scrambler, webifier, target painter-modules that hinder the target but do not cause damage to the target). The reason for "ewar only" is to buy time for the rest of the fleet to appear on grid with the target, allows all fleet members to lock and apply their ewar modules to the target, to become registered in the target's killmail after the target is destroyed.
<br>
<br>
<br>
<br>
'''"Deaggress, deaggress"'''<br>
'''"Deaggress, deaggress"'''<br>
Turn off all of your ship's offensive modules and recall your drones. Deaggressing allows your ship's 1-minute 'aggression timer' to decrease. Being deaggressed for a full minute allows a pilot to dock, jump through stargates, and escape while their attackers must wait a full minute before chasing. Every hit on a target resets your ship's aggression timer back to 1:00 minute. Aggression includes drones, tackle, and EWAR.
Turn off all of your ship's offensive modules and recall your drones. Deaggressing allows your ship's 1-minute 'aggression timer' to decrease. Being deaggressed for a full minute allows a pilot to dock, jump through stargates, and escape while their attackers must wait a full minute before chasing. Every hit on a target resets your ship's aggression timer back to 1:00 minute. Aggression includes drones, tackle, and EWAR.
<br>
<br>
<br>
<br>
'''"Burn back to gate / Crash gate"'''<br>
'''"Burn back to gate / Crash gate"'''<br>
When your ship enters a new system via a stargate, "Burn back to the gate" means select the stargate your ship just entered system from, then click the "Align" icon, activate any propulsion module (afterburner, microwarp drive), and reapproach the gate you just came through. This action is used to bring the fleet back to the safety 2500m jump distance of the stargate for escape from attacking ships.
When your ship enters a new system via a stargate, "Burn back to the gate" means select the stargate your ship just entered system from, then click the "Align" icon, activate any propulsion module (afterburner, microwarp drive), and reapproach the gate you just came through. This action is used to bring the fleet back to the safety 2500m jump distance of the stargate for escape from attacking ships.
<br>
<br>
<br>
<br>
Line 211: Line 201:
{{main|Tackling}}
{{main|Tackling}}
* Note: Assuming that your overview is set up correctly as per the [[Overview Guide]], a tackler's job is to tackle any target that shows up as soon as you are ordered to attack.
* Note: Assuming that your overview is set up correctly as per the [[Overview Guide]], a tackler's job is to tackle any target that shows up as soon as you are ordered to attack.
* Lock enemy targets by holding down the Control key and left-clicking on the overview. Holding Control down also has the advantage of locking the overview sorting display in its current order: new targets will appear at the bottom, existing targets no longer on grid will be greyed out.
* Lock enemy targets by holding down {{Button|CTRL}} and left-clicking on the overview. Holding {{Button|CTRL}} down also has the advantage of locking the overview sorting display in its current order: new targets will appear at the bottom, existing targets no longer on grid will be greyed out.
* A "point" is a warp disruptor; a "scram" is a warp scrambler, which has a shorter range than a disruptor but shuts down its target's MWD as well as preventing warp. In small gangs, it is usually a good idea to call out the fact that you have point or scram on voice comms, especially if you are making initial tackle. In a larger fleet you should not do this unless explicitly requested by the FC.
* A "point" is a warp disruptor; a "scram" is a warp scrambler, which has a shorter range than a disruptor but shuts down its target's MWD as well as preventing warp. In small gangs, it is usually a good idea to call out the fact that you have point or scram on voice comms, especially if you are making initial tackle. In a larger fleet you should not do this unless explicitly requested by the FC.
* If using a warp scrambler, set your default orbiting distance to 7500 m. You can do this when undocked: select an object in the overview that is nearby, and the right-click the Orbit button in the 'Selected Item' window. Having a default orbit of 7.5 km will keep you out of most smartbomb range, but within warp scrambler and webifier range. If you know that the target has no smartbombs, you can approach to orbit close and increase your angular velocity to be harder to hit. Only battleships and larger ships usually fit smartbombs. If the enemy is in a battlecruiser or smaller ship, feel free to orbit closer. Some faction smartbombs have a range greater than 7.5 km but they are expensive and usually only fitted on capital ships.
* If using a warp scrambler, set your default orbiting distance to 7500 m. You can do this when undocked: select an object in the overview that is nearby, and the right-click the Orbit button in the 'Selected Item' window. Having a default orbit of 7.5 km will keep you out of most smartbomb range, but within warp scrambler and webifier range. If you know that the target has no smartbombs, you can approach to orbit close and increase your angular velocity to be harder to hit. Only battleships and larger ships usually fit smartbombs. If the enemy is in a battlecruiser or smaller ship, feel free to orbit closer. Some faction smartbombs have a range greater than 7.5 km but they are expensive and usually only fitted on capital ships.
Line 221: Line 211:
When in doubt, ask questions textually in fleet chat!
When in doubt, ask questions textually in fleet chat!


== Rookie EW tips ==
== Rookie EW tips ==
{{main|Electronic warfare}}
{{main|Electronic warfare}}


Line 236: Line 226:


* Target painters should be applied to the primary target
* Target painters should be applied to the primary target
* Your role is to make the primary target easier to lock, hit, and damage for your fleetmates  
* Your role is to make the primary target easier to lock, hit, and damage for your fleetmates
* If your fleetmates are burning enemies down quickly and you have multiple painters, try getting ahead of your allies by locking up and painting the secondary called by the FC as well
* If your fleetmates are burning enemies down quickly and you have multiple painters, try getting ahead of your allies by locking up and painting the secondary called by the FC as well


Line 260: Line 250:
** If enemy logistics ships are flying at a distance from the rest of their fleet, targeting range disruption might be most useful on them.
** If enemy logistics ships are flying at a distance from the rest of their fleet, targeting range disruption might be most useful on them.


=== ECM ===
=== ECM ===


*ECM can be tricky to use. Make sure you listen to recorded classes and read guides to be better prepared.  
* ECM can be tricky to use. Make sure you listen to recorded classes and read guides to be better prepared.
*Fit racial jammers only. Multispectrals can be useful for high SP pilots, but for rookie pilots, racial jammers are better.  
* Fit racial jammers only. Multispectrals can be useful for high SP pilots, but for rookie pilots, racial jammers are better.
*Carrying spare racial jammers in the cargohold can be handy if the FC receives timely intel from scouts and there is enough time for the ECM pilots to dock and refit.
* Carrying spare racial jammers in the cargohold can be handy if the FC receives timely intel from scouts and there is enough time for the ECM pilots to dock and refit.
*The ECM modules should have their auto-cycle function turned off.
* The ECM modules should have their auto-cycle function turned off.
* Unless otherwise instructed by the FC / EWAR squad commander, the following is a decent target prioritization:
* Unless otherwise instructed by the FC / EWAR squad commander, the following is a decent target prioritization:
** Enemy [[logistics]] ships, if present (jamming these makes a whole fleet easier to defeat)
** Enemy [[logistics]] ships, if present (jamming these makes a whole fleet easier to defeat)
Line 271: Line 261:
** The largest class of enemy damage-dealing ships present, avoiding jamming the general fleet's primary target
** The largest class of enemy damage-dealing ships present, avoiding jamming the general fleet's primary target
* If you're still learning ship types and names, don't worry: some jams somewhere are better than nothing. Your fleetmates might be able to advise before the fight on priority targets, and in some battles the FC or another officer might have time to call EWAR targets.
* If you're still learning ship types and names, don't worry: some jams somewhere are better than nothing. Your fleetmates might be able to advise before the fight on priority targets, and in some battles the FC or another officer might have time to call EWAR targets.
*Try to match racial jammers to the appropriate racial ships. You can do this easily by matching the color of the jammer to the color of the background of the small ship image in the locked target icon. For example, Minmatar ships always have a red background in their locked target icon, and the jammers with a red-colored button in your HUD work well against them.
* Try to match racial jammers to the appropriate racial ships. You can do this easily by matching the color of the jammer to the color of the background of the small ship image in the locked target icon. For example, Minmatar ships always have a red background in their locked target icon, and the jammers with a red-colored button in your HUD work well against them.
*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 ==
 
In any corp-internal fleet, it is best not to discuss the fleet's existence or destination in public channels. Note that some of the Uni's Discord channels are public.
 
For informal PvP roams with no strategic objective, it is usually fine to be fairly open within the corp.
 
For strategic operations, don't ask for information about a fleet's location or destination beyond whatever has been internally published in, for instance, Discord pings and scheduled fleet posts. If you don't know, you probably don't need to know!
 
Read the [[Operational Security]] article for more details.
 
<br>[[Image:Fleetmovements.jpg]]


== After the fleet ==
== After the fleet ==
Line 293: Line 271:
Different campuses might have different hangar and loot can arrangements for sorting loot, so talk to your fleetmates and FC to find out what to do.
Different campuses might have different hangar and loot can arrangements for sorting loot, so talk to your fleetmates and FC to find out what to do.


Often, the FC will debrief on Mumble after a fleet, reviewing what went well and what didn't. If things happened during the fleet which you didn't understand, feel welcome to ask for more details. If the fleet went well, you can discuss what worked. If the fleet went badly, resist the temptation to distribute blame, and restrain yourself from saying anything harsh if you feel yourself getting heated. In such situations it is sometimes best to take a break from comms and return to pick over what went wrong dispassionately later.
Often, the FC will debrief on Discord after a fleet, reviewing what went well and what didn't. If things happened during the fleet which you didn't understand, feel welcome to ask for more details. If the fleet went well, you can discuss what worked. If the fleet went badly, resist the temptation to distribute blame, and restrain yourself from saying anything harsh if you feel yourself getting heated. In such situations it is sometimes best to take a break from comms and return to pick over what went wrong dispassionately later.


The FC will sometimes write a report in the [https://forum.eveuniversity.org/viewforum.php?f=186 After Action Reports forum]. Such reports can offer a lot of useful perspective on what was happening, especially if the fleet was too busy or too high-stakes for the FC to make it clear what was going on during combat.
The FC will sometimes write a report in the [https://forum.eveuniversity.org/viewforum.php?f=186 After Action Reports forum]. Such reports can offer a lot of useful perspective on what was happening, especially if the fleet was too busy or too high-stakes for the FC to make it clear what was going on during combat.
Line 302: Line 280:
* If you have returned to high security space from lowsec, nullsec, or wormhole space, you might have a training clone which you want to hop back into after combat.
* If you have returned to high security space from lowsec, nullsec, or wormhole space, you might have a training clone which you want to hop back into after combat.


{{FleetOpNav}}  
{{FleetOpNav}}


{{EVEUniversityNav}}
{{EVEUniversityNav}}


[[Category:Guides]] [[Category:PvP]] [[Category:Fleets]]
[[Category:Guides]]
[[Category:PvP]]
[[Category:Fleets]]