Difference between revisions of "Archive:Logistic Guide"

From EVE University Wiki
Jump to: navigation, search
m (Arin Mara moved page Logistic Guide to Archive:Logistic Guide without leaving a redirect: 6 years of deprication causes pages to migrate to the Archive namespace)
 
(86 intermediate revisions by 21 users not shown)
Line 1: Line 1:
{{Cleanup}}
+
{{historical}}
 
 
[[Category:Guides]]
 
[[Category:PvP]]
 
[[Category:Ships]]
 
 
 
=Logistic Guide=
 
 
 
A basic guide for rookie logistic ship pilots.
 
 
 
==Introduction==
 
 
 
Logistic ships in Eve Online 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 who will focus more on damage dealing ships in their early careers.
 
 
 
Each of the four empire factions have their own logistic ship. The Amarr have the Guardian, the Caldari have the Basilisk, the Gallente have the Oneiros, and the Minmatar have the Scimitar. The Basilisk and Scimitar have a shield transfer bonus, while the Guardian and Oneiros have an armor transfer bonus.
 
 
 
These ships are based on T1 cruiser hulls: the Augoror (Amarr; hit point and cap transfer bonus), the Osprey (caldari; mining and shield transfer bonus), Exequror (Gallente; cargo and armor transfer bonus), and Scythe (Minmatar; mining and tracking link bonus). This article will only discuss the proper T2 Logistics, not the T1 base hulls.
 
 
 
Two of the Logistic ships, the Guardian and Basilisk, have an energy transfer range and cap bonus in addition to their remote armor/shield bonus. They are most often used with four remote armor/shield modules and two energy transfer modules. A cap chain between pilots is set up to insure that all pilots give and receive cap in the chain to sustain their cap indefinitely even with all reps running.
 
 
 
The other two Logistics ships, the Oneiros and Scimitar, have a tracking link range and efficiency bonus in addition to their remote armor/shield bonus. Although many fittings skip the tracking links in mids for ECCM, cap modules, and/or shield tank.
 
 
 
==Recommended Skills==
 
 
 
===Drones===
 
* Drone Durability 3
 
* Drone Navigation 5
 
* Drones 5
 
* Electronic Warfare Drone Interfacing 3
 
* Repair Drone Operation 4
 
* Scout Drone Operation 5
 
 
 
===Electronics===
 
 
 
* Electronic Warfare 4
 
* Electronics 5
 
* Long Range Targeting 5
 
* Multitasking 3
 
* Signature Analysis 5
 
* Targeting 5
 
 
 
===Engineering===
 
 
 
* Energy Emission Systems 4
 
* Energy Management 5
 
* Energy Systems Operation 5
 
* Engineering 5
 
* Shield Emission Systems 4
 
* Shield Management 5
 
* Shield Operation 4
 
* Shield Upgrades 4
 
* Tactical Shield Manipulation 4
 
 
 
===Mechanic===
 
 
 
* Armor Rigging 3
 
* EM Armor Compensation 4
 
* Explosive Armor Compensation 4
 
* Hull Upgrades 5
 
* Jury Rigging 3
 
* Kinetic Armor Compensation 4
 
* Mechanic 5
 
* Nanite Interfacing 3
 
* Nanite Operation 3
 
* Remote Armor Repair Systems 4
 
* Remote Hull Repair Systems 3
 
* Repair Systems 2
 
* Shield Rigging 3
 
* Thermic Armor Compensation 4
 
 
 
===Navigation===
 
 
 
* Acceleration Control 4
 
* Afterburner 4
 
* Evasive Maneuvering 4
 
* Fuel Conservation 4
 
* High Speed Maneuvering 4
 
* Navigation 4
 
* Warp Drive Operation 4
 
 
 
===Science===
 
 
 
* Biology 3
 
* Science 4
 
* Thermodynamics 4
 
 
 
===Spaceship Command===
 
 
 
* Amarr Cruiser 5
 
* Caldari Cruiser 5
 
* Gallente Cruiser 5
 
* Logistics 4/5
 
* Minmatar Cruiser 5
 
* Spaceship Command 4
 
 
 
Logistics 4 is the minimum you should be flying a logistic ship with. But you should train it up to 5 as soon as possible if you want to fly logistic ships regularly.
 
 
 
==Fittings==
 
 
 
===Guardian===
 
 
 
{{Infobox Ship Horizontal2
 
|shipimg=Guardian.jpg
 
|caption=Guardian
 
|shipname=Guardian
 
|class=Logistics
 
|highs=6
 
|turrets=3
 
|launchers=0
 
|mediums=2
 
|lows=5
 
|cargohold=465 m3
 
|dronebay=25 m3
 
|bandwidth=25 Mbit/sec
 
|roles=Support Cruiser
 
|variations=
 
|bonuses='''Amarr Cruiser Skill Bonus:''' 150% bonus to Energy Transfer Array and Remote Armor Repair System range and 20% bonus to Armor Maintenance Bot transfer amount per level.<br>
 
'''Logistics Skill Bonus:''' 15% reduction in Energy Transfer Array and Remote Armor Repair System capacitor use per level.<br>
 
'''Role Bonus:''' -65% power need for Remote Armor Repair Systems and -50% power need for Energy Transfer Arrays.
 
|info=The Guardian is the first vessel to feature Carthum Conglomerate's brand new capacitor flow maximization system, allowing for greater amounts of energy to be stored in the capacitor as well as providing increased facilities for transporting that energy to other ships.
 
<br>
 
While featuring Carthum's trademark armor and hull strength, the Guardian, being a support ship, has limited room for armaments. Its intended main function is to serve as an all-round support vessel, providing the raw energy for fleet compatriots to do what they need to do in order to achieve victory.
 
}}
 
 
 
===Basilisk===
 
 
 
{{Infobox Ship Horizontal2
 
|shipimg=Basilisk.jpg
 
|caption=Basilisk
 
|shipname=Basilisk
 
|class=Logistics
 
|highs=6
 
|turrets=1
 
|launchers=2
 
|mediums=5
 
|lows=2
 
|cargohold=485 m3
 
|dronebay=25 m3
 
|bandwidth=25 Mbit/sec
 
|roles=Logistics
 
|variations=Osprey, Osprey Navy Issue
 
|bonuses='''Caldari Cruiser Skill Bonus:''' 150% bonus to Shield Transport and Energy Transfer Array range and 20% bonus to Shield Maintenance Bot transfer amount per level.<br>
 
'''Logistics Skill Bonus:''' 15% reduction in Shield Transport and Energy Transfer Array capacitor use per level.<br>
 
'''Role Bonus:''' -50% CPU need for Shield Transporters and -50% power need for Energy Transfer Arrays.<br>
 
|info=The Basilisk is primarily used as a logistics vessel in fleets. Its skill bonus are focused on reduced shield transporting and cap transfering capacitor costs, and it has a large extended range for shield transporting and cap transfers. Most commonly pair with another Basilisk for cap stability and survivability.
 
}}
 
 
 
{{ShipGuideFittings
 
|name=[Basilisk, Low Skill]
 
|high=
 
Large ‘Regard’ I Power Projector <br>
 
Large ‘Regard’ I Power Projector <br>
 
Large S95a Partial Shield Transporter <br>
 
Large S95a Partial Shield Transporter <br>
 
Large S95a Partial Shield Transporter <br>
 
Large S95a Partial Shield Transporter <br>
 
|mid=
 
Invulnerability Field II <br>
 
Invulnerability Field II <br>
 
Photon Scattering Field II <br>
 
Y-S8 Hydrocarbon I Afterburners <br>
 
Large Shield Extender II <br>
 
|low=
 
Damage Control II <br>
 
Power Diagnostic System II <br>
 
|charges=
 
Nanite Repair Paste <br>
 
|drones=
 
Light Shield Maintenance Bot I x5 <br>
 
|rigs=
 
Medium Ancillary Current Router I <br>
 
Medium Ancillary Current Router I <br>
 
|recommended1= Logistics IV <br>
 
|recommended2= Shield Emission Systems IV <br> Energy Emission Systems IV <br>
 
|recommended3=
 
|notes=
 
*Some Nanite Repair Paste should be kept on hand incase you need to overheat reppers.
 
*Basilisk is paired with a 2nd Basilisk pilot to trade 2 cap transfers to maintain cap stability.
 
*Can carry a ECCM module incase you have issue with ecm jamming in sites. Switched with AB.
 
*Since the Basilisk does not need to carry ammo. Cargo space is usually filled with Lavarite ore for doing Nation Mining Colony vanguard site.
 
}}
 
 
 
{{ShipGuideFittings
 
|name=[Basilisk, Mothership]
 
|high=
 
Large ‘Regard’ I Power Projector <br>
 
Large ‘Regard’ I Power Projector <br>
 
Large S95a Partial Shield Transporter <br>
 
Large S95a Partial Shield Transporter <br>
 
Large S95a Partial Shield Transporter <br>
 
Large S95a Partial Shield Transporter <br>
 
|mid=
 
Invulnerability Field II <br>
 
Invulnerability Field II <br>
 
Photon Scattering Field II <br>
 
Large Shield Extender II <br>
 
Large Shield Extender II <br>
 
|low=
 
Damage Control II <br>
 
Reactor Control Unit II <br>
 
|charges=
 
Nanite Repair Paste <br>
 
|drones=
 
Light Shield Maintenance Bot II x5 <br>
 
|rigs=
 
Medium Core Defence Field Extender I <br>
 
Medium Ancillary Current Router I <br>
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*It offers the most EHP you can get and you'll definetly need them to survive a possible bomber attack.
 
*If you have at least a 3% powergrid implant you can try to switch the Reactor Control Unit for a Power Diagnostic System to get even a bit more buffer.
 
}}
 
 
 
===Oneiros===
 
 
 
{{Infobox Ship Horizontal2
 
|shipimg=Oneiros.jpg
 
|caption=Oneiros
 
|shipname=Oneiros
 
|faction=Gallente
 
|class=Logistics
 
|highs=4
 
|turrets=2
 
|launchers=0
 
|mediums=5
 
|lows=4
 
|cargohold=600 m3
 
|dronebay=50 m3
 
|bandwidth= 50 Mbit/sec
 
|roles=Support Cruiser
 
|variations=Exequror
 
|bonuses='''Gallente Cruiser Skill Bonus:''' 150% bonus to Remote Armor Repair System and Tracking Link range 20% bonus to Armor Maintenance Bot transfer amount per level.<br>
 
'''Logistics Skill Bonus:''' 15% reduction in Remote Armor Repair System capacitor use and 10% bonus to Tracking Link efficiency per level.<br>
 
'''Role Bonus:''' -65% power need for Remote Armor Repair Systems.
 
|info=Designed specifically as an armor augmenter, the Oneiros provides added defensive muscle to fighters on the front lines. Additionally, its own formidable defenses make it a tough nut to crack. Breaking through a formation supported by an Oneiros is no mean feat.
 
<br>
 
Deciding that added defensive capabilities would serve to strengthen the overall effectiveness of Gallente ships, who traditionally have favored pure firepower over other aspects, Roden Shipyards came up with the Oneiros. Intrigued, Gallente Navy officials are reportedly considering incorporating this powerful defender into their fleet formations.
 
}}
 
 
 
 
 
{{ShipGuideFittings
 
|name=[Oneiros, Logistics IV]
 
|high=
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
|mid=
 
Cap Recharger<br>
 
Cap Recharger<br>
 
Cap Recharger<br>
 
Cap Recharger<br>
 
Cap Recharger<br>
 
|low=
 
Damage Control II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Armor Explosive Hardener II<br>
 
800mm Reinforced Rolled Tungsten Plates I<br>
 
|charges=
 
Nanite Repair Paste
 
|drones=
 
Medium Armor Maintenance Bot I x5<br>
 
|rigs=
 
Medium Anti-EM Pump I<br>
 
Medium Remote Repair Augmentor I<br>
 
|required1=
 
|required2=
 
|required3=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
}}
 
 
 
 
 
{{ShipGuideFittings
 
|name=[Oneiros, Logistics V, 800mm]
 
|high=
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
|mid=
 
Tracking Link II<br>
 
Y-S8 Hydrocarbon I Afterburners<br>
 
Cap Recharger<br>
 
Cap Recharger<br>
 
Cap Recharger<br>
 
|low=
 
Damage Control II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Armor Explosive Hardener II<br>
 
800mm Reinforced Rolled Tungsten Plates I<br>
 
|charges=
 
Nanite Repair Paste<br>
 
Tracking Speed<br>
 
Optimal Range<br>
 
|drones=
 
Medium Armor Maintenance Bot II x5<br>
 
|rigs=
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
|required1=
 
|required2=
 
|required3=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=This fit requires Powergrid Implant (at least 4%) to work.<br>
 
<br>
 
A slight variation involves switching Medium Capacitor Control Circuit Is for:<br>
 
*Medium Ancillary Current Router I
 
*Medium Capacitor Control Circuit II
 
With the combination of the hardwirings below, you don't have to use a PG implant. Which, even with the T2 rig, works out cheaper at the time of writing.<br>
 
<br>
 
Depending on your skills, to be cap stable. You might consider using the following hardwirings:<br>
 
*Hardwiring - Inherent Implants 'Squire' CR4
 
*Hardwiring - Inherent Implants 'Noble' ZET200
 
*Hardwiring - Inherent Implants 'Squire' CC4
 
<br>
 
If you can get a spare cap transfer from Basi pilots, it will allow you to drop all the Cap Rechargers for Tracking Links.
 
}}
 
 
 
 
 
{{ShipGuideFittings
 
|name=[Oneiros, Logistics V, 1600mm]
 
|high=
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
Large 'Solace' I Remote Bulwark Reconstruction<br>
 
|mid=
 
 
 
10MN Afterburner II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
|low=
 
Damage Control II<br>
 
Energized Adaptive Nano Membrane II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Armor Explosive Hardener II<br>
 
|charges=
 
Nanite Repair Paste<br>
 
|drones=
 
Medium Armor Maintenance Bot II x5<br>
 
|rigs=
 
 
 
Medium Ancillary Current Router II<br>
 
Medium Ancillary Current Router II<br>
 
|required1=
 
|required2=
 
|required3=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
For People who desire max tank and survivability.<br>
 
<br>
 
Depending on your skills, to be more cap stable. You might consider using the following hardwirings:<br>
 
*Hardwiring - Inherent Implants 'Squire' CR4
 
*Hardwiring - Inherent Implants 'Noble' ZET200
 
*Hardwiring - Inherent Implants 'Squire' CC4
 
<br>
 
If you can get a spare cap transfer from Basi pilots, it will allow you to drop all the Cap Rechargers for Tracking Links.
 
}}
 
 
 
===Scimitar===
 
 
 
{{Infobox Ship Horizontal2
 
|shipimg=Scimitar.jpg
 
|caption=Scimitar
 
|shipname=Scimitar
 
|faction=Minmatar
 
|class=Logistics
 
|highs=4
 
|turrets=2
 
|launchers=1
 
|mediums=5
 
|lows=4
 
|cargohold=440 m3
 
|dronebay=45 m3
 
|bandwidth=45 Mbit/sec
 
|roles=Support Cruiser
 
|variations=
 
|bonuses='''Minmatar Cruiser Skill Bonus:''' 150% bonus to Tracking Link and Shield Transport range and 20% bonus to Shield Maintenance Bot transport amount per level.<br>
 
'''Logistics Skill Bonus:''' 10% bonus to Tracking Link efficiency and 15% reduction in Shield Transport capacitor use per level.<br>
 
'''Role Bonus:''' -50% CPU need for Shield Transporters.
 
|info=Built with special tracking support arrays, the Scimitar was designed in large part to assist heavy combat vessels in tracking fast-moving targets. Relatively nimble for a support cruiser, it can often be found ducking between battleships, protecting its own back while lending the behemoths the support they need to take out their enemies.
 
<br>
 
Core Complexions ships are unusual in that they favor electronics and defense over the "Lots of guns" approach traditionally favored by the Minmatar. Being a support cruiser, the Scimitar therefore fits ideally into their design scheme.
 
}}
 
 
 
===Module & Rig Selection===
 
 
 
* AB vs. MWD
 
* ECCM
 
* Cap Modules
 
* Tanking
 
* Remote Shield and Armor Transfer
 
* Energy Transfer
 
* Tracking Links
 
* Rigs
 
 
 
==Logi Channel==
 
 
 
Once you've joined a fleet, ask for the logi channel. The logi channel is used to give information to logi pilots they may require.
 
 
 
Hopefully the logi channel has a Logistic Coordinator that will tell all logi pilots what they need to know. Some fleets will not have a designated logi coordinator. In this case, hopefully one of the experienced logi pilots will step up to guide the rookies.
 
 
 
The logi channel can be used for the following information:
 
* Who is the logi anchor (if different than the rest of the fleet's anchor), and orbit range.
 
* Who should be on the watch list.
 
* Provide warp-ins for logi pilots that have just joined fleet, or missed warps, etc.
 
* How the cap chain should be set up.
 
* Where you should be aligned (prop mod on or off, full speed or 3/4 speed).
 
* Current orders. Sometimes the logis should follow different orders from the rest of the fleet.
 
* Catch the attention of logi pilots not doing what they should be doing. Linking their name by drag-and-drop from the channel list can help. If they still don't respond, do the same in the fleet channel and remind them to read logi chat.
 
 
 
The cap chain can be sorted either through the logi channel member list or through the overview. The cap chain is usually set up to be two down, or one up one down. If your corp, alliance, or coalition does not have a fixed rule for this, you should always ask in the logi channel which sorting and cap chain methods are being used.
 
 
 
Channels are sometimes bugged and you will appear to be in the channel but will not be able to see what anyone else types. If you don't see anyone else typing in the logi channel, ask if anyone can read what you type, then rejoin the channel if no one responds. This is sometimes a persistent bug that requires leaving and re-joining the channel several times to fix.
 
 
 
==Watch List==
 
 
 
The FC or Logi Coordinator will sometimes tell you who you should have on your watch list. Sometimes he won't if he's too busy. If you are in a guardian or basilisk, you should have the people you should be cap transferring on your watch list at least. If you're in a small gang, you may want all the other logi pilots on your watch list.
 
 
 
Other ships that you may want to have on watch list: The fleet commander (both the actual FC and the person holding FC position if they aren't the same), wing commanders, the fleet booster, recon tacklers (huginn, rapier, lachesis, arazu) and sometimes T3 recon configured Proteus and Loki, some ECM ships such as scorpions.
 
 
 
Ask in the logi channel who you should have on your watch list. You can add people to your watch list by right clicking their name in a chat channel or the overview, and going through the menu: Fleet > Add to watch list. Or through the fleet member list in the fleet window, right click a name > add to watch list.
 
 
 
Fleet members taking damage will blink red in your watch list. You can instantly lock them by control-clicking their name in the watch list.
 
  
 
==Overview==
 
==Overview==
Line 466: Line 32:
 
# Save the preset as '''9B - Blue Logi'''
 
# Save the preset as '''9B - Blue Logi'''
  
This '''Blue Logi''' overview preset will show all blue logistic ships on grid, not just those in your fleet. It is not possible to set up an overview preset that would only shows fleeted logi pilots.
+
This '''Blue Logi''' overview preset will show all blue logistic ships on grid, not just those in your fleet. It is not possible to set up an overview preset that would only shows fleeted logi pilots. However this only shows T2 logi, not T1.
  
 
===Blue Caps===
 
===Blue Caps===
Line 483: Line 49:
 
# Save the preset as '''9C - Blue Caps'''
 
# Save the preset as '''9C - Blue Caps'''
  
==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.
 
 
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 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.
 
  
 
===Cap Direction===
 
===Cap Direction===
Line 509: Line 68:
 
If the overview is used to order the cap chain, you should sort the Blue Logi overview by name. You should look for the two pilots that you are meant to cap according to the cap direction rule, and activate one cap transfer module on each. You must skip over Scimitars and Oneiros, you should never give cap to these ships in normal circumstances. Pay attention to ship type in the overview when setting up your cap chain list.
 
If the overview is used to order the cap chain, you should sort the Blue Logi overview by name. You should look for the two pilots that you are meant to cap according to the cap direction rule, and activate one cap transfer module on each. You must skip over Scimitars and Oneiros, you should never give cap to these ships in normal circumstances. Pay attention to ship type in the overview when setting up your cap chain list.
  
If you use the overview to determine sorting order, the logi channel will include non-cap transferring logi, sometimes the FC and other commanders, pilots that have had their ships destroyed, pilots that are off grid, pilots that are in another system, etc. This can help to use the logi channel to coordinate between all logi pilots and commanders.
+
If you use the overview to determine sorting order, the logi channel may include non-cap transferring logi, sometimes the FC and other commanders, pilots that have had their ships destroyed, pilots that are off grid, pilots that are in another system, etc. This can help to use the logi channel to coordinate between all logi pilots and commanders.
  
 
===Cap Transfer Protocol===
 
===Cap Transfer Protocol===
Line 519: Line 78:
 
==Anchor==
 
==Anchor==
  
The Anchor is the ship you should be orbiting. You default orbit distance should be between 5 and 15 km. At 5 km orbit distance you may not have your full speed while orbiting. 10 km orbit is a common distance that will let you orbit at full speed. If your orbit distance is too far you may have a low angular velocity against the enemy fleet for a prolonged time, or you could be out of range of some broadcast requests if a fleet spreads out to chase an enemy or deblob to avoid bombing runs, or you could run into an enemy shield during a pos siege if the anchor is too close.
+
The Anchor is the ship you should be orbiting. You default orbit distance should be between 5 and 15 km in PvP fleets. Scimitars and Oneiros will sometimes not have an anchor and just try to keep at range from the hostiles while staying in rep range of each other and their fleetmates. In Incursion fleets, the orbit is often less than 5 km to prevent rats from orbiting too far from the damage dealers if they aggress the logi.
 +
 
 +
At 5 km orbit distance you may not have your full speed while orbiting with an AB. 10 km orbit is a common distance that will let you orbit at full speed. If your orbit distance is too far you may have a low angular velocity against the enemy fleet for a prolonged time, or you could be out of range of some broadcast requests if a fleet spreads out to chase an enemy or deblob to avoid bombing runs, or you could bump into a hostile starbase shield during a pos siege if the anchor is too close.
  
 
If you fight on a stargate, the anchor could be set as the stargate with an orbit that stays within jump range. Logi ships that take too much damage and cannot get repped fast enough can jump through if they don't have aggression.
 
If you fight on a stargate, the anchor could be set as the stargate with an orbit that stays within jump range. Logi ships that take too much damage and cannot get repped fast enough can jump through if they don't have aggression.
Line 535: Line 96:
 
* Target: You should have this unchecked unless target broadcasts are being used to focus repping on a starbase.
 
* Target: You should have this unchecked unless target broadcasts are being used to focus repping on a starbase.
  
You should ignore all capacitor requests unless the fleet is not engaging an enemy fleet nor attacking a hot POS. If cap requests have been authorized by the FC or logi coordinator, you should switch cap transfer to one down, and use the second cap transfer module to cap up ships that have broadcast for cap. The pilots broadcasting for cap should type '''CF''' (for Cap Full) in fleet chat to indicate they no longer need cap. If a pilot fails to type CF after 2 to 5 cycles (this will depend on the number of cap transferring logistic ships in the fleet), you should unlock him and move on to the next broadcast in queue.
+
You should ignore all capacitor requests unless the fleet is not engaging an enemy fleet nor attacking a hot POS. If cap requests have been authorized by the FC or logi coordinator, you should switch cap transfer to one down, and use the second cap transfer module to cap up ships that have broadcast for cap. The pilots broadcasting for cap should type '''CF''' (for Cap Full) in fleet chat to indicate they no longer need cap, or use the 'in position' broadcast, depending on how the fleet usually handles this. If a pilot fails to indicate full cap after 2 to 5 cycles (this will depend on the number of cap transferring logistic ships in the fleet), you should unlock him and move on to the next broadcast in queue.
 
 
==Boosters==
 
 
 
* '''Standard X-Instinct''': This booster will reduce signature radius and should be used if you are being shot to mitigate damage.
 
 
 
For Highsec empire inhabitants, the '''Synth X-Instinct Booster''' can be used instead.
 
  
 
==Drone Selection==
 
==Drone Selection==
Line 555: Line 110:
 
* Warrior: Warriors are the light scout drones of choice for their speed and damage type which is good against T1 armor tankers and many T2 ships that have enhanced resists. These can be especially useful against light ships, such as interdictors and various tacklers, that come withing drone control range.
 
* Warrior: Warriors are the light scout drones of choice for their speed and damage type which is good against T1 armor tankers and many T2 ships that have enhanced resists. These can be especially useful against light ships, such as interdictors and various tacklers, that come withing drone control range.
  
==Lag==
+
===Video===
  
During heavy lag, remote armor repair and shield transporters must be cycled manually. Do do this, each module must be set to auto-cycle off. The modules must be activated and then manually deactivated before being activated again. If auto cycle is left on, or if the modules are not forcibly deactivated, the modules will appear to cycle properly but will fail to repair beyond the first cycle.
+
* [https://youtu.be/j4hPTGN3Q6w?list=PLo1eELyNWdOXizh7sJac6z2ldzMqPwXoC Ironclad] - A Rooks and Kings video detailing logistic and triage carrier tactics.
  
Remote energy transfer can be left on auto cycle for the cap chain, as heavy lag is usually accompanied by infinite cap.
+
* [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1288092 Double Edged] - A Pandemic Legion video in two parts with logistic footage.
  
==Positioning & Range Control==
+
===Other===
  
[...]
+
* [http://altruist.azual.co.uk/2011/10/know-your-enemy-logistics.html#more Know Your Enemy - Logistics] - Article on The Altruist blog by Azual Skoll.
 
 
==Heavy Interdictors==
 
 
 
[...]
 
 
 
==Capital Ships==
 
 
 
[...]
 
 
 
==Related Links==
 
 
 
===UniWiki===
 
 
 
* [[Logistics Ships 101]] - Class Curriculum
 
* [[Guide to Logistics]]
 
* [[Overview Guide]]
 
 
 
===Video===
 
 
 
* [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1342627 Ironclad] - A Rooks and Kings video detailing logistic and triage carrier tactics.
 
 
 
* [http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1288092 Double Edged] - A Pandemic Legion video in two parts with logistic footage.
 

Latest revision as of 11:11, 7 May 2022

E-UNI Emblem.png This page's intent is to provide information on the the history of EVE University. The information on this page is no longer current.

Overview

It is important to have a blue logi overview tab set up properly, especially if you use the overview to sort the cap chain instead of the logi channel. A blue fleet tab can also be helpful.

These instructions assume you have overview presets done according to the Overview Guide. If you did not set up your overview according to the UniWiki guide, just pick an overview preset you usually use for travel and PvP to base the Blue overview presets.

Blue Fleet

  1. Rename one of your tabs Blue Fleet
  2. Load up the 2 - PvP Travel preset in that tab.
  3. Open Overview Settings, go to Filters > States
  4. Every item in the list MUST be checked EXCEPT the following four:
    • Pilot (agent) is interactable
    • Pilot has neutral standing
    • Pilot has bad standing
    • Pilot has terrible standing
  5. Go to Filters > Types
  6. Go to the Drones section, right click the Drones header and click deselect all.
  7. Save the preset as 9A - Blue Fleet

If you do not set up your blue overview states correctly, you might not see some blue pilots on your overview, which can be extremely problematic in many circumstances.

Blue Logi

  1. Rename one of your tabs Blue Logi
  2. Load up the 9A - Blue Fleet preset in that tab.
  3. Open Overview Settings, go to Filters > Types
  4. Go to the Ship section, right click the ship header and click deselect all.
  5. Open the Ship section, check the Logistics item in the list.
  6. Save the preset as 9B - Blue Logi

This Blue Logi overview preset will show all blue logistic ships on grid, not just those in your fleet. It is not possible to set up an overview preset that would only shows fleeted logi pilots. However this only shows T2 logi, not T1.

Blue Caps

  1. Rename one of your tabs Blue Caps
  2. Load up the 9A - Blue Fleet preset in that tab.
  3. Open Overview Settings, go to Filters > Types
  4. Go to the Ship section, right click the ship header and click deselect all.
  5. Open the Ship section, check the following items in the list:
    • Capital Industrial Ships
    • Carrier
    • Dreadnought
    • Jump Freighter
    • Supercarrier
    • Titan
  6. Save the preset as 9C - Blue Caps


Cap Direction

There are several ways of establishing cap transfers between logistics. The two most popular are: One Up One Down; and Two Down. Sometimes cap transfers are arranged in pairs or triples, but these tend to be less robust than full cap chains in large fleet engagements.

When using the One Up One Down method, you should transfer cap to the person above and below you in the cap chain, in alphabetical order. When using the Two Down method, you should look for the two pilots below you -- in alphabetical order -- and transfer cap to both with one cap transfer module on each. The cap chain should wrap around back to the top once it reaches the bottom of the logi channel or overview list.

You should keep an eye on your watch list and overview or logi channel member list and be ready to change cap transfer targets if necessary.

The cap chain is often broken by inattentive pilots. It is important to regularly check your distance from the anchor and other logi pilots, look for any new additions to the cap chain and for pilots leaving permanently or being disconnected temporarily, and to keep an eye on the logi channel for instructions. The cap chain is vital for the survival of the fleet. Careless pilots who cannot pay enough attention to maintain it when there is no fighting are a liability to your fleet if enemies decide to engage.

Sorting Method

The sorting method can either be done through the blue logi overview, or through the logi channel list.

If the logi channel list is used, the only people in that channel should only be currently active logi pilots on grid flying Guardians or Basilisks. And the pilots should make sure to leave channel if their ship is destroyed or if they are no longer with the rest of the fleet for any reason.

If the overview is used to order the cap chain, you should sort the Blue Logi overview by name. You should look for the two pilots that you are meant to cap according to the cap direction rule, and activate one cap transfer module on each. You must skip over Scimitars and Oneiros, you should never give cap to these ships in normal circumstances. Pay attention to ship type in the overview when setting up your cap chain list.

If you use the overview to determine sorting order, the logi channel may include non-cap transferring logi, sometimes the FC and other commanders, pilots that have had their ships destroyed, pilots that are off grid, pilots that are in another system, etc. This can help to use the logi channel to coordinate between all logi pilots and commanders.

Cap Transfer Protocol

If you are in a Guardian, you should not include Basilisks in the cap chain unless both logi types are in the same fleet and sharing the same logi channel. And Vice Versa.

The cap chain should be up and active at all times except when inside a POS shield or when the fleet is making best speed to a destination system. Even when simply aligning after jumping through a stargate, the logi pilots should establish the cap chain after uncloaking. It is best to be prepared, and to check that all cap transferring logi pilots understand who they should be transferring to.

Anchor

The Anchor is the ship you should be orbiting. You default orbit distance should be between 5 and 15 km in PvP fleets. Scimitars and Oneiros will sometimes not have an anchor and just try to keep at range from the hostiles while staying in rep range of each other and their fleetmates. In Incursion fleets, the orbit is often less than 5 km to prevent rats from orbiting too far from the damage dealers if they aggress the logi.

At 5 km orbit distance you may not have your full speed while orbiting with an AB. 10 km orbit is a common distance that will let you orbit at full speed. If your orbit distance is too far you may have a low angular velocity against the enemy fleet for a prolonged time, or you could be out of range of some broadcast requests if a fleet spreads out to chase an enemy or deblob to avoid bombing runs, or you could bump into a hostile starbase shield during a pos siege if the anchor is too close.

If you fight on a stargate, the anchor could be set as the stargate with an orbit that stays within jump range. Logi ships that take too much damage and cannot get repped fast enough can jump through if they don't have aggression.

Broadcast

You should have your Fleet window open to the broadcast history tab at all times. You can control+click items in the broadcast history to lock them.

You should keep and eye on your own shield and armor and be ready to broadcast when required. Setting up need armor and need shield shortcuts can make this easier during combat.

Click the icon at the top left of the fleet window and select broadcast settings.

  • Need Armor: If you are in a shield logi, you should have this unchecked.
  • Need Capacitor: If you are in a scimitar or oneiros, you should have this unchecked.
  • Need Shield: If you are in an armor logi, you should have this unchecked.
  • Target: You should have this unchecked unless target broadcasts are being used to focus repping on a starbase.

You should ignore all capacitor requests unless the fleet is not engaging an enemy fleet nor attacking a hot POS. If cap requests have been authorized by the FC or logi coordinator, you should switch cap transfer to one down, and use the second cap transfer module to cap up ships that have broadcast for cap. The pilots broadcasting for cap should type CF (for Cap Full) in fleet chat to indicate they no longer need cap, or use the 'in position' broadcast, depending on how the fleet usually handles this. If a pilot fails to indicate full cap after 2 to 5 cycles (this will depend on the number of cap transferring logistic ships in the fleet), you should unlock him and move on to the next broadcast in queue.

Drone Selection

Logistic ships get a bonus to drone repping, so these drones are sometimes preferred. Some battles will happen outside of drone control range, and in many fights logistic pilots will be too busy with repping to manage offensive drones separately from reps. Logistic drones will not give aggression, contrary to EW and combat drones. Aggression will prevent jumping through a stargate or docking in a station for 1 minute.

  • Armor Maintenance Bot: Guardians can hold five light armor maintenance bots, Oneiros can hold five medium armor mainenance bots.
  • Shield Maintenance Bot: Scimitars can hold 4 medium shield maintenance bots and 1 light shield maintenance bot. Basilisks can hold 5 light shield maintenance bots.
  • ECM Drone: Hornet EC-300 drones can be handy in some circumstances. Scimitars and Oneiros with their greater drone bay may wish to keep five light maintenance bots and four or five EC-300. Other types of EW drones are often considered much less useful.
  • Warrior: Warriors are the light scout drones of choice for their speed and damage type which is good against T1 armor tankers and many T2 ships that have enhanced resists. These can be especially useful against light ships, such as interdictors and various tacklers, that come withing drone control range.

Video

  • Ironclad - A Rooks and Kings video detailing logistic and triage carrier tactics.
  • Double Edged - A Pandemic Legion video in two parts with logistic footage.

Other