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{{Work in Progress|Rewriting & reorganizing page, partly to include mechanics changes from 2015-2016, and partly for readability.}}
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{{related class|Logistics (CORE class)}}'''Logistics''' refers to ships and modules that provide remote repair support to other ships. "Local" repair—in which a ship repairs itself—is ''not'' considered "logistics" in EVE. In this way, logistics ships in EVE are similar to the "healer" character classes you find in many other online multiplayer games; logistics pilots usually assist their fleetmates by restoring their hitpoints during battle.
{{related class|Logistics 101|Logistics 102}}
 
  
<span style="color: yellow">Logistics</span>, in EVE, refers to ships and modules that provide remote support to other ships. In real life, the term "logistics" is typically used to describe the coordination of military troops and supplies, and EVE University has a [[Logistics Division]] that serves this role. But in the EVE client, Logistics decribes remote assistance, and particularly:
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The act of hauling items is also often referred as logistics. See [[Hauling]] for details on that.
  
*Remote Shield Boosting
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==Remote Repair vs. Local Repair==
*Remote Armor Repair
 
*Remote Hull Repair
 
*Remote Capacitor Transfer
 
*Remote Tracking Support
 
*Remote Sensor Boosting
 
  
One other type of off-grid remote boost module, the [[Warfare links|Warfare Link]], is not typically considered logistics and will not be described here. This Guide summarizes the common mechanics of logistics modules; explains the differences between remote shield, armor, and hull repair in detail; and compares ships that are bonused for logistics. CCP made significant changes to logistics modules and ships in the Frostline patch in December 2015, and those changes have been incorporated here.
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One, very intuitive reason for including logistics ships in fleets is so that damage dealers can focus on their own role; by having logistics ships manage repair, the other, combat-oriented ships in the fleet can fit more modules, rigs, and implants dedicated to damage-dealing. But another, less intuitive justification is that logistics ships are often ''better'' at repairing other ships than those ships are at repairing themselves.
  
Visual effects for the different types of logistics modules are shown on the [[Identifying Visual Effects]] page.
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The biggest effect however is that a squad of logistics ships can focus all of their remote repair modules on a single target. In comparison, in a group of self-repairing ships, only the ship taking damage can use its repair modules. This makes remote repairing the only practical method of repairing in larger fleets.
  
==Logistics Modules and Mechanics==
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== Skills ==
  
===Remote Repair: Comparing Shield, Armor, and Hull Repair===
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* {{sk|Shield Emission Systems}} - 5% reduction per level to capacitor consumption of remote shield boosters. Does not apply to capital modules.
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* {{sk|Capital Shield Emission Systems}} - 5% reduction per level to capacitor consumption of capital remote shield boosters.
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* {{sk|Remote Armor Repair Systems}} - 5% reduction per level to capacitor consumption of remote armor repairers. Does not apply to capital modules.
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* {{sk|Capital Remote Armor Repair Systems}} - 5% reduction per level to capacitor consumption of capital remote armor repairers. Applies only to capital modules.
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* {{sk|Capacitor Emission Systems}} - 5% reduction per level to capacitor consumption of remote capacitor transmitters. Does not apply to capital modules.
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* {{sk|Capital Capacitor Emission Systems}} - 5% reduction per level to capacitor consumption of capital remote capacitor transmitters.
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* {{sk|Repair Drone Operation}} - 5% increased repair drone repair amount per level.
  
Most commonly, fleet logistics is about remote repair. Logistics ships in EVE are similar to the "healer" character classes you find in many other online multiplayer games; logistics pilots usually assist their fleetmates by restoring their hitpoints (HP), in battle. Remote repair can be used to restore HP to a ship's shield, armor, or hull, via three types of high-slot, remote repair modules: <span style="color: yellow">Remote Shield Boosters</span>, <span style="color: yellow">Remote Armor Repairers</span>, and <span style="color: yellow">Remote Hull Repairers</span>. (Technically speaking, shields are "boosted" rather than "repaired", but for the purpose of this Guide, shield boosters have been classified as repair modules.) These three types of remote repair modules have some important differences, and the differences became more pronounced with the December 2015 Frostline update. The chart below illustrates these differences for medium-sized, Tech I modules of each type:
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In addition to the general logistics skills the hull specific racial ship skills are very important as they drastically improve logistics ship repair amounts and reduce remote repair capacitor usage.
 
 
{| class="wikitable" style="text-align:center;"
 
|+ style="text-align:left; font-size:110%"| Remote Repair Modules
 
|-
 
! colspan="2" | Item
 
! width="50px" | CPU<br />(tf)
 
! width="70px" | Powergrid<br />(MW)
 
! width="55px" | Cycle<br />Time<br />(sec)
 
! width="70px" | Repair<br />Amount<br />(HP)
 
! width="70px" | Repair<br />Rate<br />(HP/sec)
 
! width="70px" | Activation<br />Cost<br />(GJ)
 
! width="70px" | Cap<br />Demand<br />(GJ/sec)
 
! width="70px" | Optimal<br />Range
 
! width="70px" | Falloff
 
! width="70px" | Rep<br />Applied<br />At
 
|-
 
| height="10px" style="border-left-style:hidden; border-right-style:hidden;" |
 
|-
 
| width="60px" | [[File:RemoteShieldBoostIcon.png]]
 
| width="250px" | Medium Remote Shield Booster I
 
| 50 || 52 || 8 || 260 || 32.5 || 232 || 29.0 || 5.00 km || 7.50 km || <span style="color: yellow">beginning</span><br /> of cycle
 
|-
 
| style="border-left-style:hidden; border-bottom-style:hidden;" |
 
| style="background-color: #303030;" | Fitted to a [[Scythe]]*<br />(Tech I shield logistics cruiser)
 
| style="border-right-style:hidden; border-bottom-style:hidden;" |
 
| style="border-bottom-style:hidden;" |
 
| style="border-left-style:hidden; border-bottom-style:hidden;" |
 
| style="background-color: #303030;" | 390
 
| style="background-color: #303030;" | 48.8
 
| style="background-color: #303030;" | 158
 
| style="background-color: #303030;" | 19.7
 
| style="background-color: #303030;" | 26.5 km
 
| style="background-color: #303030;" | 39.8 km
 
| style="border-right-style:hidden; border-bottom-style:hidden" |
 
|-
 
| height="10px" style="border-left-style:hidden; border-right-style:hidden;" |
 
|-
 
| [[File:RemoteArmorRepIcon.png]]
 
| Medium Remote Armor Repairer I
 
| 20 || 120 || 6 || 196 || 32.7 || 155 || 25.8 || 8.75 km || 2.50 km || <span style="color: yellow">end</span><br /> of cycle
 
|-
 
| style="border-left-style:hidden; border-bottom-style:hidden;" |
 
| style="background-color: #303030;" | Fitted to an [[Exequror]]*<br />(Tech I armor logistics cruiser)
 
| style="border-right-style:hidden; border-bottom-style:hidden;" |
 
| style="border-bottom-style:hidden;" |
 
| style="border-left-style:hidden; border-bottom-style:hidden;" |
 
| style="background-color: #303030;" | 294
 
| style="background-color: #303030;" | 49.0
 
| style="background-color: #303030;" | 105
 
| style="background-color: #303030;" | 17.6
 
| style="background-color: #303030;" | 46.4 km
 
| style="background-color: #303030;" | 13.3 km
 
| style="border-right-style:hidden; border-bottom-style:hidden" |
 
|-
 
| height="10px" style="border-left-style:hidden; border-right-style:hidden;" |
 
|-
 
| [[File:RemoteHullRepIcon.png]]
 
| Medium Remote Hull Repairer I
 
| 68 || 115 || 6 || 96 || 16.0 || 244 || 40.7 || 8.75 km || 5.00 km || <span style="color: yellow">end</span><br /> of cycle
 
|}
 
&lowast; ''Flown by a low-skill Unista (Racial Cruiser IV, Shield Emission Systems III, Remote Armor Repair Systems III). Your results may vary.''
 
  
As the table above shows, fitting remote repair modules to bonused logistics ships makes them work much better, and pilot skills affect these numbers as well. In addition, there are meta versions of these modules with improved range ("Scoped"), CPU and powergrid requirements ("Compact"), or capacitor usage ("Enduring"). So, the specific values in this table are not so important. Nevertheless, the chart does illustrate some of the most important differences between remote shield, armor, and hull repair modules:
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Additionally [[capacitor]] skills are very important for logistics role. Cap chained ships receive plenty of capacitor from their capacitor transmitters but solo ships often have to rely purely on their own capacitor.
  
*<span style="color: yellow">The icons for remote repair modules look like those of local repair modules, and armor and hull repairers look alike. Make sure you select the module you want!</span> All remote assistance modules are distinguished from local modules by a double arrow on the icon. The icons for remote armor and hull repairers show welding helmets with different colors: gold for armor, and silver for hull. If you find the symbols confusing, the names are much clearer, so you can mouse over the module icon to make sure you have the right kind.
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General [[tanking]], [[targeting]] and [[fitting]] skills are of course also important.
  
*<span style="color: yellow">Remote hull repairers are inferior to remote armor repairers and shield boosters, so remote hull repairers are never used in combat.</span> Remote hull repairers require a great deal of CPU, powergrid and capacitor, and repair less HP than other repair modules. Unlike the other two remote repair types, there are no ships in EVE that are bonused for hull repair. As a result, remote hull repairers are not generally used in fleets, even for compositions focused on hull tanking. Remote hull repair is a convenient alternative to paying for hull repairs in station, however, and so these modules are used outside of combat.
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== Modules ==
  
*<span style="color: yellow">Overall, remote shield boosters and armor repairers restore HP at the same rate.</span> Neither of these repair modes is inherently better than the other. They do have differences, however, that make each one preferable under certain circumstances.
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Remote repair can be used to restore HP to a ship's shield, armor, or hull, via multiple different types of high-slot, remote repair modules. These modules have some important differences.
  
*<span style="color: yellow">Remote armor repairers require less capacitor than remote shield boosters.</span> Not only do armor repairers require less capacitor per cycle, they are also more cap efficient (requiring less cap per time) relative to shield boosters. This means that armor-repairing ships have more cap room for other active modules, and are less sensitive to enemy neutralizers and Nosferatus, than shield-boosting ships. Armor logistics ships have an easier time running all of their repair modules continuously, whereas shield logistics ships often have to cycle their boosting modules on and off to conserve capacitor. Because of their cap efficiency, armor logistics ships are more powerful for longer engagements (in which fleetmates don't die quickly), and in any PvE activity where cap stability may be an issue.
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{|class=wikitable style="width: 900px;background:#111111"
  
*<span style="color: yellow">Remote armor repairers have longer optimal range than remote shield boosters.</span> Armor logistics ships can stay farther away from the action, and still deliver 100% of their repping power, compared to shield logistics ships. As the chart shows, ship-bonused armor repairers have fairly long optimal range, and an [[Exequror]]—a Tech I armor logistics cruiser—can apply full armor repairs from 50 km away. The optimal range of a [[Scythe]], the matching Tech I shield logistics cruiser, is less than two-thirds as long. As a result, it is easier to keep armor-repairing ships out of harm's way than it is shield-repairing ships.
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|[[File:Icon_remote_armor_repair_i.png|link=|]]
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|'''{{co|wheat|Remote armor repairer}}''' repairs armor on the targeted ship.
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* Repair happens at the end of the module cycle.
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** Tests indicate that the calculation of the repair amount also occurs at the end of the module cycle, not at module activation.
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** This is relevant when the remote repair ship moves from module optimal range into module falloff range, or vice versa, during the module cycle.
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* Uses less capacitor per repair amount than remote shield booster.
  
*<span style="color: yellow">Because shield boosters deliver HP at the beginning of the module cycle, no cycles are wasted.</span> Armor repairers, by contrast, deliver repairs at the end of the module cycle. One downside of flying armor logistics is that, sometimes, your armor-tanked fleetmates will die faster than the cycle time of your remote armor repair modules. When this happens, each module's repair cycle is lost; the target of the remote armor repairer no longer exists, and so when the module completes its cycle, nothing gets repaired. This never happens with remote shield boosters, because a shield booster delivers HP at the beginning its module cycle. This may sound like an unusual situation—how is it possible that a ship is destroyed in just 6 seconds? In fact, this happens frequently in large fleet fights, where tens of opponent damage dealers are focusing fire on a single ship. But wasted cycles also affect longer fights, where each wasted cycle diminishes the overall, average efficiency of repairs. Not only does shield repair involve no wasted cycles, but because shield disappears before armor, shield logistics pilots have a little more time to rescue their fleetmates than armor logistics pilots do. As a result, shield logistics is better than armor in very large fleet engagements, or in any situation where you expect your fleetmates to die quickly.
 
  
*<span style="color: yellow">Remote shield boosters deliver more HP/cycle, so they have more repair "alpha".</span> Combat ships are sometimes judged by how much damage they can deliver in their first ("alpha") volley. Logistics ships can be compared by a very similar measure, by how much damage they can repair in their initial repair cycle. By this measure, remote shield boosters are better than remote armor repairers—they repair more damage, right away.
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Also comes in ancillary variant. Ancillary remote armor repairers be loaded with nanite repair paste. While the module has paste it repairs almost twice as much as T2 variant but after the paste runs out it repairs a bit over half of T2 variant.
  
Prior to the December 2015 Frostline patch, the statistics for shield and armor repair modules were much more similar, and flying shield and armor logistics was mechanically almost identical. Now, even though logistics pilots are still expected to fly whatever logistics type matches their fleet's doctrine, they have to pilot shield and armor ships slightly differently, according to their strengths and limitations.
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|-
 +
|[[File:Icon_heavy_mutadaptive_remote_armor_repair_i.png|link=|]]
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|'''{{co|wheat|Mutadaptive remote armor repairer}}''' repairs armor on the target ship.
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* Repair happens at the end of the module cycle.
 +
* Repair amount ramps up as the module is kept on the same target.
 +
* Can only be fitted on the Triglavian logistics ships [[Rodiva]] and [[Zarmazd]].
  
===Remote Repair: Comparing Module Size===
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|-
 +
|[[File:Icon_shield_transporter_i.png|link=|]]
 +
|'''{{co|wheat|Remote shield booster}}''' repairs shield on the targeted ship.
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* Repair happens at the beginning of the module cycle.
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* Uses more capacitor per repair amount than remote armor repairer.
  
As you would expect, small, medium and large remote repair modules differ in the amount of HP they repair per cycle, and in their repair range. But these characteristics are also affected a great deal by the ships they are fit to. The chart below compares remote repair modules that have been fitted to logistics ships of matching size:
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Also comes in ancillary variant. Ancillary remote shield boosters can be loaded with capacitor booster charges. While the module has capacitor boosters it consumes no capacitor at all, but once the charges run out it consumes 2.7x as much capacitor as T2 variant. It repairs about 40% more than T2 variant even when it does not have cap charges.
  
{| class="wikitable" style="text-align:center;"
 
|+ style="text-align:left; font-size:110%"| Remote Repair Module Sizes
 
 
|-
 
|-
! width="290px" | Item
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|[[File:Icon_remote_hull_repair_i.png|link=|]]
! width="70px" | Repair<br />Rate<br />(HP/sec)
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|'''{{co|wheat|Remote hull repairer}}''' repairs hull on the targeted ship. These types of remote repairers are almost never used.
! width="70px" | Optimal<br />Range
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* Repair happens at the end of the module cycle.
! width="70px" | Falloff
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* Very slow and capacitor hungry.
 +
 
 
|-
 
|-
| '''Small''' Solace Scoped Remote Armor Repairer<br />fit to an [[Inquisitor]]* (Tech I logistics frigate)
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|[[File:Icon_remote_capacitor_transmitter_i.png|link=|]]
| 28 || 11.6 km || 19.3 km
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|'''{{co|wheat|Remote capacitor transmitter}}''' transmits capacitor to the target ship. With hull bonuses, skills and rigs these modules can be used to generate capacitor out of nothing.
 
|-
 
|-
| '''Medium''' Solace Scoped Remote Armor Repairer<br />fit to an [[Exequror]]* (Tech I logistics cruiser)
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|[[File:Drone_caldari_light.png|64px|link=|]]
| 61 || 51.0 km || 14.6 km
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|Remote repair drones for shield, armor and hull come in small, light and heavy sizes totaling nine different drones.
 +
 
 
|-
 
|-
| '''Large''' Solace Scoped Remote Armor Repairer<br />fit to a [[Nestor]]* (Faction logistics battleship)
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|[[File:Module icon armor rig tech1.png|link=|]]
| 112 || 26.4 km || 7.7 km
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|'''{{co|wheat|Remote repair augmentor}}''' reduces capacitor usage of remote armor repairers at the cost of ship max velocity.
|}
 
&lowast; ''Skills: All V's.''
 
  
Though this chart is focused on just armor logistics, and shows just a few of the ships that are bonused for remote repair, it illustrates something that is true across all sub-capital logistics ships and modules: Logistics <span style="color: yellow">cruisers</span>, and matching medium-sized logistics modules, represent a sort of sub-capital "sweet spot" in terms of repair amount and range. Medium modules fit to logistics cruisers repair much more effectively than frigates, and have a significant range bonus relative to battleships. (This is due to ship bonuses, not to module differences; unbonused large repairers have longer range than medium repairers.) As will be discussed below in the section on [[Logistics Guide#Logistics Ships|Logistics Ships]], Unistas are often advised to skill into Tech I logistics cruisers if they are interested in fulfilling the logistics fleet role.
 
 
===Remote Repair vs. Local Repair===
 
 
One, very intuitive reason for including logistics ships in fleets is so that damage dealers can focus on their own role; by having logistics ships manage repair, the other, combat-oriented ships in the fleet can fit more modules, rigs, and implants dedicated to damage-dealing. But another, less intuitive justification is that logistics ships are often <span style="color: yellow">better</span> at repairing other ships than those ships are at repairing themselves. The table below illustrates this by comparing local and remote armor repairers fit to cruiser hulls:
 
 
{| class="wikitable" style="text-align:center;"
 
|+ style="text-align:left; font-size:110%"| Local vs. Remote Repair Modules
 
 
|-
 
|-
! width="225px" | Item
+
|[[File:Module_icon_engineering_rig_tech.png|link=|]]
! width="70px" | Repair<br />Rate<br />(HP/sec)
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|'''{{co|wheat|Egress Port Maximizer}}''' reduces capacitor usage of capacitor transmitters.
! width="70px" | Repair<br />Efficiency<br />(HP/cap unit)
 
|-
 
| Medium Remote Armor Repairer II<br />fit to an [[Exequror]]*
 
| 69 || 4.3
 
|-
 
| Medium Armor Repairer II<br />fit to an unbonused hull
 
| 41 || 2.3
 
|}
 
&lowast; ''Skills: All V's.''
 
  
Logistics ships often repair their fleetmates more effectively, and with less capacitor, than their targets can repair themselves. This comparison can become a bit more complicated with shield boosting, particularly for combat ships that can fit oversized local shield boosters. Nevrtheless, remote shield boosters fit to logistics ships—like the remote armor repairers shown above—are more effective than local shield boosters of the same size.
 
 
===Ancillary Remote Repair Modules===
 
 
In the Citadel expansion (April 2016), CCP introduced two new classes of remote repair modules: <span style="color: yellow">Ancillary Remote Shield Boosters</span> and <span style="color: yellow">Ancillary Remote Armor Repairers</span>. These modules are similar in function to local ancillary repair modules (introduced in the Retribution expansion of 2013) that consume charges in exchange for local repairs; the remote versions apply repairs to a fleetmate instead of locally. The attributes of ancillary remote repair modules are different from those of local repair modules, however, and are discussed further below. In general, both ancillary remote armor repairers and ancillary remote shield boosters are used to provide a quick burst of remote repair over a few module cycles, which consume all of the module's loaded charges. Once this happens, ancillary remote repair modules must undergo an extremely slow reload before they can be used in charge-boosted mode again. As a result, ancillary remote repair modules do not improve on the overall repair rate of standard remote repair modules—the combination of boosted repair and the long reload time results in an averaged HP/time that is similar to ordinary remote repair modules—but they can be used to front-load these repairs.
 
 
====Ancillary Remote Shield Boosters====
 
 
{| class="wikitable" style="text-align:center;"
 
|+ style="text-align:left; font-size:110%"| Ancillary Remote Shield Booster Comparison
 
|-
 
! width="280px" | Item
 
! width="60px" | Shield<br />Boost<br />(HP)
 
! width="120px" | Activation Cost,<br /><span style="color: yellow">without</span> charges<br />(GJ)
 
! width="120px" | Activation Cost,<br /><span style="color: yellow">with</span> charges*<br />(GJ)
 
! width="70px" | # Cycles<br />Before<br />Reload
 
! width="70px" | Reload<br />Time<br />(sec)
 
! width="100px" | Boost Rate<br />(HP/sec,<br />including reload time)
 
! width="50px" | CPU<br />(tf)
 
! width="70px" | Powergrid<br />(MW)
 
! width="55px" | Cycle<br />Time<br />(sec)
 
! width="70px" | Optimal<br />Range
 
! width="70px" | Falloff
 
|-
 
| Medium Ancillary Remote Shield Booster I
 
| 475 || 700 || 0 || 9 || 60 || 32.4 || 50 || 52 || 8 || 5.00 km || 7.50 km
 
 
|-
 
|-
| Medium Remote Shield Booster I
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|[[File:Module_icon_drone_rig.png|link=|]]
| 260 || 232
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|'''{{co|wheat|Drone repair augmentor}}''' Increases logistics drone repair amount at the cost of CPU capacity.
| style="background-color: #303030;" |
 
| style="background-color: #303030;" |
 
| style="background-color: #303030;" |
 
| 32.5 || 50 || 52 || 8 || 5.00 km || 7.50 km
 
|}
 
&lowast;''Navy Cap Booster 50. The Cap Booster 25 size may not be used with ancillary shield booster modules. Larger boosters can fit, but they offer no repair gain over Navy Cap Booster 50's, so the smallest possible booster is always used.''
 
 
 
As the comparison chart above shows, ancillary remote shield boosters (ARSBs) have two advantages over standard, Tech I shield boosters: they deliver almost double the shield boost of a standard shield booster for 9 module cycles, and they require no capacitor when operated with cap booster charges. ARSBs also receive all of the ship bonuses that standard remote shield boosters do (and so, while the exact numbers in this table will change according to the ship they are fitted to, the comparison will not). These are pretty significant advantages. Shield logistics ships are often capacitor-limited, and so delivering repairs without the need for capacitor not only helps them contribute longer, but also makes them more resistant against enemy capacitor warfare. And an initial, powerful shield boost might be just what your fleet needs at the beginning of a fight, when incoming alpha damage is at its greatest.
 
 
 
Nevertheless, ARSBs have some clear drawbacks. When the ARSB module runs out of cap booster charges, the logistics pilot has two choices: either wait for a 60-second reload, or use the module without charges, which costs three times as much capacitor as the standard module. (Most shield logistics ships don't have enough capacitor for the second option.) As is true for local ancillary repair modules, only one ARSB can be fit to a ship, so logistics pilots with an ASRB fitted will also have to use standard shield boosters. And finally, while ARSBs compare well against standard Tech I modules, they don't look quite as strong compared to meta, Tech II, faction or deadspace shield boosters; they have shorter range, and sometimes worse fitting, than many of these other options. In particular, Tech II logistics ships are probably better fit with standard shield boosters, because Tech II ships are less capacitor-limited. On the other hand, groups of Tech I [[Scythe]] pilots could benefit significantly by fitting ARSBs, so that they can boost each other through the initial wave of damage that is frequently aimed at logistics. Although ARSBs are very new and rare—they can only be manufactured from blueprint copies found via exploration or ratting—they may still find a niche in low-skill logistics.
 
 
 
====Ancillary Remote Armor Repairers====
 
  
{| class="wikitable" style="text-align:center;"
 
|+ style="text-align:left; font-size:110%"| Ancillary Remote Armor Repairer Comparison
 
 
|-
 
|-
! width="280px" | Item
+
|[[File:Icon_implant_hardwiring.png|link=|]]
! width="120px" | Repair Amount,<br /><span style="color: yellow">with</span> charges*<br />(HP)
+
|'''Implants'''
! width="120px" | Repair Amount,<br /><span style="color: yellow">without</span> charges<br />(HP)
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* {{co|wheat|Inherent Implants 'Noble' Remote Armor Repair Systems}} RA-7xx series - slot 7 - 1% to 6% reduced capacitor need for remote armor repair modules.
! width="70px" | Activation Cost
+
* {{co|wheat|Zainou ‘Gnome’ Shield Emission Systems}} SE-8xx series - slot 8 - 1% to 6% reduced capacitor need for remote shield boosting modules.
! width="70px" | # Cycles<br />Before<br />Reload
+
* {{co|wheat|Savior}} pirate implant set - reduced remote armor repair cycle duration. Only applies to subcapital modules.
! width="70px" | Reload<br />Time<br />(sec)
 
! width="100px" | Repair Rate<br />(HP/sec,<br />including reload time)
 
! width="50px" | CPU<br />(tf)
 
! width="70px" | Powergrid<br />(MW)
 
! width="55px" | Cycle<br />Time<br />(sec)
 
! width="70px" | Optimal<br />Range
 
! width="70px" | Falloff
 
|-
 
| Medium Ancillary Remote Armor Repairer I
 
| 435 || 145 || 155 || 8 || 60 || 32.2 || 20 || 120 || 6 || 8.75 km || 2.50 km
 
|-
 
| Medium Remote Armor Repairer I
 
| style="background-color: #303030;" |
 
| 196 || 155
 
| style="background-color: #303030;" |
 
| style="background-color: #303030;" |
 
| 32.7 || 20 || 120 || 6 || 8.75 km || 2.50 km
 
|}
 
&lowast;''Nanite Repair Paste.''
 
  
Ancillary Remote Armor Repairers (ARARs) are similar to ARSBs in that they deliver more HP repair—more than double that of a standard, Tech I remote repair module—at the expense of charges. ARARs consume nanite repair paste instead of cap boosters, and they can only be loaded with eight cycles worth of charges instead of nine. More significantly, ARARs consume capacitor whether they are loaded with paste or not, but they only repair 1/3 as much HP when they are operated without paste. Just like ARSBs, ARARs have a 60-second reload time that limits the average repair efficiency of the modules. You can only fit a maximum of one, and ARARs compare poorly against meta, Tech II, faction and deadspace repairers in fitting and overall efficiency. But, as with ARSBs, they can be used for a short burst of repairs at the beginning of an engagement.
 
 
===Logistics Rigs===
 
 
There is only one set of rigs dedicated to assisting logistics ships—<span style="color: yellow">Remote Repair Augmentors</span>—and these only assist armor repair, not shield boosting. Remote repair augmentors reduce the capacitor demand of armor repairers (by 20% for Tech I rigs, 25% for Tech II). Given the cap demand of remote repair modules, it might seem as though logistics pilots should always fit one or more of these rigs. But Capacitor Control Circult, Trimark Armor Pump, or Ancillary Current Router rigs may be preferable, depending on the fit.
 
 
===Logistics Drones===
 
 
Logistics drones (<span style="color: yellow">Maintenance Bots</span>) are an important component of logistics piloting. All logistics ships of all sizes and races have dronebays that can fit maintenance bots. In addition, nearly all Tech I and Tech II logistics cruisers (except the [[Osprey]] and [[Augoror]]) receive a 100% bonus to maintenance bot repair amount. To put the importance of this bonus into perspective, about 25% of the repping power of a standard, Unista Fleet-Up Fit [[Scythe]] comes from its drones.
 
 
A detailed description of maintenance bots is available in the UniWiki's [[Drones#Logistics_drones|Guide to Drones]]. The message here is simple: use them, and use the best ones that you have the skills for.
 
 
===Remote Capacitor Transfer===
 
 
<span style="color: yellow">Remote Capacitor Transmitters</span> consume capacitor on the fitted ship, and transfer that capacitor to a targeted fleetmate. On unbonused ships, remote capacitor transmitters can be used to counter the effects of capacitor warfare, but local options (such as cap battery or booster modules) are often more effective at this job. However, as explained further below in the [[#Logistics Ships|Logistics Ships]] section, Caldari and Amarr logistics cruisers have significant bonuses to remote capacitor transmitters that create an unusual situation: when these ships activate a remote capacitor transmitter, they transfer more capacitor than they consume. In effect, Caldari and Amarr logistics cruisers can use remote capacitor transmitters to <span style="color: yellow">create</span> capacitor units, out of thin air.
 
 
{| class="wikitable" style="text-align:center;"
 
|+ style="text-align:left; font-size:110%"| Effects of Ship Bonuses on Remote Capacitor Transmitters
 
|-
 
! width="320px" | Medium 'Regard' Remote Capacitor Transmitter:*<br />(meta 4)
 
! width="90px" | Activation<br />Cost (GJ)
 
! width="95px" | Capacitor<br />Transferred<br />(GJ)
 
! width="70px" | Optimal<br />Range
 
|-
 
| unbonused
 
| 85
 
| 108
 
| 6.0 km
 
|-
 
| fit to an [[Osprey]] (Tech I logistics cruiser)
 
| 85
 
| 324
 
| 66.0 km
 
 
|}
 
|}
&lowast; ''Skills: All V's, including Capacitor Emission Systems V.''
 
  
As shown in the chart, an unbonused transmitter transfers about the same amount of capacitor as it consumes. (A bit more at high skills, a bit less at low skills.) When fit to an [[Osprey]] or [[Augoror]], on the other hand, these modules can generate hundreds of capacitor units for other ships in the fleet, at significant ranges. Most commonly, this extra capacitor is transferred to other logistics ships in a <span style="color: yellow">capacitor chain</span> (or "cap chain"). In cap-chain logistics, a squad of logistics ships simultaneously give and receive capacitor to each other as a means of increasing their available capacitor. Cap-chain logistics is described further in the Tactics section of this Guide.
 
  
===Remote Tracking Computers and Sensor Boosters===
+
===Mutadaptive Remote Armor Repairers===
 +
[[File:Rodiva_vs_exequror.png|thumb|right|Remote repair of [[Exequror]] with standard T2 remote repairers compared to [[Rodiva]] with T2 mutadaptive remote repairers. Both with all V skills.]]
 +
Mutadaptive Remote Armor Repairers are a type of remote armor repairer. Only Heavy (Medium) versions exists, and they can only be fitted onto a [[Rodiva]] or [[Zarmazd]]. Only one Mutadaptive Remote Armor Repairer can be fit onto a ship, which substitutes for multiple conventional remote armor repairers. The mutadaptive repairers have a spooling effect, where they will repair more HP the longer they have been active on a target. It takes 15 cycles (90 seconds) for a Mutadaptive Remote Armor Repairer to reach full strength. Mutadaptive Amor Repairers have no Falloff range and will deactivate immediately upon their target leaving optimal range, and if deactivated for any reason reset to their minimum effectiveness.
  
The [[Oneiros]] and the [[Scimitar]]—both solo (non-cap-chain) Tech II logistics cruisers—are bonused for remote tracking computers. These are primarily used to support battleship fleets, and to help their battleship fleetmates hit cruiser-sized targets. Although remote tracking support is probably not the first thing that EVE players think of when they consider logistics ships, remote tracking computers are often fit to these two specific logistics hulls.
+
===Ancillary Remote Repair Modules===
  
No logistics hulls receive bonuses to remote sensor boosters (RSBs), but they are a form of on-grid remote assistance, and RSBs are sometimes fit to logistics ships as a counter to enemy electronic warfare (EWAR). In particular, cap-chained logistics ships can combine RSBs to help counter focused EWAR that is aimed at breaking the cap chain; in this scenario, multiple RSBs can be used to shore up the sensor strength of the targeted chain member.
+
Ancillary Remote Shield Boosters and Ancillary Remote Armor Repairers consume charges in exchange for repairs. In general, both ancillary remote armor repairers and ancillary remote shield boosters are used to provide a quick burst of remote repair over a few module cycles, which consume all of the module's loaded charges. Once this happens, ancillary remote repair modules must undergo an extremely slow reload before they can be used in charge-boosted mode again. As a result, ancillary remote repair modules do not improve on the overall repair rate of standard remote repair modules—the combination of boosted repair and the long reload time results in an averaged HP/time that is similar to ordinary remote repair modules—but they can be used to front-load these repairs.
  
 +
Ancillary remote shield boosters (ARSBs) are loaded with cap booster charges. While many different charge sizes can fit in ARSBs, they receive no additional benefits from larger charges, so they should always be loaded with smallest charges that fit in. ARSBs have two advantages over standard, Tech I shield boosters: they deliver almost double the shield boost of a standard shield booster for 9 module cycles, and they require no capacitor when operated with cap booster charges. ARSBs also receive all of the ship bonuses that standard remote shield boosters do. These are significant advantages. Shield logistics ships are often capacitor-limited, and so delivering repairs without the need for capacitor not only helps them contribute longer, but also makes them more resistant against enemy capacitor warfare. And an initial, powerful shield boost might be just what your fleet needs at the beginning of a fight, when incoming alpha damage is at its greatest.
  
 +
Nevertheless, ARSBs have some clear drawbacks. When the ARSB module runs out of cap booster charges, the logistics pilot has two choices: either wait for a 60-second reload, or use the module without charges, which costs three times as much capacitor as the standard module (Most shield logistics ships don't have enough capacitor for the second option). As is true for local ancillary repair modules, only one ARSB can be fit to a ship, so logistics pilots with an ASRB fitted will also have to use standard shield boosters. And finally, while ARSBs compare well against standard Tech I modules, they don't look quite as strong compared to meta, Tech II, faction or deadspace shield boosters; they have shorter range, and sometimes worse fitting, than many of these other options. In particular, Tech II logistics ships are probably better fit with standard shield boosters, because Tech II ships are less capacitor-limited. On the other hand, groups of Tech I {{sh|Scythe}} pilots could benefit significantly by fitting ARSBs, so that they can boost each other through the initial wave of damage that is frequently aimed at logistics. Although ARSBs are very new and rare—they can only be manufactured from blueprint copies found via exploration or ratting—they may still find a niche in low-skill logistics.
  
 +
Ancillary Remote Armor Repairers (ARARs) are loaded with nanite repair paste. They are similar to ARSBs in that they deliver more HP repair—more than double that of a standard, Tech I remote repair module—at the expense of charges. ARARs consume nanite repair paste instead of cap boosters, and they can only be loaded with eight cycles worth of charges instead of nine. More significantly, ARARs consume capacitor whether they are loaded with paste or not, but they only repair 1/3 as much HP when they are operated without paste. Just like ARSBs, ARARs have a 60-second reload time that limits the average repair efficiency of the modules. You can only fit a maximum of one, and ARARs compare poorly against meta, Tech II, faction and deadspace repairers in fitting and overall efficiency. But, as with ARSBs, they can be used for a short burst of repairs at the beginning of an engagement.
  
 +
===Remote capacitor transmitters===
  
== Skills ==
+
Remote Capacitor Transmitters consume capacitor on the fitted ship, and transfer that capacitor to a targeted fleetmate. After skill and potential hull and rig bonuses the amount of capacitor transmitted can be greater than what was consumed allowing ships with this module to generate capacitor out of nowhere.
What skills are required for the Combat Logistics Pilot?
 
  
=== Core Skills ===
+
When fit to a Caldari or Amarr logistics cruiser, on the other hand, these modules can generate hundreds of capacitor units for other ships in the fleet, at significant ranges. Most commonly, this extra capacitor is transferred to other logistics ships in a capacitor chain (or "cap chain"). In cap-chain logistics, a squad of logistics ships simultaneously give and receive capacitor to each other as a means of increasing their available capacitor. (Cap-chain logistics is described further in the [[Logistics_Guide#Cap-Chain_Logistics|tactics]] section.)
These skills are the minimum to be able to pilot and perform Remote Support Systems (RSS) operations with a Tech 1 logistics ship.
 
*[[Skills:Spaceship Command|Racial Cruiser]] - Minimum true Logistics ship, and one of the following skills:
 
*{{sk|Shield Emission Systems}} - permits use of Shield Transporters.
 
*{{sk|Remote Armor Repair Systems}} - permits use of Remote Armor Repair Systems.
 
*{{sk|Capacitor Emission Systems}} - permits use of Energy Transfer Arrays.
 
*{{sk|Sensor Linking}} - permits use of Remote Sensor Boosters and Tracking Links.
 
  
=== Secondary Skills ===
+
== Characteristics of different remote repair types ==
While your fitting will depend on what your player skills will allow, the ideal combat logistics pilot should try to balance RSS capability and capacitor stability.
 
*{{sk|CPU Management}} - An increase to a ship's CPU by 5% per skill level.
 
*{{sk|Energy Grid Upgrades}} – A skill with a 5% reduction in CPU needs per skill level.
 
*{{sk|Capacitor Management}} - A 5% per skill level increase to your ship’s overall energy capacity helps you to remain capacitor stable.
 
*{{sk|Capacitor Systems Operation}} - A 5% reduction in cap recharge rate per skill level.
 
*{{sk|Power Grid Management}} - An increase to a ship’s Power Grid by 5% per skill level.
 
*{{sk|Leadership}} - provides non-direct RSS bonuses.
 
*{{sk|Long Range Targeting}} - A requirement to fly Tech 2 logistics ships; and a good idea to target as far out as you can for situation assessment.
 
*{{sk|Repair Systems}} - Decreases repairer cycle time.
 
*{{sk|Signature Analysis}} - A 5% per skill level improved targeting speed is beneficial, this skill is also necessary to fly Tech 2 Logistics ships.
 
*{{sk|Target Management}} and {{sk|Advanced Target Management}} - +1 Target per skill level. Being able to keep lock on multiple ships for quicker RSS is essential.
 
  
=== Advanced Skills ===
+
Logistics pilots seldom get to choose whether to fly armor or shield logistics; they are always expected to fly whatever logistics type matches their fleet's doctrine. Still, logistics pilots do have to pilot shield and armor ships differently, according to their strengths and limitations.
These skills are specific to improving the effectiveness of RSS, ship survivability, and use of Maintenance Drones.  
+
[[File:Remote_repair_range_comparison.png|thumb|right|Comparison on repair range of remote shield and armor repairers. Remote armor repairer is able to provide full repair effect to longer range than shield booster. But at longer ranges shield booster is able to provide bigger partial repair than armor repairer.]]
*[[Skills:Armor|Armor Compensation skills]] - A 5% per skill level to armor resistance type.  
+
* Overall, remote shield boosters and armor repairers restore HP at the same rate. Neither of these repair modes is inherently better than the other. They do have differences, however, that make each one preferable under certain circumstances.
*{{sk|Drone Durability}} - Required for Repair Drone Operation. Increases survivability of drones by a small amount.
 
*{{sk|Electronic Warfare}} - Required to use Projected ECCM modules.
 
*{{sk|Hull Upgrades}} - A 5% increase in structure HP per skill level.  
 
*{{sk|Repair Drone Operation}} - Required to use Maintenance Bots of all kinds. 5% increased repair amount per level.  
 
*{{sk|Remote Hull Repair Systems}} - permits use of Remote Hull Repair Systems.
 
*{{sk|Jury Rigging}} -  Ability to install permanent ship modifications (rigs). There are [[Skills:Rigging|sub-skills]] for various types of rigs.
 
*{{sk|Shield Management}} - A 5% bonus to shield capacity per skill level.
 
*{{sk|Tactical Logistics Reconfiguration}} - Required for capital support ship.
 
*{{sk|Target Painting}} - Required to use a Target Painter Module.
 
*{{sk|Logistics Cruisers}} - Required for the Tech 2 logistics cruisers.
 
*{{sk|Warfare Link Specialist}} - Required to install and use Gang Link modules.
 
  
=== Implants ===
+
* Remote shield boosters deliver repair at the beginning of the module cycle while remote armor repairers deliver repair at the end of the module cycle. Due to this it is much easier to not waste repair cycles with shield boosters. One downside of flying armor logistics is that, sometimes, your armor-tanked fleetmates will die faster than the cycle time of your remote armor repair modules. When this happens, each module's repair cycle is lost; the target of the remote armor repairer no longer exists, and so when the module completes its cycle, nothing gets repaired. Another issue is over repairing where multiple repair modules get activated on the target but at the end of the module cycles only few of them are enough to bring the target back to full health, wasting the other module cycles.
  
Implants for the pilot are lost if the implant is removed or the pilot is podded. These implants can offer substantial support for RSS when using advanced modules and at higher skill levels. Prices range from affordable for low-end ones, to hundreds of millions of ISK for higher-end ones.
+
* Remote armor repairers require less capacitor than remote shield boosters. Not only do armor repairers require less capacitor per cycle, they are also more cap efficient (requiring less cap per repair amount) relative to shield boosters. This means that armor-repairing ships have more cap room for other active modules, and are less sensitive to enemy neutralizers and Nosferatus, than shield-boosting ships. Because of their cap efficiency, armor logistics ships are more practical for activities where cap stability may be an issue.
  
 +
* Remote shield boosters deliver more HP/cycle, so they have more repair "alpha". Combat ships are sometimes judged by how much damage they can deliver in their first ("alpha") volley. Logistics ships can be compared by a very similar measure, by how much damage they can repair in their initial repair cycle. By this measure, remote shield boosters are better than remote armor repairers—they repair more damage, right away.
  
{| cellpadding="4" cellspacing="0" border="1"
+
* Remote armor repairers have longer optimal range than remote shield boosters. Armor logistics ships can stay farther away from the action, and still deliver 100% of their repping power, compared to shield logistics ships.
!colspan="1"|Slot
 
!colspan="1"|Implant
 
!colspan="4"|Bonus Reduced Capacitor Needs
 
|-
 
! 7 !! [http://wiki.eveonline.com/en/wiki/Item_Database:Implants_&_Boosters:Implants:Skill_Hardwiring:Implant_Slot_7:Armor_Implants Hardwiring - Inherent Implants 'Noble' ZET20 series (RA-70x)] !! 1% to 6% remote armor repair system modules.
 
|-
 
! 8 !! [http://wiki.eveonline.com/en/wiki/Item_Database:Implants_&_Boosters:Implants:Skill_Hardwiring:Implant_Slot_8:Shield_Implants Hardwiring - Zainou ‘Gnome’ KXA500 series (SE-80x)] !! 1% to 6% shield emission system modules.
 
|-
 
! 9 !! [http://wiki.eveonline.com/en/wiki/Item_Database:Implants_&_Boosters:Implants:Skill_Hardwiring:Implant_Slot_9:Electronics_Implants Hardwiring – Zainou ‘Gypsy’ KRB-25 series (SL-90x)] !! 1% to 6% sensor linking modules.
 
|}
 
  
== Ships ==
+
* Remote shield boosters have longer falloff range than remote armor boosters. Shield logistics ships are able to deliver partial but still good repair efficiency from further away than equivalent armor ship.
Technically speaking, almost any ship could be used for RSS. Ships the size of frigates all the way up to capital sized ships have the ability to be RSS ships if the pilot has the skill to fit and use the logistics modules. However, there are ships designed with special bonuses that are more suited for RSS, and this guide will focus on that category of ships and pilots. The mentioning of non-specific RSS ships will be made for comparison purposes, only.  
 
  
=== Tech 1 Logistics Frigates ===
+
* Remote hull repairers are inferior to remote armor repairers and shield boosters, so remote hull repairers are never used in combat. Remote hull repairers require a great deal of CPU, powergrid and capacitor, and repair less HP than other repair modules. Unlike the other two remote repair types, there are no ships in EVE that are bonused for hull repair. As a result, remote hull repairers are not generally used in fleets, even for compositions focused on hull tanking.
These Tech 1 frigates have one specific area of RSS, with an increase in support range and a reduction in capacitor usage of such modules. These ships require the racial frigate skill of 1.  
 
  
{| cellpadding="4" cellspacing="0" border="1"
+
== Diminishing remote assistance ==
!colspan="3"|Tech 1 Logistics Frigates by Race
 
|-
 
!colspan="1"|Race
 
!colspan="1"|Ship
 
!colspan="1"|-10% Cap Usage, 500% Range
 
|-
 
! Amarr !! [[Inquisitor]] !! Remote Armor Repair
 
|-
 
! Caldari !! [[Bantam]] !! Shield Transporter
 
|-
 
! Gallente !! [[Navitas]] !! Remote Armor Repair
 
|-
 
! Minmatar !! [[Burst]] !! Shield Transporter
 
|}
 
  
=== Tech 2 Logistics Frigates ===
+
Remote shield booster, armor repairer, hull repairer and capacitor transmitter modules are subject to diminishing returns that are completely different from the usual [[stacking penalties]]. The effectiveness of these remote assistance modules will go down as the amount of assist they provide goes up.  
Tech 2 Logistic Frigates has one specific area of RSS, with an increase in support falloff range, optimal (depending on faction), and repair amount. There are also decreases in capacitor requirements for the repair module. These ships require the racial frigate skill of 5.  
 
  
{| cellpadding="4" cellspacing="0" border="1"
+
The rate at which their effectiveness is reduced is not very significant. For capital modules the effect becomes notable at around 30 remote repairers (10 FAX) and for subcapital remote repairers it becomes notable when there are well over 100 remote repairers used on single target. <ref>[https://www.eveonline.com/news/view/spring-balance-update-incoming 2019-03-13 Spring Balance Update Incoming!]</ref>
!colspan="3"|Tech 2 Logistics Frigates by Race
 
|-
 
!colspan="1"|Race
 
!colspan="1"|Ship
 
!colspan="1"|-50% Cap Usage, 50% Repair Amount
 
|-
 
! Amarr !! [[Deacon]] !! Remote Armor
 
|-
 
! Caldari !! [[Kirin]] !! Shield Transporter
 
|-
 
! Gallente !! [[Thalia]] !! Remote Armor Repair
 
|-
 
! Minmatar !! [[Scalpel]] !! Shield Transporter
 
|}
 
  
 +
== Logistics Ships ==
  
=== Tech 1 Logistics Cruisers ===
+
Each of the four player races specializes in the type of logistics that their ships are naturally tanked for. Caldari and Minmatar ships are ordinarily shield-tanked, and so these two races specialize in shield logistics; and Amarr and Gallente ships are typically armor-tanked, so these two races specialize in armor logistics. In addition, each race specializes in either cap-chain logistics, or not. It is important to note that capacitor chaining only works for Logistics Cruisers; all frigate logistics ships, of all races, are "solo" logistics ships.
These Tech 1 cruisers have one specific area of RSS, with an increase in support range and a reduction in capacitor usage of such modules. Also, some ships generally have a minor bonus to a secondary effect. These ships require the racial cruiser skill of 1.  
 
  
{| cellpadding="4" cellspacing="0" border="1"
+
:{| class="wikitable" style="text-align:center; margin-left:10px;"
!colspan="3"|Tech 1 Logistics Cruisers by Race
+
|+
 
|-
 
|-
!colspan="1"|Race
+
! width="64px" | Race
!colspan="1"|Ship
+
! width="75px" | Armor or Shield?
!colspan="1"|-5% Cap Usage, 1000% Range
+
! width="85px" | Cap-Chain<br />or Solo?
 
|-
 
|-
! Amarr !! [[Augoror]] !! Remote Armor Repair & Energy Transfer
+
|[[image:Logo_faction_amarr_empire.png|64px|link=|Amarr]]
 +
|style="font-size: 120%; background: DarkRed"|Armor
 +
|style="font-size: 120%; background: DarkOliveGreen"|Cap-Chain
 
|-
 
|-
! Caldari !! [[Osprey]] !! Shield Transporter & Energy Transfer
+
|[[image:Logo_faction_caldari_state.png|64px|link=|Caldari]]
 +
|style="font-size: 120%; background: DarkBlue"|Shield
 +
|style="font-size: 120%; background: DarkOliveGreen"|Cap-Chain
 
|-
 
|-
! Gallente !! [[Exequror]] !! Remote Armor Repair
+
|[[image:Logo_faction_gallente_federation.png|64px|link=|Gallente]]
 +
|style="font-size: 120%; background: DarkRed"|Armor
 +
|style="font-size: 120%; background: DarkSlateGrey"|Solo
 
|-
 
|-
! Minmatar !! [[Scythe]] !! Shield Transporter
+
|[[image:Logo_faction_minmatar_republic.png|64px|link=|Minmatar]]
|}
+
|style="font-size: 120%; background: DarkBlue"|Shield
 
+
|style="font-size: 120%; background: DarkSlateGrey"|Solo
=== Tech 2 Logistics Cruisers ===
 
Tech 2 Logistics Cruisers have two areas of RSS that receive bonuses. They also have a role bonus, uniquely tailored to being RSS ships such as the range in which they can use modules, and the decreased need for CPU and/or power grid. Tech 2 Logistics ships also receive a bonus to specific logistics drones. These ships require the racial cruiser skill of 5 and Logistics 1 skill training.
 
 
 
 
 
{| cellpadding="4" cellspacing="0" border="1"
 
!colspan="4"|Tech 2 Logistics Cruisers by Race
 
|-
 
!colspan="1"|Race
 
!colspan="1"|Ship
 
!colspan="1"|Primary and Drone Bonus
 
!colspan="1"|Secondary Bonus
 
|-
 
! Amarr !! [[Guardian]] !! Remote Armor Repairer !! Energy Transfer
 
|-
 
! Caldari !! [[Basilisk]] !! Shield Transporter !! Energy Transfer
 
|-
 
! Gallente !! [[Oneiros]] !! Remote Armor Repairer !! Tracking Link Efficiency
 
|-
 
! Minmatar !! [[Scimitar]] !! Shield Transporter !! Tracking Link Efficiency
 
|}
 
 
 
 
=== Remote Repairing Battleship (RRBS) ===
 
 
 
The [[Dominix]] does not receive any bonuses to repair or support, but is a popular RSS ship. The considerable capacitor recharge with proper rigs and high slots makes this Tech I Battleship a low skillpoint method of gaining access to Large Remote Armor Repairers. Also the Dominix has the ability to field 5 Large Maintenance Bots with considerable range at low skill investment. The [[Nestor]] is also a Battleship capable of Remote Repair and it is meant for that role. Its high cost, and limited usefulness make it an unpopular ship though.
 
 
 
=== Command and Capital Ships ===
 
 
 
These are giant logistics platforms. They have the ability to store 1,000,000 m3 of assembled ships in their ship maintenance bay so that pilots who lose their ships can quickly pick up a new one. Other ships from the carrier pilot's corporation (or fleet, depending on the carrier's settings) can also use it to refit in space.
 
 
 
A carrier has a 50% per level range bonus to two of the following, depending on which race's carrier it is: capital energy transferers, capital shield transporters and capital remote armor repairers. The Amarr Archon gets cap transfer and armor rep, the Gallente Thanathos and Minmatar Nidhoggur get shield and armor, and the Caldari Chimera gets cap transfer and shield. In addition to that, the Chimera and Archon get a resistances bonus (5% per level to armor for Archon, shield for Chimera), the Nidhoggur gets a capital remote rep amount bonus (7.5% per level to armor and shield repair amounts) and the Thanatos gets a fighter damage bonus (5% per level). All carriers get the ability to control one extra drone per level in addition to the normal five, and the ability to use fighters (but not fighter bombers). They can't fit any guns or launchers at all, so the high slots are usually used for energy neutralizers, smartbombs (for killing drones or small ships) and remote reps or energy transfer arrays.
 
 
 
 
 
{| cellpadding="4" cellspacing="0" border="1"
 
!colspan="5"|Carriers by Race
 
|-
 
!colspan="1"|Race
 
!colspan="1"|Ship
 
!colspan="1"|Primary and Drone Bonus
 
!colspan="1"|Secondary Bonus
 
!colspan="1"|Additional bonus
 
|-
 
! Amarr !! [[Archon]] !! Armor Repairer !! Energy Transfer !! Warfare Links
 
|-
 
! Caldari !! [[Chimera]] !! Shield Transfer !! Energy Transfer !! Warfare Links
 
|-
 
! Gallente !! [[Thanatos]] !! Armor Repairer !! Shield Transfer !! Warfare Links
 
 
|-
 
|-
! Minmatar !! [[Nidhoggur]] !! Shield Transfer !! Armor repair  !! Warfare Links
+
|[[image:Logo_faction_triglavian_collective.png|64px|link=|Triglavian]]
 +
|style="font-size: 120%; background: DarkRed"|Armor
 +
|style="font-size: 120%; background: DarkSlateGrey"|Solo
 
|}
 
|}
  
  
== Basic Ship Fittings ==
+
===Tech I Logistics Frigates===
In broad sweeping generalities, combat logistics ships should be fitted to provide the RSS that they have bonuses for. This is the primary role of any RSS ship, but balancing this is the need to provide a ship that is cap stable and can provide such support under sustained heavy demands. Last, is providing some form of a tank for your ship.
 
 
 
=== Player vs Environment ===
 
* Tech 1 Logistic cruisers
 
* A smaller more sustainable RSS setup is preferred.
 
* More priority is given to cap stability.
 
* A smaller tank may be used, due to tactics that keep the NPC’s from attacking the logistics ship.
 
* Use of Maintenance Bots is preferred.
 
  
=== Player vs Player ===
+
Each of the four empire factions has a Tech I frigate dedicated to logistics. The bonuses for the two Tech I shield logistics frigates—the {{sh|Bantam}} and the {{sh|Burst}}—are identical, as are the bonuses for the two Tech I armor logistics frigates, the {{sh|Inquisitor}} and the {{sh|Navitas}}. The most common fits for the four ships are also very similar. In general, the Burst and Inquisitor are slightly favored over the other two because of advantages in speed (Burst) and capacitor and tank (Inquisitor).
* Tech 1 and Tech 2 Logistics cruisers
 
* A larger RSS is preferred, as it may only be used once before bouncing.  
 
* A lesser emphasis is placed on cap stability, due to the presence of other logistics ships.  
 
* Generally, a stronger tank to survive being primary and/or jammed.
 
* Use of Maintenance Bots is still preferred.
 
  
== Organization and Tactics ==
+
Logistics frigates have the least repairing power and shortest range out of all the logistics ships, but they do have the advantage of being very inexpensive and difficult to hit (like any other Tech I frigate).
  
 +
A Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range.
  
=== Organization ===
+
Shield logistics frigates have very short optimal ranges, so they usually operate from falloff range can almost never apply their full repair capacity. Pilots with poor capacitor skills, or low skills in the appropriate racial frigate skill or in {{sk|Shield Emission Systems|icon=yes}} or {{sk|Remote Armor Repair Systems|icon=yes}}, will have trouble with capacitor even if they use all "Enduring" meta versions of all active modules.
In a fleet, logistics ships can be grouped into logistics wings and squadrons, or can be assigned to different squadrons as the fleet commander wishes. Be sure to provide the proper support to the proper ships. Remote armor support ships should be assigned to support an armor tanked squadron and or ship. At the highest levels, there could be entire fleets structured to deliver logistics support. This type of structure is beyond this guide. Logistics pilots should have their own fleet convo channel set up to ensure maximum RSS efficiency.
 
  
=== Basic Tactics ===
+
Still, there are a few roles that Tech I logistics frigates fill uniquely well. Logistics frigates are better than logistics cruisers in gangs of frigate and destroyer damage dealers, because they have the speed to keep up, particularly when fitted with microwarpdrives.
The basic tactics are for Tech 1 logistics ship operating in Player verses Environment, (PvE).
 
* Friendly ship/squadron lands on grid and draws the NPC aggression,
 
* Logistics ship warps to optimal range from the friendly ships,
 
* Aligns to celestial and adjust targeting range,
 
* Faster ship is responsible for maintaining RSS range,
 
* Locks as many squadron targets as possible,
 
* Begin RSS operations,
 
* Provide post-battle and salvage RSS
 
  
 +
===Tech II Logistics Frigates===
  
====Capacitor Stable====
+
Tech II logistics frigates improve on their Tech I counterparts in a number of ways. They have considerably more CPU and powergrid, and one more fitting slot, relative to the Tech I frigates. Tech II logistics frigates also have some unique bonuses relative to Tech I frigates. Flying a Tech II logistics frigate requires a dedicated skill, {{sk|Logistics Frigates|icon=yes}}. Because this skill contributes significantly to bonuses in this ship class, pilots are encouraged to train it to IV or V before flying a Tech II logistics frigate.
  
Be cap stable, meaning you can run all of your remote support modules indefinitely. Running out of capacitor in the middle of an engagement could spell tragedy. Timing can be everything when it comes to RSS. In Empire Space, remote supporting a ship too early might gain you unwanted aggression. However, remote supporting a ship too late may result in the loss of a ship or possibly an entire fleet. Have a clearly defined agreement between the RSS squadron and your friendly targets as to when/why you will begin to support and who will be supported. Practicing your remote support is very important in helping the combat logistics squadron to determine their full potential. Player Owned Stations (POS) can be the recipients of RSS. Typically this kind of support is generally done by Capital Ships fitted with capital sized repair modules. See [[Logistics_103:_Carriers,_Triage,_Advanced_Tactics|the article on Carrier support]] for details.  
+
The repair bonuses, repair range and base velocity of Tech II logistics frigates aren't dramatically better than those of their Tech I relatives. Increased CPU and powergrid do mean that Tech II logistics frigates can fit better repair modules than Tech I ships. Tech II modules increase the repair rate of Tech II logistics frigates, and deadspace repair modules increase it further still. Nevertheless, even fit with rare modules, a Tech II logistics frigate repairs no faster than a Tech I logistics cruiser, with shorter range and higher cost. These frigates—and particularly the {{sh|Deacon}}, the most popular of the four—are still used in small-ship gangs.
  
====Do not overcommit!====
+
===Tech I Logistics Cruisers===
  
You should always have reps to go within the next two seconds for emergencies. In order to make sure this is possible, you will generally not engage all your repair modules at the same time in order to achieve maximum sustained reps.
+
Tech I logistics cruisers are powerful platforms for remote repair. They are inexpensive, and relatively easy to skill into. As mentioned at the beginning of this Ships section, logistics cruisers can either be "solo" or cap-chain ships.
  
You will split them off one at a time, so it is staggered halfway through the cycle of the first. This can help target-switching to a crucial target, such as a FC or fellow logi member that is starting to get primaried.
 
  
Of course, if your primary rep target is going down too fast such as with a fight with an alpha doctrine, you should engage all your reppers, including even the reserve one, at the same time.
+
The {{sh|Scythe}} and the {{sh|Exequror}} are the two Tech I logistics cruisers that are ''not'' bonused for remote capacitor transfer. They can be simpler to pilot than the cap-chain cruisers. But the performance of all of the logistics cruisers is sensitive to pilot skill, and pilots with different skill levels sometimes have to fly even these simpler hulls differently.
  
====Crimewatch: Aggression and Timers====
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The Scythe and Exequror are very similar, with roughly the same ship bonuses and repair capacity. As is true for all logistics ships, the shield-boosting {{co|wheat|Scythe}} has a shorter optimal range and a longer falloff, whereas the armor-repairing {{co|wheat|Exequror}} has a much longer optimal range, but shorter falloff. The role bonuses that logistics cruisers receive to repairer range makes both of these cruisers excellent at repairing from a distance, and the bonuses do not depend on pilot skill level. Repair rate, on the other hand, is very sensitive to pilot skill.
  
What happens to me when I remote repair someone else? If you remote support someone, you will become aggressed to whomever the targeted ship is currently aggressed to.
+
Tech I logistics cruisers offer more flexibility in fitting than logistics frigates. As a result, pilots with different skill levels may find that they need to fit their ships differently, making compromises between tank and capacitor or sustained capacitor regen versus burst capacitor from capacitor booster.
  
An RSS ship does not obtain a docking timer from a station, or a jump timer at a gate like a ship who is shooting a weapon at an enemy ship. If you are outside a station and within docking range, and you begin to remote support another ship, you have the ability to dock at any time as long as you do not shoot a weapon or any kind of aggressive act like webbing, warp scrambling, nossing, or neuting. The same holds true for offensive gate camping.
 
  
You can also become aggressed to CONCORD and Sentry Guns if you remote support someone doing something illegal in either Empire space or low-sec space.  
+
[[File:Cap_Chain_Augies.jpg|frame|Three [[Augoror|Augorors]] organized into a capacitor chain. Each arrow corresponds to remote capacitor transfer from one Augoror to a neighbor. Each Augoror donates capacitor to and receives capacitor from the same two neighbors. Though this chain contains just three members, cap chains in large fleets can contain many more members than this.]]
  
Be wary of who you remote support. A common tactic is for someone in a cheap frigate to ask for remote support. Once you begin to remote support the frigate, he will fire at the station or another ship. The frigate is promptly destroyed for committing a criminal act, and so are you for remote supporting him.
+
The {{sh|Osprey}} and the {{sh|Augoror}} are the two Tech I logistics cruisers that are bonused for remote capacitor transfer. As described above, these bonuses allow the Osprey and Augoror to activate their remote capacitor transfer modules, transfer more capacitor than they spend, and thus effectively create capacitor from nothing.
  
=== Advanced Tactics ===
+
Cap chaining solves the capacitor challenges of solo logistics cruisers. Pilots of all skill levels receive this benefit, because the role bonuses to remote capacitor transfer do not depend on skill level. Often this makes cap chaining logistics ships much less skill intensive than solo logistics ships.
Whereas basic tactics are Player vs. Environment, (PvE), and Tech 1 ship oriented, the advanced tactics are focused on Player vs. Player, (PvP), and Tech 2 ships. These tactics build upon the foundation of the basic tactics.  
 
  
====Buffer Tanking and PvP====
+
In order for a logistics pilot to benefit from this, the pilot must simultaneously give capacitor to and receive capacitor from one or more logistics partners. In principle, the minimum number of partnered logistics pilots is two, but cap-chain logistics is less vulnerable to enemy interference when larger groups of pilots are matched up. So, Osprey and Augoror pilots are typically organized into a capacitor chain (illustrated at right), in which each pilot gives and receives capacitor with two neighboring partners in the chain. The cap chained logistics ships can even periodically break the chain in order to transfer capacitor to damage-dealing fleetmates that need the help.
  
All ships (especially DPS) in PvP fleets with logistics should make use Buffer Tanking, which gives more time before logistics repairs land on them. Remote repair is used on the opposing fleet's primary targets to prevent their death for as long as possible. The advantage of this for the FC is that DPS-focused ships do not have to fit self-repair capability and so can be fit with more emphasis on damage. Any time the fleet is together on grid, logistics should lock up important targets in preparation for incoming damage.
+
But in order for cap-chain logistics cruisers to be cap-stable, they '''must''' be partnered, and this represents a vulnerability for these ships. Enemy fleets can break the cap chain, either by isolating chain members, using [[EWAR Guide|electronic warfare]], by splitting them up using [[Command Destroyer|command destroyers]] with micro jump field generators, or by simply killing them. Cap-chain logistics ships are often specially fit to counter some of these strategies. For example, sensor boosters can counter EWAR and a warp scrambler can counter a micro jump field. In any case, cap-chain logistics pilots are dependent on their fleetmates, and keeping cap chains intact under enemy fire can make them challenging to fly.
  
====Non-logistics ship spider Tanking====
+
===Tech II Logistics Cruisers===
  
Spider tanking is when several logistic ships will remotely repair each other. Spider tanking logistic-bonused ships using Energy Emission systems can generate capacitor out of thin air, as they make more capacitor energy than they use. Spider tanking is highly effective in larger ship engagements, due to the large buffer available on those ships. Notably triage carriers in particular get strong local and outgoing repair bonuses, allowing them to serve as repair logistics and combat vessels.
+
Tech II logistics cruisers are the most powerful sub-capital repair ships in EVE. Tech II logistics cruisers have increased tank, CPU and powergrid, and better bonuses compared to Tech I logistics cruisers. Flying these ships requires training in a dedicated skill, {{sk|Logistics Cruisers|icon=yes}}. Unistas are encouraged to train this skill to IV before attempting to fly Tech II logistics cruisers. When flown by pilots with sufficient skills, Tech II logistics cruisers have considerably more repair capacity than their Tech I relatives. They also have even more fitting flexibility than Tech I cruisers, and are typically fit specifically to their role. Unique among logistics ships, Tech II cruisers can fit over-sized, large remote repair and remote capacitor transfer modules instead of medium ones. As a result of this diversity, specific comparisons of Tech II logistics cruiser fits are beyond the scope of this article.
  
====Multiple Module Types====
+
Tech II logistics cruisers follow the same racial specializations as their Tech I relatives. The {{sh|Scimitar}} and {{sh|Oneiros}} are "solo" logistics ships, and the {{sh|Basilisk}} and {{sh|Guardian}} are cap-chain specialists.
  
Tech 2 logistics ship can be fitted with two differing type bonus RSS modules and have a larger drone bay. Coordination of those two RSS and use of logistics drones, especially between multiple ships is the purpose of advanced tactics.  
+
The solo Tech II logistics cruisers are like the solo Tech I cruisers, in that they are intended to operate independently, and often have to make tradeoffs between capacitor and tank in their fits. The {{sh|Scimitar}} and {{sh|Oneiros}} are strongest in smaller gangs of Tech II and Tech III damage dealers, where there is only room for one or two logistics pilots.
  
'''Remote Sensor Boosters and Tracking Links'''
+
The cap-chain Tech II logistics cruisers are like their cap-chain Tech I relatives, in that they must work in groups, and they have enough capacitor to sustain a fit full of high-capacitor-demand modules. These cruisers have the broadest array of options in terms of modules they can fit. Tech II logistics pilots can fit faction, deadspace, or large-sized repair modules to the {{sh|Basilisk}} and {{sh|Guardian}} comfortably. These ships are strongest in large Tech II/III fleets, in high-skill PvE, and in medium-sized wormhole gangs where the group is expected to be able to handle incoming DPS.
  
Remote Sensor Booster could be used to increase the targeting range of a friendly ship. Some ships, fitted correctly would be able to hit a target from a sizeable distance (known as sniping). But perhaps that ship would not have the modules fit to lock a target that far away. For example, a pilot has determined that his Tech 2 Cruise Missiles can hit a target at a distance of 180km. He can’t lock that far however without fitting a Targeting Range scripted Sensor Booster of his own. A Remote Sensor Boosting ship with the correct script could increase this target range even further, thereby allowing him to lock further out without having to give up a mid slot. Scan resolution scripts are important if you think a friendly target ship may want to get a target lock jump on the enemy. One example is, a Battleship has very low scan resolution. Increasing the scan resolution through remote sensor boosters will allow the Battleship to lock an enemy target faster.
+
===Triglavian Logistics Ships===
  
Tracking Link module will increase the turret range and the turret tracking speed of the target ship. This module can be fitted with one of two similar scripts to the remote sensor booster’s script. Use of the two modules together – in certain circumstances – may be useful for a sniper BS battling fast ships at long and/or short distances. Especially when combined with the proper scripts being loaded into both the Sensor Booster and the Tracking Link modules.
+
The Triglavian Collective offers a Tech I and a Tech II logistics ship: the {{sh|Rodiva}} and {{sh|Zarmazd}}. Both of these ships use the Heavy Mutadaptive Remote Armor Repairer, and both rely on local cap regeneration rather than a cap chain, however they have very different use cases than other logistics cruisers. The Rodiva acts similarly to an Exequeror or Oneiros, able to support a small gang either alone or in a pair, and can also somewhat defend itself using its drones. The Zarmazd has extremely thick armor, can apply high-powered repairs to an armor fleet, and brings a ridiculous range of other utilities, in particular including [[Smartbombs]] to push hostile drones away from friendly logistics ships. However, Triglavian logistics have a severe weakness relative to other logistics ships: when first activated, their single repair module is only as strong as 2 normal remote repair modules, and takes a full 90 seconds to reach its full strength (of ''5'' normal remote repair modules). This very long delay before reaching full strength means that Triglavian logistics are extremely bad at "catching" an allied ship when it first starts taking damage, and are thus also very bad at dealing with enemy fleets which change targets frequently. However, they can be very effective as secondary logistics ships, either at keeping a pre-selected allied ship alive against all opposition, or at holding an allied ship after it had been "caught" (by friendly Guardians most likely) thus freeing other logistics ships to be ready for a target swap, or at counteracting the slowly ramping damage of Triglavian Entropic Disintegrators.
  
=== Example Scenario ===
+
===Bonused and Unbonused Battleship Logistics===
 
You are a Basilisk pilot in a fleet of thirty ships; mostly frigates and cruisers, a handful of battlecruisers and battleships (a typical e-uni fleet), and another logistics pilot. Your scout discovers a twenty ship enemy fleet, which is camped at gate in a nearby low-sec system. The Fleet Commander can choose to send the two logistics pilots in as well as a handful of the tougher ships as bait. Have the bait squadron engage the enemy, point as many as they can, wait until the enemy engage, and bring the rest of the fleet in. The logistics pilots will keep the bait squadron alive, (against the superior odds), long enough for the main fleet to arrive. Or, the FC can simply warp in at optimal with the whole fleet and begin the combat.
 
  
A typical engagement will go something like this.  
+
In contrast to the variety of bonused logistics hulls available in frigate and cruiser sizes, there are only two battleship-size hulls bonused for logistics: the {{sh|Nestor}} and {{sh|Orca}}. The bonuses of the Nestor battleship are not that great, and the hull can be expensive. The {{co|wheat|Nestor}} is used rarely when a very heavy armor tank, beyond what the Guardian can do, is needed. The Orca is almost never used in primary logistics role, but it can help defend barges in a mining fleet.
The Fleet Commander orders a warp to optimal ranges to engage the gatecamp.  
 
  
* If the fight on the gate is at 0, warp to 50-70 km, wherever you feel comfortable. Make sure your energy transfer buddy warps at a similar range. Large transfer modules have a 70+ km range.  
+
Remote repair modules are sometimes fitted to unbonused battleship hulls as part of [[Spider Tanking|"spider-tanking"]] fleet doctrines. The {{sh|Dominix}}, in particular, works well with remote repairers and remote cap transmitters, because it relies on bonused drones for its main DPS, and has no bonuses for hull-mounted weapons.
  
* Target any ships used as bait and activate reps on them. Target your logistics partner and start the cap transfer chain – Spider Tanking. Activate afterburner (if you are using one) and get angular velocity to the enemy fleet, or fight aligned to a celestial. Ideally you want your fleet between you and the enemy.
+
===Capital Logistics: Force Auxiliaries===
  
* Use the watch list, as well as people announcing in the fleet window that they need shields to judging who needs remote reps. If you have multiple logistics you may wish to look after a squad each, or simply lock when people call for shields. The "fleet announce" button is great for this. Have your fleet mates hit the "need shield" button if they require reps. Tech 2 logistics can handle 10 targets, so pre-locking is a vital tactic if you know who is likely to be primaries.  
+
Force Auxiliaries are a class of capital ship dedicated to logistics. Force auxiliaries the only capital ship class to receive bonuses to remote repairing. They are also the only capitals able to use triage modules, which enhance the defensive and remote repair capabilities of the ship for five minutes, but also make the ship incapable of receiving remote assistance. Force auxiliaries and triage modules are discussed in more detail in ship class page on [[Capital Ship#Force Auxiliaries|Capital Ships]].
  
* Watch out in particular for your fellow logistics pilot. If one gets too low, either both RSS ships should bounce out, repair to full, then warp back in; or you need to let your partner know you will need repairs as soon as you re-hit the grid.
+
==Logistics and crimewatch==
  
* Keep an eye out for enemy EWAR ships in particular - remote sensor damps can increase your lock time and decrease your lock range, you will need to move closer, or even better warp in closer to your fleet if these are present. EWAR ships can break your energy transfer chain and keep your reps from being effective. Logistics ships have naturally high sensor strength and usually fit ECCM, but you aren't invincible to jams, and it only takes one or two to really mess your fleet up if they are relying on you. The FC should know to target these ships first if possible.  
+
Assuming their safeties are set to the appropriate level, logistics pilots inherit the timers of the pilots they repair. If the repaired ship is engaged in combat, the logistics pilot will almost certainly receive log off, Weapons, and Limited Engagement timers. In addition, if repair occurs in low- or high-security space, and the logistics pilot is not legally allowed to engage all of the repaired ship's combat targets either due to war or limited engagement (suspect timer is not enough) the logistics pilot will become criminal and will be killed by CONCORD, even if neither of the engaged pilots were criminals. As a result, logistics pilots occasionally have to think about how repair affects other, non-aligned pilots in system. Your logistics ship may end up attackable by parties in system that you did not expect including [[Concordokken|CONCORD]].
  
* Keep an eye out for energy neutralizers. The occasional nos or neut is ok, but a dedicated neut ship like a Curse or a Dominix with multiple large neuts is going to cap you out. Inform the FC you are becoming cap unstable and have them jam or direct primaries on these ships.  
+
it is not recommended to ever set safeties to red as a logistics pilot. The only situation where red safeties would do anything over yellow safeties will result in logistics pilot being killed by CONCORD. In high security space it is common to keep the safeties green to avoid logi becoming suspect and being killed by third party combatants.
  
* Use your drones as needed. Shield maintenance bots are usually put on the other Basilisk. Warrior II's are launched to attack enemy drones or small ships, (frigates/interceptors etc), harassing you. ECM drones can be used to break an enemy tacklers lock or placed on an enemy EWAR ship or logistics.
+
Logistics modules follow same rules of engagement as other remote assistance modules. See [[Remote assistance]] for more details on crimewatch and logistics interact.
 
 
* Keep your FC informed if something is going wrong. The FC will have a plan in mind that takes into account the power of your reps. If you are jammed, that’s vital information. If people are breaking, or the logistics ships are breaking, the FC needs to know, to plan accordingly.
 
 
 
* Your job isn't over once your fleet is victorious or you scatter. Stick with the regrouping fleet and continue to repair people so re-engagement is possible. You never know when reinforcements might come, you get hit again, or your FC decides to re-engage the enemy fleet.
 
 
 
== Remote verses Self Repair Analysis ==
 
{{Update|These figures are outdated as of 2015 and do not represent changes to repair modules.}}
 
 
 
== Remote verses Self Repair Analysis ==
 
 
 
=== Ships Modules ===
 
 
 
 
 
These charts reflect the minimum skills required to use the Logistics ship and the RSS modules - except where indicated (i.e. the "Pilot Skill" column.)
 
The numbers are from using Pyfa.
 
 
 
{| cellpadding="4" cellspacing="0" border="1"
 
!colspan="6"|Medium Remote Armor Repair Modules
 
!colspan="3"|Armor Repair Module
 
|-
 
!colspan="1"|Module
 
!colspan="1"|Cycle
 
!colspan="4"|Activation Costs
 
!colspan="1"|Cycle
 
!colspan="1"|Activate
 
!colspan="1"|Amount
 
|-
 
! Meta !! Time !! Base !! Pilot Skill !! T2 Ship !! HP/Cycle !! Time !! Cost !! HP/Cycle
 
|-
 
! 0 !! 5 !! 118 !! 88.5 !! 41.3 !! 160 !! 12 !! 160 !! 276
 
|-
 
! 1 !! 5 !! 118 !! 88.5 !! 41.3 !! 168 !! 12 !! 160 !! 290
 
|-
 
! 2 !! 5 !! 118 !! 88.5 !! 41.3 !! 176 !! 12 !! 160 !! 304
 
|-
 
! 3 !! 5 !! 118 !! 88.5 !! 41.3 !! 184 !! 12 !! 160 !! 317
 
|-
 
! 4 !! 5 !! 118 !! 88.5 !! 41.3 !! 192 !! 12 !! 160 !! 331
 
|-
 
! 5 !! 4.5 !! 108 !! 81 !! 37.8 !! 192 !! 12 !! 160 !! 368
 
|}
 
  
 +
==Logistics organization and tactics==
  
{| cellpadding="4" cellspacing="0" border="1"
+
Logistics pilots have the greatest impact when they work well within their fleet. As a result, a good understanding of the fleet's organization, mechanics, and the fleet interface is essential for logistics pilots. Familiarity with [[The Rookie's Guide To Fleet Ops]] is recommended, as well as guide on the [[Fleet Interface]].
!colspan="6"|Medium Energy Transfer Arrays
 
|-
 
!colspan="1"|Module
 
!colspan="3"|Module Activation Costs
 
!colspan="1"|Transfer
 
  
|-
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[[File:BroadcastSettings2.gif|frame|right|From the Fleet window, open the Broadcast Settings sub-window to adjust the appearance of your fleetmates' broadcasts, and to make them stand out against other fleet events. Use the dropdown boxes to the right of armour, shield and capacitor broadcasts to set their colours to something other than grey.]][[File:Broadcasting.jpg|frame|In the Fleet window, Ctl-click on your fleetmate's broadcast for reps to target them and provide support. If you are the one that needs support, click on the appropriate symbol at the bottom of the Fleet window. It is also possible to bind these broadcasts to hotkeys in the game's General Settings window.]]
! Meta !! Time!!  Base !! Pilot Skill !! Amount
 
|-
 
! 0 !! 5 !! 113 !! 84.8 !! 90
 
|-
 
! 1 !! 5 !! 113 !! 84.8 !! 95
 
|-
 
! 2 !! 5 !! 113 !! 84.8 !! 99
 
|-
 
! 3 !! 5 !! 113 !! 84.8 !! 104
 
|-
 
! 4 !! 5 !! 113 !! 84.8 !! 108
 
|-
 
! 5 !! 5 !! 122 !! 91.5 !! 117
 
|}
 
  
  
{| cellpadding="4" cellspacing="0" border="1"
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'''Prepare and use your fleet window.'''
!colspan="7"|Medium Shield Transporter Modules
 
!colspan="3"|Shield Booster Module
 
|-
 
!colspan="1"|Module
 
!colspan="1"|Cycle
 
!colspan="4"|Activation Costs
 
!colspan="1"|Amount
 
!colspan="1"|Cycle
 
!colspan="1"|Activate
 
!colspan="1"|Amount
 
|-
 
! Meta !! Time !! Base !! Pilot Skill !! T1 Ship !! T2 Ship !! HP/Cycle !! Time !! Cost !! HP/Cycle
 
|-
 
! 0 !! 5 !! 132 !! 99 !! 132 !! 132 !! 160 !! 3 !! 60 !! 78
 
|-
 
! 1 !! 5 !! 132 !! 99 !! 132 !! 132 !! 168 !! 3 !! 60 !! 82
 
|-
 
! 2 !! 5 !! 132 !! 99 !! 132 !! 132 !! 176 !! 3 !! 60 !! 85
 
|-
 
! 3 !! 5 !! 132 !! 99 !! 132 !! 132 !! 184 !! 3 !! 60 !! 90
 
|-
 
! 4 !! 5 !! 132 !! 99 !! 132 !! 132 !! 192 !! 3 !! 60 !! 93
 
|-
 
! 5 !! 4.5 !! 120 !! 90 !! 120 !! 120 !! 192 !! 3 !! 60 !! 104
 
|}
 
  
 +
If your gang is small enough, your fleetmates may be able to request repairs in comms ("Hey, Bob! John needs reps!"). But in even a medium-sized fleet, comms are intended for communication between FC(s) and the rest of the fleet. Under these circumstances, fleetmates "broadcast for repairs" through the Fleet window. You can see their requests under the window's History tab. As described in the [[Fleet Interface]], use the Broadcast Settings window to make the "Need Armor", "Need Shield", and "Need Capacitor" broadcasts show up with distinct colour backgrounds. When one of these broadcasts is listed in the Fleet History window, you can {{button|Ctrl}} -click the broadcast to lock that pilot and immediately provide repairs or capacitor. Once your fleetmate no longer needs assistance -maybe because the enemy fleet has shifted targets— they will broadcast "In Position At". You will need to watch the Fleet window for this signal, and be prepared to switch the focus of your remote support. This applies when other fleetmates need repairs.
  
''Add a Tracking Links chart.''
+
When you are the one needing repairs because you are the enemy's primary target, you will be the one broadcasting.
  
=== Non-RSS Ship Comparison ===
 
  
 +
'''Fill your watchlist'''
 +
[[File:Watchlist_Example.jpg|frame|An example of a fleet watchlist. The three horizontal bars correspond to shield, armour, and hull for each pilot. Pilots that are off-grid don't show any bars. The symbols to the left of the bars correspond to the latest broadcast from that pilot.]]
 +
The Watchlist is a window that allows you to monitor the shield, armour and hull HP of fleetmates that are on grid with you, without having to lock them. In addition, clicking on names in the Watchlist window has the same effect as selecting them in space or in the Overview window, which makes interacting with these particular pilots very easy. The Watchlist is an extremely important tool for logistics pilots, and will allow you to identify fleetmates that need repairs even before they identify themselves.
  
As an example of just how effective spider tanking, and by extension remote support can be; a simple analysis is given using a well skilled pilot.
+
Fleetmates can be added to your Watchlist by right-clicking on the pilot name and selecting "Add to Watchlist" or by dragging the name into the watchlist window. Unfortunately, the Watchlist can only hold 15 pilots. If you are flying logistics in a small gang, this may be enough space to list your entire fleet. But if you are in a larger fleet, you will need to choose who to include (or you will need to follow the FC's or logi captain's instructions on who to add). In general, you will be asked to include fleet, wing, and squad commanders on your watchlist first, because they are critical to passing fleet boosts to the fleet. You will then probably add your fellow logistics pilots, because they are so often the primary targets of the opposing fleet. Finish out your list with any critical damage dealers or other special pilots you expect to need early repairs.
  
{| cellpadding="4" cellspacing="0" border="1"
 
!colspan="6"|Performance Comparison - Select Gallente Ships
 
|-
 
!colspan="1"|Ship
 
!colspan="1"|Fitting
 
!colspan="1"|Armor Tank
 
!colspan="1"|Shield Tank
 
!colspan="1"|Remote Armor
 
!colspan="1"|Shield Transport
 
|-
 
!Myrmidon !! Tech 2 !! 188.84 !! 468.25 !! 1152 !! 768
 
|-
 
!Dominix !! Tech 2 !! 249.36 !! 270.39 !! 2304 !! 2304
 
|-
 
!Exequror !! Meta 4 !! - !! - !! 768 !! 768
 
|-
 
!Oneiros !! Tech 2 !! - !! - !! 1536 !! 1536
 
|}
 
  
 +
'''Know your optimal and falloff ranges, and what distance you and your fellow logistics pilots plan to repair from'''
  
* All numbers are in hp/s for effective Damage-Per-Second (DPS), shield tanks at optimal.
+
As described above, different logistics hulls and modules have different characteristic repair ranges. Know how far from your damage-dealing fleetmates you plan to be.
* All shield tanks are passive, omni-tank. All armor tanks are for Thermal/Kinetic.
 
* DPS Numbers from EveHQ and EFT. Fittings are from battleclinic.
 
* All numbers are calculated with relevant skills at effective level 5.
 
* This does not include Repair Bots, to which the Logistics cruisers gain bonuses.  
 
  
So for example, the Myrmidon can tank around 188 DPS from Serpentis (Thermal/Kinetic) with two Medium Armor Repair II modules but with 6 Remote Armor Repair II modules repair a fellow Myrmidon for 1,152 DPS while being capacitor stable. Also, the huge base repair rate of the Dominix with 6 Remote Armor Repair or Shield Transport Arrays should be obvious.
 
  
=== Logistics Drones – The numbers ===
+
'''Warp into the engagement at the appropriate range, opposite the enemy'''
  
 +
The FC will likely warp the fleet's damage dealers at their weapons' optimal range. You will need to be behind those damage dealers, so ignore the FC's fleet warp instructions to the damage-dealing group. (You might do this by canceling the fleet warp once it starts, or the FC may have organized wings and squads so that the logistics group warps separately.) You will warp at your own range to your fleetmates, with them in between you and the enemy. If you are flying armour logistics, this will probably be at your repair modules' optimal range. If you are flying shield logistics, your range will be dictated by the FC, but (optimal + half-falloff) is a good rule of thumb.
  
{| cellpadding="4" cellspacing="0" border="1"
 
!colspan="2"|Single Repair Drone
 
!colspan="2"|Ship Amount
 
!colspan="2"|Single Rig Amount
 
|-
 
!Size !! Base HPs !! Tech 1 !! Tech 2 !! Tech 1 !! Tech 2
 
|-
 
!T1 Light !! 12 !! 12.6 !! 25.2 !! 13.86 !! 28.98
 
|-
 
!T2 Light !! 14 !! 17.5 !! 31.5 !! 19.25 !! 40.25
 
|-
 
!T1 Medium !! 24 !! 26.4 !! 50.4 !! 29.04 !! 60.72
 
|-
 
!T2 Medium !! 28 !! 35.0 !! 63.0 !! 38.05 !! 80.50
 
|-
 
!T1 Heavy !! 60 !! 69.0 !! 129.0 !! 82.50 !! 158.7
 
|-
 
!T2 Heavy !! 72 !! 90.0 !! 162.0 !! 99.00 !! 207.0
 
|}
 
  
 +
'''If there are multiple logistics pilots, orbit the nominated logi anchor'''
  
* The transfer amounts use minimum skills and EFT numbers.  
+
Before the fleet gets underway, the FC should have named a logistics "anchor"—a pilot that logistics ships should orbit at close distance. In this way, only the anchor pilot is responsible for positioning the logistics group, and all the other pilots simply follow that anchor. (The logi anchor may or may not be the same as the logi commander.) The situation can get more complicated if your opponent's field Command Destroyers, which use Micro Jump Fields to separate clustered logistics ships from their fleetmates; if the FC orders you to spread out, that might be why. But at least initially, stick to your anchor.
* Rig amounts are for one rig at same tech level as the ship.  
 
* All logistics drones have a 5 second cycle time.  
 
* Medium shield drones have a slightly higher transfer amount.
 
  
== Countermeasures ==
 
Like all ships in EVE, logistics ships have ways of being made a non-factor in combat.
 
  
Aside from being called primary, shot at and possibly destroyed, a logistical pilot can expect to be jammed from the onset of an engagement to limit their ability to support the fleet. Having several logistical ships in a fleet will make it more difficult for an enemy to jam all of you; making it possible for others to remotely support during your jammed cycle. In Capital ship engagements, Motherships have a special module - the Remote ECM Burst - to jam all ships in range and break this chain of cooperative RSS.
+
'''If you fall behind the rest of the fleet, out of repair distance, warp out and back in'''
  
== Conclusion ==
+
Logistics ships are sometimes slower than the rest of the fleet, especially when they are fitted with afterburners instead of microwarpdrives. If you fall behind, try to warp to a tactical bookmark ''behind'' the logistics group, and then warp back to a damage dealer at closer range than you need. (This ensures that your fleetmate won't just race away from you again.)
  
'''Random Thoughts:'''
 
  
For the pilot, flying Logistics Ships is the ultimate team-player.
+
'''Watch your capacitor'''
  
These ships are not for the ad-hoc fleet, it requires training and practice to be an effective logistics pilot.
+
Capacitor regenerates fastest when it is at 25% of maximum, but very slowly at 0%. Don't allow your capacitor to drop too much below 25%. You may need to deactivate one repair module for a while, deactivate an active resist module that you realize you don't need vs. the opponents' damage type, or be more conservative with your propulsion module. If you cap yourself out, you won't be able to activate anything—you'll be a sitting duck. Don't let that happen!
  
Since Logistics are a ''force multiplier'', they can enable a smaller fleet of skilled pilots to take on and prevail over a larger fleet.
 
  
There is a place for Tech 1 Logistics, they can be used at the squadron level, or be assigned to shadow and support one or two Damage Dealers and/or EWar ships.
+
''Stagger your repair modules' activation, if you can'''
  
Tech 1 Logistics is where to ''begin'' training the new logistics pilots.
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Repair modules can have pretty long activation times. If you activate them all at once, it might be 8 seconds before you can re-target them to a different fleetmate who calls for emergency reps. By staggering your repair modules, you can gradually shift the target of your repairs. Staggering also evens out the load on your capacitor and avoids over repairing targets that don't need all your repairs at once.
  
Tech 1 Logistics can be used to support missions and small classed wormholes fleets.
 
  
Tech 1 Logistics can be used for remote sensor boost and tanking an interceptor on a defensive gate camp.
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'''If you are the target of a specialized ship or tactic, communicate that with the logi leader or FC'''
  
I have discovered no ''value'' in direct combat support roles, for mining.
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If you find that a specific enemy ship is taking you out of the fight with neuts or EWAR, tell the FC (preferably in fleet/logi chat); the fleet may be able to switch targets to take out the threat, or your FC may have other instructions for you.
  
Could Logistics, be the ''key'' to providing ILN ESCORT SERVICES?
 
*A logistics ship providing buffer tanking to the transport.
 
*This is a tactic/operation to be examined.
 
  
'''Fleet Replenishment''', classed under non-combat logistics, was not examined by this author.
+
'''Don't forget to launch and use your drones!'''
*Orcas flying in mining fleet is the reverse of this concept,
 
*This is another tactic/operation to be examined.
 
  
Truly, effective Combat Logistics begin with Tech 2 ships and there must be multiples of them to take advantage of the spider-tanking bonuses.
 
  
The Spider-Tanking bonus is the real power behind logistics.
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'''Organize for cap-chain logistics'''
  
Can two T2 Logistics ships '''Tank AND Cap Stabilize''' each other to an extent where they can become a fortress. Use shield tanking, projected ECCM, and energy transfers, and still retain enough capabilities to support a fleet, wing, or squadron?
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[[File:LogiChat.jpg|frame|Cap-chain logistics groups are often organized in a chat channel. The current member list is used to figure out who transfers cap to who. In the case of a 1-up, 1-down configuration (very common), John Smallberries both gives and receives cap with the channel members above and below him on the list.]]
 +
As explained before, cap-chain ships have the advantage of abundant capacitor and they seldom have to worry about having to cycle modules on and off. But cap-chain logistics pilots do have an extra layer of complexity to deal with: maintaining the capacitor chain. There are a few ways to do this, but the most common method is to organize cap-transfer partners in a dedicated logistics chat channel set up by the logi commander. Once you are in this channel, the names above and below yours in the Member List are your transfer partners (assuming a 1-up, 1-down transfer scheme—your FC could choose a different one). Members at the very top and very bottom of the member list are also partnered. The advantage of using a chat channel is that members can drop out of the channel when they are destroyed or otherwise incapacitated, and the remaining, neighboring pilots can adjust by obtaining a new cap-transfer partner from the member list.
  
 
== References ==
 
== References ==
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<small><references/></small>
  
Top Contributors for this Page
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[[Category:Fleets]]
* Evelopedia:  [http://wiki.eveonline.com/en/wiki/Logistics_piloting ''Logistics Piloting''], stolen shamelessly from
 
* EVE University: [[Logistic_Guide|''Logistics Guide'']],
 
* EVE University: [[Logistics_Ships_101|''Logistics 101'']], class
 
 
 
[[Category:Guides]]
 

Latest revision as of 14:24, 3 June 2023

E-UNI Emblem.png EVE University offers
a class on:

Logistics refers to ships and modules that provide remote repair support to other ships. "Local" repair—in which a ship repairs itself—is not considered "logistics" in EVE. In this way, logistics ships in EVE are similar to the "healer" character classes you find in many other online multiplayer games; logistics pilots usually assist their fleetmates by restoring their hitpoints during battle.

The act of hauling items is also often referred as logistics. See Hauling for details on that.

Remote Repair vs. Local Repair

One, very intuitive reason for including logistics ships in fleets is so that damage dealers can focus on their own role; by having logistics ships manage repair, the other, combat-oriented ships in the fleet can fit more modules, rigs, and implants dedicated to damage-dealing. But another, less intuitive justification is that logistics ships are often better at repairing other ships than those ships are at repairing themselves.

The biggest effect however is that a squad of logistics ships can focus all of their remote repair modules on a single target. In comparison, in a group of self-repairing ships, only the ship taking damage can use its repair modules. This makes remote repairing the only practical method of repairing in larger fleets.

Skills

In addition to the general logistics skills the hull specific racial ship skills are very important as they drastically improve logistics ship repair amounts and reduce remote repair capacitor usage.

Additionally capacitor skills are very important for logistics role. Cap chained ships receive plenty of capacitor from their capacitor transmitters but solo ships often have to rely purely on their own capacitor.

General tanking, targeting and fitting skills are of course also important.

Modules

Remote repair can be used to restore HP to a ship's shield, armor, or hull, via multiple different types of high-slot, remote repair modules. These modules have some important differences.

Icon remote armor repair i.png Remote armor repairer repairs armor on the targeted ship.
  • Repair happens at the end of the module cycle.
    • Tests indicate that the calculation of the repair amount also occurs at the end of the module cycle, not at module activation.
    • This is relevant when the remote repair ship moves from module optimal range into module falloff range, or vice versa, during the module cycle.
  • Uses less capacitor per repair amount than remote shield booster.


Also comes in ancillary variant. Ancillary remote armor repairers be loaded with nanite repair paste. While the module has paste it repairs almost twice as much as T2 variant but after the paste runs out it repairs a bit over half of T2 variant.

Icon heavy mutadaptive remote armor repair i.png Mutadaptive remote armor repairer repairs armor on the target ship.
  • Repair happens at the end of the module cycle.
  • Repair amount ramps up as the module is kept on the same target.
  • Can only be fitted on the Triglavian logistics ships Rodiva and Zarmazd.
Icon shield transporter i.png Remote shield booster repairs shield on the targeted ship.
  • Repair happens at the beginning of the module cycle.
  • Uses more capacitor per repair amount than remote armor repairer.

Also comes in ancillary variant. Ancillary remote shield boosters can be loaded with capacitor booster charges. While the module has capacitor boosters it consumes no capacitor at all, but once the charges run out it consumes 2.7x as much capacitor as T2 variant. It repairs about 40% more than T2 variant even when it does not have cap charges.

Icon remote hull repair i.png Remote hull repairer repairs hull on the targeted ship. These types of remote repairers are almost never used.
  • Repair happens at the end of the module cycle.
  • Very slow and capacitor hungry.
Icon remote capacitor transmitter i.png Remote capacitor transmitter transmits capacitor to the target ship. With hull bonuses, skills and rigs these modules can be used to generate capacitor out of nothing.
Drone caldari light.png Remote repair drones for shield, armor and hull come in small, light and heavy sizes totaling nine different drones.
Module icon armor rig tech1.png Remote repair augmentor reduces capacitor usage of remote armor repairers at the cost of ship max velocity.
Module icon engineering rig tech.png Egress Port Maximizer reduces capacitor usage of capacitor transmitters.
Module icon drone rig.png Drone repair augmentor Increases logistics drone repair amount at the cost of CPU capacity.
Icon implant hardwiring.png Implants
  • Inherent Implants 'Noble' Remote Armor Repair Systems RA-7xx series - slot 7 - 1% to 6% reduced capacitor need for remote armor repair modules.
  • Zainou ‘Gnome’ Shield Emission Systems SE-8xx series - slot 8 - 1% to 6% reduced capacitor need for remote shield boosting modules.
  • Savior pirate implant set - reduced remote armor repair cycle duration. Only applies to subcapital modules.


Mutadaptive Remote Armor Repairers

Remote repair of Exequror with standard T2 remote repairers compared to Rodiva with T2 mutadaptive remote repairers. Both with all V skills.

Mutadaptive Remote Armor Repairers are a type of remote armor repairer. Only Heavy (Medium) versions exists, and they can only be fitted onto a Rodiva or Zarmazd. Only one Mutadaptive Remote Armor Repairer can be fit onto a ship, which substitutes for multiple conventional remote armor repairers. The mutadaptive repairers have a spooling effect, where they will repair more HP the longer they have been active on a target. It takes 15 cycles (90 seconds) for a Mutadaptive Remote Armor Repairer to reach full strength. Mutadaptive Amor Repairers have no Falloff range and will deactivate immediately upon their target leaving optimal range, and if deactivated for any reason reset to their minimum effectiveness.

Ancillary Remote Repair Modules

Ancillary Remote Shield Boosters and Ancillary Remote Armor Repairers consume charges in exchange for repairs. In general, both ancillary remote armor repairers and ancillary remote shield boosters are used to provide a quick burst of remote repair over a few module cycles, which consume all of the module's loaded charges. Once this happens, ancillary remote repair modules must undergo an extremely slow reload before they can be used in charge-boosted mode again. As a result, ancillary remote repair modules do not improve on the overall repair rate of standard remote repair modules—the combination of boosted repair and the long reload time results in an averaged HP/time that is similar to ordinary remote repair modules—but they can be used to front-load these repairs.

Ancillary remote shield boosters (ARSBs) are loaded with cap booster charges. While many different charge sizes can fit in ARSBs, they receive no additional benefits from larger charges, so they should always be loaded with smallest charges that fit in. ARSBs have two advantages over standard, Tech I shield boosters: they deliver almost double the shield boost of a standard shield booster for 9 module cycles, and they require no capacitor when operated with cap booster charges. ARSBs also receive all of the ship bonuses that standard remote shield boosters do. These are significant advantages. Shield logistics ships are often capacitor-limited, and so delivering repairs without the need for capacitor not only helps them contribute longer, but also makes them more resistant against enemy capacitor warfare. And an initial, powerful shield boost might be just what your fleet needs at the beginning of a fight, when incoming alpha damage is at its greatest.

Nevertheless, ARSBs have some clear drawbacks. When the ARSB module runs out of cap booster charges, the logistics pilot has two choices: either wait for a 60-second reload, or use the module without charges, which costs three times as much capacitor as the standard module (Most shield logistics ships don't have enough capacitor for the second option). As is true for local ancillary repair modules, only one ARSB can be fit to a ship, so logistics pilots with an ASRB fitted will also have to use standard shield boosters. And finally, while ARSBs compare well against standard Tech I modules, they don't look quite as strong compared to meta, Tech II, faction or deadspace shield boosters; they have shorter range, and sometimes worse fitting, than many of these other options. In particular, Tech II logistics ships are probably better fit with standard shield boosters, because Tech II ships are less capacitor-limited. On the other hand, groups of Tech I MinmatarScythe pilots could benefit significantly by fitting ARSBs, so that they can boost each other through the initial wave of damage that is frequently aimed at logistics. Although ARSBs are very new and rare—they can only be manufactured from blueprint copies found via exploration or ratting—they may still find a niche in low-skill logistics.

Ancillary Remote Armor Repairers (ARARs) are loaded with nanite repair paste. They are similar to ARSBs in that they deliver more HP repair—more than double that of a standard, Tech I remote repair module—at the expense of charges. ARARs consume nanite repair paste instead of cap boosters, and they can only be loaded with eight cycles worth of charges instead of nine. More significantly, ARARs consume capacitor whether they are loaded with paste or not, but they only repair 1/3 as much HP when they are operated without paste. Just like ARSBs, ARARs have a 60-second reload time that limits the average repair efficiency of the modules. You can only fit a maximum of one, and ARARs compare poorly against meta, Tech II, faction and deadspace repairers in fitting and overall efficiency. But, as with ARSBs, they can be used for a short burst of repairs at the beginning of an engagement.

Remote capacitor transmitters

Remote Capacitor Transmitters consume capacitor on the fitted ship, and transfer that capacitor to a targeted fleetmate. After skill and potential hull and rig bonuses the amount of capacitor transmitted can be greater than what was consumed allowing ships with this module to generate capacitor out of nowhere.

When fit to a Caldari or Amarr logistics cruiser, on the other hand, these modules can generate hundreds of capacitor units for other ships in the fleet, at significant ranges. Most commonly, this extra capacitor is transferred to other logistics ships in a capacitor chain (or "cap chain"). In cap-chain logistics, a squad of logistics ships simultaneously give and receive capacitor to each other as a means of increasing their available capacitor. (Cap-chain logistics is described further in the tactics section.)

Characteristics of different remote repair types

Logistics pilots seldom get to choose whether to fly armor or shield logistics; they are always expected to fly whatever logistics type matches their fleet's doctrine. Still, logistics pilots do have to pilot shield and armor ships differently, according to their strengths and limitations.

Comparison on repair range of remote shield and armor repairers. Remote armor repairer is able to provide full repair effect to longer range than shield booster. But at longer ranges shield booster is able to provide bigger partial repair than armor repairer.
  • Overall, remote shield boosters and armor repairers restore HP at the same rate. Neither of these repair modes is inherently better than the other. They do have differences, however, that make each one preferable under certain circumstances.
  • Remote shield boosters deliver repair at the beginning of the module cycle while remote armor repairers deliver repair at the end of the module cycle. Due to this it is much easier to not waste repair cycles with shield boosters. One downside of flying armor logistics is that, sometimes, your armor-tanked fleetmates will die faster than the cycle time of your remote armor repair modules. When this happens, each module's repair cycle is lost; the target of the remote armor repairer no longer exists, and so when the module completes its cycle, nothing gets repaired. Another issue is over repairing where multiple repair modules get activated on the target but at the end of the module cycles only few of them are enough to bring the target back to full health, wasting the other module cycles.
  • Remote armor repairers require less capacitor than remote shield boosters. Not only do armor repairers require less capacitor per cycle, they are also more cap efficient (requiring less cap per repair amount) relative to shield boosters. This means that armor-repairing ships have more cap room for other active modules, and are less sensitive to enemy neutralizers and Nosferatus, than shield-boosting ships. Because of their cap efficiency, armor logistics ships are more practical for activities where cap stability may be an issue.
  • Remote shield boosters deliver more HP/cycle, so they have more repair "alpha". Combat ships are sometimes judged by how much damage they can deliver in their first ("alpha") volley. Logistics ships can be compared by a very similar measure, by how much damage they can repair in their initial repair cycle. By this measure, remote shield boosters are better than remote armor repairers—they repair more damage, right away.
  • Remote armor repairers have longer optimal range than remote shield boosters. Armor logistics ships can stay farther away from the action, and still deliver 100% of their repping power, compared to shield logistics ships.
  • Remote shield boosters have longer falloff range than remote armor boosters. Shield logistics ships are able to deliver partial but still good repair efficiency from further away than equivalent armor ship.
  • Remote hull repairers are inferior to remote armor repairers and shield boosters, so remote hull repairers are never used in combat. Remote hull repairers require a great deal of CPU, powergrid and capacitor, and repair less HP than other repair modules. Unlike the other two remote repair types, there are no ships in EVE that are bonused for hull repair. As a result, remote hull repairers are not generally used in fleets, even for compositions focused on hull tanking.

Diminishing remote assistance

Remote shield booster, armor repairer, hull repairer and capacitor transmitter modules are subject to diminishing returns that are completely different from the usual stacking penalties. The effectiveness of these remote assistance modules will go down as the amount of assist they provide goes up.

The rate at which their effectiveness is reduced is not very significant. For capital modules the effect becomes notable at around 30 remote repairers (10 FAX) and for subcapital remote repairers it becomes notable when there are well over 100 remote repairers used on single target. [1]

Logistics Ships

Each of the four player races specializes in the type of logistics that their ships are naturally tanked for. Caldari and Minmatar ships are ordinarily shield-tanked, and so these two races specialize in shield logistics; and Amarr and Gallente ships are typically armor-tanked, so these two races specialize in armor logistics. In addition, each race specializes in either cap-chain logistics, or not. It is important to note that capacitor chaining only works for Logistics Cruisers; all frigate logistics ships, of all races, are "solo" logistics ships.

Race Armor or Shield? Cap-Chain
or Solo?
Amarr Armor Cap-Chain
Caldari Shield Cap-Chain
Gallente Armor Solo
Minmatar Shield Solo
Triglavian Armor Solo


Tech I Logistics Frigates

Each of the four empire factions has a Tech I frigate dedicated to logistics. The bonuses for the two Tech I shield logistics frigates—the CaldariBantam and the MinmatarBurst—are identical, as are the bonuses for the two Tech I armor logistics frigates, the AmarrInquisitor and the GallenteNavitas. The most common fits for the four ships are also very similar. In general, the Burst and Inquisitor are slightly favored over the other two because of advantages in speed (Burst) and capacitor and tank (Inquisitor).

Logistics frigates have the least repairing power and shortest range out of all the logistics ships, but they do have the advantage of being very inexpensive and difficult to hit (like any other Tech I frigate).

A Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range.

Shield logistics frigates have very short optimal ranges, so they usually operate from falloff range can almost never apply their full repair capacity. Pilots with poor capacitor skills, or low skills in the appropriate racial frigate skill or in Icon skillbook2.png Shield Emission Systems or Icon skillbook2.png Remote Armor Repair Systems, will have trouble with capacitor even if they use all "Enduring" meta versions of all active modules.

Still, there are a few roles that Tech I logistics frigates fill uniquely well. Logistics frigates are better than logistics cruisers in gangs of frigate and destroyer damage dealers, because they have the speed to keep up, particularly when fitted with microwarpdrives.

Tech II Logistics Frigates

Tech II logistics frigates improve on their Tech I counterparts in a number of ways. They have considerably more CPU and powergrid, and one more fitting slot, relative to the Tech I frigates. Tech II logistics frigates also have some unique bonuses relative to Tech I frigates. Flying a Tech II logistics frigate requires a dedicated skill, Icon skillbook2.png Logistics Frigates. Because this skill contributes significantly to bonuses in this ship class, pilots are encouraged to train it to IV or V before flying a Tech II logistics frigate.

The repair bonuses, repair range and base velocity of Tech II logistics frigates aren't dramatically better than those of their Tech I relatives. Increased CPU and powergrid do mean that Tech II logistics frigates can fit better repair modules than Tech I ships. Tech II modules increase the repair rate of Tech II logistics frigates, and deadspace repair modules increase it further still. Nevertheless, even fit with rare modules, a Tech II logistics frigate repairs no faster than a Tech I logistics cruiser, with shorter range and higher cost. These frigates—and particularly the AmarrDeacon, the most popular of the four—are still used in small-ship gangs.

Tech I Logistics Cruisers

Tech I logistics cruisers are powerful platforms for remote repair. They are inexpensive, and relatively easy to skill into. As mentioned at the beginning of this Ships section, logistics cruisers can either be "solo" or cap-chain ships.


The MinmatarScythe and the GallenteExequror are the two Tech I logistics cruisers that are not bonused for remote capacitor transfer. They can be simpler to pilot than the cap-chain cruisers. But the performance of all of the logistics cruisers is sensitive to pilot skill, and pilots with different skill levels sometimes have to fly even these simpler hulls differently.

The Scythe and Exequror are very similar, with roughly the same ship bonuses and repair capacity. As is true for all logistics ships, the shield-boosting Scythe has a shorter optimal range and a longer falloff, whereas the armor-repairing Exequror has a much longer optimal range, but shorter falloff. The role bonuses that logistics cruisers receive to repairer range makes both of these cruisers excellent at repairing from a distance, and the bonuses do not depend on pilot skill level. Repair rate, on the other hand, is very sensitive to pilot skill.

Tech I logistics cruisers offer more flexibility in fitting than logistics frigates. As a result, pilots with different skill levels may find that they need to fit their ships differently, making compromises between tank and capacitor or sustained capacitor regen versus burst capacitor from capacitor booster.


Three Augorors organized into a capacitor chain. Each arrow corresponds to remote capacitor transfer from one Augoror to a neighbor. Each Augoror donates capacitor to and receives capacitor from the same two neighbors. Though this chain contains just three members, cap chains in large fleets can contain many more members than this.

The CaldariOsprey and the AmarrAugoror are the two Tech I logistics cruisers that are bonused for remote capacitor transfer. As described above, these bonuses allow the Osprey and Augoror to activate their remote capacitor transfer modules, transfer more capacitor than they spend, and thus effectively create capacitor from nothing.

Cap chaining solves the capacitor challenges of solo logistics cruisers. Pilots of all skill levels receive this benefit, because the role bonuses to remote capacitor transfer do not depend on skill level. Often this makes cap chaining logistics ships much less skill intensive than solo logistics ships.

In order for a logistics pilot to benefit from this, the pilot must simultaneously give capacitor to and receive capacitor from one or more logistics partners. In principle, the minimum number of partnered logistics pilots is two, but cap-chain logistics is less vulnerable to enemy interference when larger groups of pilots are matched up. So, Osprey and Augoror pilots are typically organized into a capacitor chain (illustrated at right), in which each pilot gives and receives capacitor with two neighboring partners in the chain. The cap chained logistics ships can even periodically break the chain in order to transfer capacitor to damage-dealing fleetmates that need the help.

But in order for cap-chain logistics cruisers to be cap-stable, they must be partnered, and this represents a vulnerability for these ships. Enemy fleets can break the cap chain, either by isolating chain members, using electronic warfare, by splitting them up using command destroyers with micro jump field generators, or by simply killing them. Cap-chain logistics ships are often specially fit to counter some of these strategies. For example, sensor boosters can counter EWAR and a warp scrambler can counter a micro jump field. In any case, cap-chain logistics pilots are dependent on their fleetmates, and keeping cap chains intact under enemy fire can make them challenging to fly.

Tech II Logistics Cruisers

Tech II logistics cruisers are the most powerful sub-capital repair ships in EVE. Tech II logistics cruisers have increased tank, CPU and powergrid, and better bonuses compared to Tech I logistics cruisers. Flying these ships requires training in a dedicated skill, Icon skillbook2.png Logistics Cruisers. Unistas are encouraged to train this skill to IV before attempting to fly Tech II logistics cruisers. When flown by pilots with sufficient skills, Tech II logistics cruisers have considerably more repair capacity than their Tech I relatives. They also have even more fitting flexibility than Tech I cruisers, and are typically fit specifically to their role. Unique among logistics ships, Tech II cruisers can fit over-sized, large remote repair and remote capacitor transfer modules instead of medium ones. As a result of this diversity, specific comparisons of Tech II logistics cruiser fits are beyond the scope of this article.

Tech II logistics cruisers follow the same racial specializations as their Tech I relatives. The MinmatarScimitar and GallenteOneiros are "solo" logistics ships, and the CaldariBasilisk and AmarrGuardian are cap-chain specialists.

The solo Tech II logistics cruisers are like the solo Tech I cruisers, in that they are intended to operate independently, and often have to make tradeoffs between capacitor and tank in their fits. The MinmatarScimitar and GallenteOneiros are strongest in smaller gangs of Tech II and Tech III damage dealers, where there is only room for one or two logistics pilots.

The cap-chain Tech II logistics cruisers are like their cap-chain Tech I relatives, in that they must work in groups, and they have enough capacitor to sustain a fit full of high-capacitor-demand modules. These cruisers have the broadest array of options in terms of modules they can fit. Tech II logistics pilots can fit faction, deadspace, or large-sized repair modules to the CaldariBasilisk and AmarrGuardian comfortably. These ships are strongest in large Tech II/III fleets, in high-skill PvE, and in medium-sized wormhole gangs where the group is expected to be able to handle incoming DPS.

Triglavian Logistics Ships

The Triglavian Collective offers a Tech I and a Tech II logistics ship: the Triglavian CollectiveRodiva and Triglavian CollectiveZarmazd. Both of these ships use the Heavy Mutadaptive Remote Armor Repairer, and both rely on local cap regeneration rather than a cap chain, however they have very different use cases than other logistics cruisers. The Rodiva acts similarly to an Exequeror or Oneiros, able to support a small gang either alone or in a pair, and can also somewhat defend itself using its drones. The Zarmazd has extremely thick armor, can apply high-powered repairs to an armor fleet, and brings a ridiculous range of other utilities, in particular including Smartbombs to push hostile drones away from friendly logistics ships. However, Triglavian logistics have a severe weakness relative to other logistics ships: when first activated, their single repair module is only as strong as 2 normal remote repair modules, and takes a full 90 seconds to reach its full strength (of 5 normal remote repair modules). This very long delay before reaching full strength means that Triglavian logistics are extremely bad at "catching" an allied ship when it first starts taking damage, and are thus also very bad at dealing with enemy fleets which change targets frequently. However, they can be very effective as secondary logistics ships, either at keeping a pre-selected allied ship alive against all opposition, or at holding an allied ship after it had been "caught" (by friendly Guardians most likely) thus freeing other logistics ships to be ready for a target swap, or at counteracting the slowly ramping damage of Triglavian Entropic Disintegrators.

Bonused and Unbonused Battleship Logistics

In contrast to the variety of bonused logistics hulls available in frigate and cruiser sizes, there are only two battleship-size hulls bonused for logistics: the Sisters of EVENestor and OREOrca. The bonuses of the Nestor battleship are not that great, and the hull can be expensive. The Nestor is used rarely when a very heavy armor tank, beyond what the Guardian can do, is needed. The Orca is almost never used in primary logistics role, but it can help defend barges in a mining fleet.

Remote repair modules are sometimes fitted to unbonused battleship hulls as part of "spider-tanking" fleet doctrines. The GallenteDominix, in particular, works well with remote repairers and remote cap transmitters, because it relies on bonused drones for its main DPS, and has no bonuses for hull-mounted weapons.

Capital Logistics: Force Auxiliaries

Force Auxiliaries are a class of capital ship dedicated to logistics. Force auxiliaries the only capital ship class to receive bonuses to remote repairing. They are also the only capitals able to use triage modules, which enhance the defensive and remote repair capabilities of the ship for five minutes, but also make the ship incapable of receiving remote assistance. Force auxiliaries and triage modules are discussed in more detail in ship class page on Capital Ships.

Logistics and crimewatch

Assuming their safeties are set to the appropriate level, logistics pilots inherit the timers of the pilots they repair. If the repaired ship is engaged in combat, the logistics pilot will almost certainly receive log off, Weapons, and Limited Engagement timers. In addition, if repair occurs in low- or high-security space, and the logistics pilot is not legally allowed to engage all of the repaired ship's combat targets either due to war or limited engagement (suspect timer is not enough) the logistics pilot will become criminal and will be killed by CONCORD, even if neither of the engaged pilots were criminals. As a result, logistics pilots occasionally have to think about how repair affects other, non-aligned pilots in system. Your logistics ship may end up attackable by parties in system that you did not expect including CONCORD.

it is not recommended to ever set safeties to red as a logistics pilot. The only situation where red safeties would do anything over yellow safeties will result in logistics pilot being killed by CONCORD. In high security space it is common to keep the safeties green to avoid logi becoming suspect and being killed by third party combatants.

Logistics modules follow same rules of engagement as other remote assistance modules. See Remote assistance for more details on crimewatch and logistics interact.

Logistics organization and tactics

Logistics pilots have the greatest impact when they work well within their fleet. As a result, a good understanding of the fleet's organization, mechanics, and the fleet interface is essential for logistics pilots. Familiarity with The Rookie's Guide To Fleet Ops is recommended, as well as guide on the Fleet Interface.

From the Fleet window, open the Broadcast Settings sub-window to adjust the appearance of your fleetmates' broadcasts, and to make them stand out against other fleet events. Use the dropdown boxes to the right of armour, shield and capacitor broadcasts to set their colours to something other than grey.
In the Fleet window, Ctl-click on your fleetmate's broadcast for reps to target them and provide support. If you are the one that needs support, click on the appropriate symbol at the bottom of the Fleet window. It is also possible to bind these broadcasts to hotkeys in the game's General Settings window.


Prepare and use your fleet window.

If your gang is small enough, your fleetmates may be able to request repairs in comms ("Hey, Bob! John needs reps!"). But in even a medium-sized fleet, comms are intended for communication between FC(s) and the rest of the fleet. Under these circumstances, fleetmates "broadcast for repairs" through the Fleet window. You can see their requests under the window's History tab. As described in the Fleet Interface, use the Broadcast Settings window to make the "Need Armor", "Need Shield", and "Need Capacitor" broadcasts show up with distinct colour backgrounds. When one of these broadcasts is listed in the Fleet History window, you can Ctrl -click the broadcast to lock that pilot and immediately provide repairs or capacitor. Once your fleetmate no longer needs assistance -maybe because the enemy fleet has shifted targets— they will broadcast "In Position At". You will need to watch the Fleet window for this signal, and be prepared to switch the focus of your remote support. This applies when other fleetmates need repairs.

When you are the one needing repairs because you are the enemy's primary target, you will be the one broadcasting.


Fill your watchlist

An example of a fleet watchlist. The three horizontal bars correspond to shield, armour, and hull for each pilot. Pilots that are off-grid don't show any bars. The symbols to the left of the bars correspond to the latest broadcast from that pilot.

The Watchlist is a window that allows you to monitor the shield, armour and hull HP of fleetmates that are on grid with you, without having to lock them. In addition, clicking on names in the Watchlist window has the same effect as selecting them in space or in the Overview window, which makes interacting with these particular pilots very easy. The Watchlist is an extremely important tool for logistics pilots, and will allow you to identify fleetmates that need repairs even before they identify themselves.

Fleetmates can be added to your Watchlist by right-clicking on the pilot name and selecting "Add to Watchlist" or by dragging the name into the watchlist window. Unfortunately, the Watchlist can only hold 15 pilots. If you are flying logistics in a small gang, this may be enough space to list your entire fleet. But if you are in a larger fleet, you will need to choose who to include (or you will need to follow the FC's or logi captain's instructions on who to add). In general, you will be asked to include fleet, wing, and squad commanders on your watchlist first, because they are critical to passing fleet boosts to the fleet. You will then probably add your fellow logistics pilots, because they are so often the primary targets of the opposing fleet. Finish out your list with any critical damage dealers or other special pilots you expect to need early repairs.


Know your optimal and falloff ranges, and what distance you and your fellow logistics pilots plan to repair from

As described above, different logistics hulls and modules have different characteristic repair ranges. Know how far from your damage-dealing fleetmates you plan to be.


Warp into the engagement at the appropriate range, opposite the enemy

The FC will likely warp the fleet's damage dealers at their weapons' optimal range. You will need to be behind those damage dealers, so ignore the FC's fleet warp instructions to the damage-dealing group. (You might do this by canceling the fleet warp once it starts, or the FC may have organized wings and squads so that the logistics group warps separately.) You will warp at your own range to your fleetmates, with them in between you and the enemy. If you are flying armour logistics, this will probably be at your repair modules' optimal range. If you are flying shield logistics, your range will be dictated by the FC, but (optimal + half-falloff) is a good rule of thumb.


If there are multiple logistics pilots, orbit the nominated logi anchor

Before the fleet gets underway, the FC should have named a logistics "anchor"—a pilot that logistics ships should orbit at close distance. In this way, only the anchor pilot is responsible for positioning the logistics group, and all the other pilots simply follow that anchor. (The logi anchor may or may not be the same as the logi commander.) The situation can get more complicated if your opponent's field Command Destroyers, which use Micro Jump Fields to separate clustered logistics ships from their fleetmates; if the FC orders you to spread out, that might be why. But at least initially, stick to your anchor.


If you fall behind the rest of the fleet, out of repair distance, warp out and back in

Logistics ships are sometimes slower than the rest of the fleet, especially when they are fitted with afterburners instead of microwarpdrives. If you fall behind, try to warp to a tactical bookmark behind the logistics group, and then warp back to a damage dealer at closer range than you need. (This ensures that your fleetmate won't just race away from you again.)


Watch your capacitor

Capacitor regenerates fastest when it is at 25% of maximum, but very slowly at 0%. Don't allow your capacitor to drop too much below 25%. You may need to deactivate one repair module for a while, deactivate an active resist module that you realize you don't need vs. the opponents' damage type, or be more conservative with your propulsion module. If you cap yourself out, you won't be able to activate anything—you'll be a sitting duck. Don't let that happen!


Stagger your repair modules' activation, if you can'

Repair modules can have pretty long activation times. If you activate them all at once, it might be 8 seconds before you can re-target them to a different fleetmate who calls for emergency reps. By staggering your repair modules, you can gradually shift the target of your repairs. Staggering also evens out the load on your capacitor and avoids over repairing targets that don't need all your repairs at once.


If you are the target of a specialized ship or tactic, communicate that with the logi leader or FC

If you find that a specific enemy ship is taking you out of the fight with neuts or EWAR, tell the FC (preferably in fleet/logi chat); the fleet may be able to switch targets to take out the threat, or your FC may have other instructions for you.


Don't forget to launch and use your drones!


Organize for cap-chain logistics

Cap-chain logistics groups are often organized in a chat channel. The current member list is used to figure out who transfers cap to who. In the case of a 1-up, 1-down configuration (very common), John Smallberries both gives and receives cap with the channel members above and below him on the list.

As explained before, cap-chain ships have the advantage of abundant capacitor and they seldom have to worry about having to cycle modules on and off. But cap-chain logistics pilots do have an extra layer of complexity to deal with: maintaining the capacitor chain. There are a few ways to do this, but the most common method is to organize cap-transfer partners in a dedicated logistics chat channel set up by the logi commander. Once you are in this channel, the names above and below yours in the Member List are your transfer partners (assuming a 1-up, 1-down transfer scheme—your FC could choose a different one). Members at the very top and very bottom of the member list are also partnered. The advantage of using a chat channel is that members can drop out of the channel when they are destroyed or otherwise incapacitated, and the remaining, neighboring pilots can adjust by obtaining a new cap-transfer partner from the member list.

References