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== Fleet Maneuvers == | == Fleet Maneuvers == | ||
While in fleet, pay close attention to and follow the fleet commander's (FC) commands. | |||
'''Warp Yourself To'''<br> The FC will tell the fleet to click the "Warp To Zero" button themselves (or sometimes say "Warp to your optimals" meaning right-click on the destination and select "Warp to -> Within x KM where "x" is the optimum distance for your role) instead of aligning and being warped by a Commander. This is usually used from the POS or warping to an engaged fleet member. | '''Warp Yourself To'''<br> The FC will tell the fleet to click the "Warp To Zero" button themselves (or sometimes say "Warp to your optimals" meaning right-click on the destination and select "Warp to -> Within x KM where "x" is the optimum distance for your role) instead of aligning and being warped by a Commander. This is usually used from the POS or warping to an engaged fleet member. | ||
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'''Rolling Safe''' <br> This order is given to make it harder to probe down fleet and attack it. A fast ship is assigned as the anchor and everybody warps to the anchor as soon the anchor is 150 km away. It requires you to pay attention to the distance of the anchor and repeatedly warping to his ship as soon the minimum distance for warp (150 km) is reached. | '''Rolling Safe''' <br> This order is given to make it harder to probe down fleet and attack it. A fast ship is assigned as the anchor and everybody warps to the anchor as soon the anchor is 150 km away. It requires you to pay attention to the distance of the anchor and repeatedly warping to his ship as soon the minimum distance for warp (150 km) is reached. | ||
"Fleet, warp to ALD." | |||
"Fleet, warp to ALD and hold." | |||
Select the ALDRANETE stargate on your overview and click the "Warp to" icon on the overview. Your ship will warp to the ALDRANETE stargate. At any time in mid-warp, press CTRL+SPACE a few times to register a stop speed command, to stop your ship at the end of its warp, at the stargate, preventing your ship from accidentally jumping into the next system, and scaring off the target. By default, warp to the exit gate and hold. | |||
"Fleet, jump jump jump ALD and hold cloak." | |||
Select the ALDRANETE stargate in your overview and click the "Jump" icon at the top. Your ship will jump into the next system and your ship will be automatically cloaked for 1 minute. Do nothing at this point and stay cloaked, following the FC orders. If another ship or object is within 2000m of your ship, your cloak expires and your ship becomes visible. If you are accidentally or purposefully uncloaked, execute an emergency warp to any celestial on your pod saver-click open the Pod Saver tab and warp to anything on that list as fast as you can. Note your ship's alignment time (2sec, 3sec, 7sec) and be ready for emergencies. | |||
"Fleet, jump ALD and warp to scout at 10." | |||
Select the ALDRANETE stargate in your overview and click the "Jump" icon at the top. Once inside the system, select your scout pilot name on your watch list, or fleet list, then right-click "Warp to member | at 10km". Your ship will align to and warp to your scout at his/her position in space at the moment you clicked "Warp to" and your ship will land within 10km of your scout's last position in space. If your scout is at a site or inside a site, due to dead space mechanics, all ships warping to your scout will land at the acceleration gate outside the site. Warping to your scout at 10km in this situation results in a safe distance from the acceleration gate. If your ship warped to your scout at 0km, there is a chance your ship could land inside the acceleration gate, get stuck, and cannot activate the gate, or escape, if bad guys are also at the acceleration gate. | |||
"Sliding" | |||
That person's ship landed at the site acceleration gate, is within 2500m of the acceleration gate, activated the accleration gate, and is warping to the site's beacon at 0km inside the site. Fleet members outside the site will warp to the acceleration gate outside the site only due to dead space game mechanics. See the "warp to scout at 10." command. | |||
"Fleet, slide the gate, slide the gate on contact." | |||
When your ship lands at the acceleration gate (warp to the scout at 10km ideally), select the acceleration gate in your overview, then click "Activate Gate" icon at the top. Your ship will align and jump into the site for combat. | |||
"Lock the Merlin, EWAR only guys." | |||
Lock on and target the flashy merlin in your overview, then click your ewar module(s) only (warp/guidance/tracking disruptors, warp scrambler, webifier, target painter-modules that hinder the target but do not cause damage to the target). The reason for "ewar only" is to buy time for the rest of the fleet to appear on grid with the target, allows all fleet members to lock and apply their ewar modules to the target, to become registered in the target's killmail after the target is destroyed. | |||
"DEAGGRESS" | |||
Turn off all offensive systems. Deaggressing allows your ship's 1-minute 'aggression timer' to decrease. Being deaggressed for a full minute allows a pilot to dock, jump through stargates, and escape while their attackers must wait a full minute before chasing. Every hit on a target resets your ship's aggression timer back to 1:00 minute. | |||
"BURN BACK TO THE GATE" | |||
When your ship enters a new system via a stargate, "Burn back to the gate" means select the stargate your ship just entered system from, then click the "Align" icon, activate any propulsion module (afterburner, microwarp drive), and reapproach the gate you just came through. This action is used to bring the fleet back to the safety 2500m jump distance of the stargate for escape from attacking ships. | |||
== Timer Mechanics == | == Timer Mechanics == | ||