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User:Hirmuolio Pine/sandbox3: Difference between revisions

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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/article/pobbb9/spring-balance-update-incoming 2019-03-13 Spring Balance Update Incoming!]</ref>
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/article/pobbb9/spring-balance-update-incoming 2019-03-13 Spring Balance Update Incoming!]</ref>
== 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 cruisers and force auxiliaries; all frigate logistics ships, of all races, are "solo" logistics ships.
{| class="wikitable" style="text-align:center; margin-left:10px;"
|+
|-
! width="64px" | Race
! width="75px" | Armor or Shield?
! width="85px" | Cap-Chain<br />or Solo?
|-
|{{icon|amarr|64|Amarr}}
|style="font-size: 120%; background: DarkRed"|Armor
|style="font-size: 120%; background: DarkOliveGreen"|Cap-Chain
|-
|{{icon|caldari|64|Caldari}}
|style="font-size: 120%; background: DarkBlue"|Shield
|style="font-size: 120%; background: DarkOliveGreen"|Cap-Chain
|-
|{{icon|gallente|64|Gallente}}
|style="font-size: 120%; background: DarkRed"|Armor
|style="font-size: 120%; background: DarkSlateGrey"|Solo
|-
|{{icon|minmatar|64|Minmatar}}
|style="font-size: 120%; background: DarkBlue"|Shield
|style="font-size: 120%; background: DarkSlateGrey"|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 {{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).
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 {{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.
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, {{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.
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.
===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.
===="Solo" Logistics Cruisers====
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.
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.
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.
====Cap-Chain Logistics Cruisers====
[[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.]]
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.
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 [[EWAR Guide|electronic warfare]], by splitting them up using command destroyers and micro jump field generators or by simply killing them. Cap-chain logistics ships are often specially fit to counter some of these strategies. For exampl a sensor boosters to counter EWAR or a warp scrambler to counter micro jump fields. 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, {{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.
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.
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.
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.
===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 bonused for logistics: the {{sh|Nestor}} and {{sh|Orca}}. The bonuses of Nestor battleship are not that great, however, and the hull can be expensive. The {{co|wheat|Nestor}} is used very rarely. 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|"spider-tanking"]] fleet doctrines. The {{sh|Dominix}}, in particular, has plenty of high-slot room for remote repairers and remote cap transmitters, because its bonuses to drones don't match up well with high-slot weapons modules.
===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 Ship|Capital Ships]].


== References ==
== References ==