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| =OLD= | | =OLD= |
| == Logistics Ships ==
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| ===Racial Specializations===
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| {| class="wikitable floatright" style="text-align:center; margin-left:10px;"
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| |+
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| |-
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| ! width="64px" | Race
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| ! width="75px" | Armor or Shield?
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| ! width="85px" | Cap-Chain<br />or Solo?
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| |-
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| |{{icon|amarr|64|Amarr}}
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| |style="font-size: 120%; background: DarkRed"|Armor
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| |style="font-size: 120%; background: DarkOliveGreen"|Cap-Chain
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| |-
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| |{{icon|caldari|64|Caldari}}
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| |style="font-size: 120%; background: DarkBlue"|Shield
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| |style="font-size: 120%; background: DarkOliveGreen"|Cap-Chain
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| |-
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| |{{icon|gallente|64|Gallente}}
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| |style="font-size: 120%; background: DarkRed"|Armor
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| |style="font-size: 120%; background: DarkSlateGrey"|Solo
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| |-
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| |{{icon|minmatar|64|Minmatar}}
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| |style="font-size: 120%; background: DarkBlue"|Shield
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| |style="font-size: 120%; background: DarkSlateGrey"|Solo
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| |}
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| 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 either specializes in cap-chain logistics, or not, as shown by the chart at right. 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.
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| ===Tech I Logistics Frigates===
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| Each of the four empire factions has a Tech I frigate dedicated to logistics, and these frigates are good starting ships for Unistas looking to begin training into the logistics role. 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 {{co|wheat|Burst}} and {{co|wheat|Inquisitor}} are slightly favored over the other two because of advantages in speed ({{co|wheat|Burst}}) and capacitor and tank ({{co|wheat|Inquisitor}}).
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| Logistics frigates have the least repping power and shortest optimal 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). The charts below illustrate statistics for Tech I shield and armor logistics frigates (using fits that can be shown by mousing over the corresponding table headers):
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | [[File:Bantam.jpg|128px]]
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| | [[File:Burst.jpg|128px]]
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| | rowspan="2" width="340px" style="text-align:left;"|<p style="color: cyan">Caldari/Minmatar Frigate bonuses (per skill level):</p>
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| 10% bonus to Remote Shield Booster amount<br />
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| 10% reduction in Remote Shield Booster activation cost<br />
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| <p><span style="color: cyan">Role bonus:</span> (applies regardless of skill level)</p>
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| 300% bonus to Remote Shield Booster falloff
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| |-
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| ! {{sh|Bantam}}
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| ! {{sh|Burst}}
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| |}
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | colspan="4" | <span style="color:cyan;">Burst </span><span style="text-align:left;">(Basic Fit)</span>
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| |-
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| ! width="90px" | Shield Boost Rate
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| ! width="70px" | Optimal Range
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| ! width="60px" | Falloff
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| ! width="60px" | eHP
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| |-
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| | 73 HP/sec
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| | 4 km
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| | 29 km
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| | 4000
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| |}
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| ∗ ''Calculated using [[Basic_Skills#Minimum_recommended_skillplan|UniWiki minimum recommended skillplan]], plus {{sk|Shield Emission Systems|III|icon=yes}}.''
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | [[File:Inquisitor.jpg|128px]]
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| | [[File:Navitas.jpg|128px]]
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| | rowspan="2" width="340px" style="text-align:left;"|<p style="color: cyan">Amarr/Gallente Frigate bonuses (per skill level):</p>
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| 10% bonus to Remote Armor Repairer amount<br />
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| 10% reduction in Remote Armor Repairer activation cost<br />
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| <p style="color: cyan">Role bonuses:</p>
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| 50% bonus to Remote Armor Repairer optimal range<br />
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| 600% bonus to Remote Armor Repairer falloff<br />
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| |-
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| ! {{sh|Inquisitor}}
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| ! {{sh|Navitas}}
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| |}
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|
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | colspan="4" | <span style="color:cyan;">Inquisitor </span><span style="text-align:left;">(Basic Fit)</span>
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| |-
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| ! width="90px" | Armor Repair Rate
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| ! width="70px" | Optimal Range
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| ! width="60px" | Falloff
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| ! width="60px" | eHP
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| |-
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| | 73 HP/sec
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| | 12 km
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| | 19 km
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| | 6800
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| |}
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| ∗ ''Calculated using [[Basic_Skills#Minimum_recommended_skillplan|UniWiki minimum recommended skillplan]], plus {{sk|Remote Armor Repair Systems|III|icon=yes}}.''<br /><br />
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| As these tables show, a Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range. (These tables shows HP repaired, rather than eHP repaired. HP can be converted to eHP by dividing by the resist remainder; so, if a {{sh|Burst}} was boosting the shields of a fleetmate {{sh|Svipul}} that had 75% resists across the board, you would be providing [73 / 0.25] = 292 eHP/sec. That means that the repair rate numbers shown above are not as low as they may appear.)
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| Shield logistics frigates have very short optimal ranges, so they 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. For a freshman Unista, as a result, Tech I logistics frigates demand higher skills than analogous Tech I EWAR or tackle frigates.
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| 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. And the {{sh|Inquisitor}} (along with the Tech II {{sh|Deacon}}, described in the next section) is the preferred logistics hull for small-ship wormhole PvE. In general, however, logistics pilots fly cruisers much more often than frigates.
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| ===Tech II Logistics Frigates===
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| Tech II logistics frigates were designed to 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 above. 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 charts below show data on Tech II shield and armor logistics frigates (and, specifically, the {{sh|Kirin}} and {{sh|Deacon}}, fit in distinctly different ways) piloted by a high-skill logistics pilot*:
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| | height="128px" | [[File:Kirin.jpg|128px]]
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| | [[File:Scalpel.jpg|128px]]
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| | rowspan="3" width="420px" style="text-align:left;"|<p style="color: cyan">Caldari/Minmatar Frigate bonuses (per skill level):</p>
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| 10% bonus to Remote Shield Booster amount<br />
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| 10% reduction in Remote Shield Booster activation cost<br />
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| <p style="color: cyan">Logistics Frigates bonuses (per skill level):</p>
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| 5% reduction in Remote Shield Booster duration and activation cost<br />
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| '''For Kirin:''' 7.5% bonus to shield hitpoints<br />
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| '''For Scalpel:''' 4% reduction in signature radius<br />
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| <p style="color: cyan">Role bonus:</p>
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| 300% bonus to Remote Shield Booster falloff
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| |-
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| ! height="20px" | {{sh|Kirin}}
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| ! {{sh|Scalpel}}
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| |-
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| | style="background-color: #111111; border-left-style: none; border-bottom-style: none; border-right-style: none;" |
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| | style="background-color: #111111; border-left-style: none; border-bottom-style: none;" |
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| |}
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | colspan="4" | <span style="color:cyan;">Kirin </span><span style="text-align:left;">(Basic Fit)</span>
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| |-
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| ! width="90px" | Shield Boost Rate
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| ! width="70px" | Optimal Range
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| ! width="60px" | Falloff
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| ! width="60px" | eHP
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| |-
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| | 123 HP/sec
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| | 5 km
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| | 31 km
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| | 9700
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| |}
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| ∗ ''Calculated usng [[Basic_Skills#Advanced_recommended_skillplan|UniWiki advanced recommended skillplan]] +1 at each skill, plus Logistics Frigates IV, Shield Emission Systems V.''
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | height="128px" | [[File:Deacon.jpg|128px]]
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| | [[File:Thalia.jpg|128px]]
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| | rowspan="3" width="420px" style="text-align:left;"|<p style="color: cyan">Amarr/Gallente Frigate bonuses (per skill level):</p>
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| 10% bonus to Remote Armor Repairer amount<br />
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| 10% reduction in Remote Armor Repairer activation cost<br />
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| <p><span style="color: cyan">Logistics Frigates bonuses (per skill level):</span></p>
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| 5% reduction in Remote Armor Repairer duration and activation cost<br />
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| '''For Deacon:''' 7.5% bonus to armor hitpoints<br />
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| '''For Thalia:''' 4% reduction in signature radius<br />
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| <p><span style="color: cyan">Role bonuses:</span></p>
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| 50% bonus to Remote Armor Repairer optimal range<br />
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| 600% bonus to Remote Armor Repairer falloff
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| |-
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| ! height="20px" | {{sh|Deacon}}
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| ! {{sh|Thalia}}
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| |-
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| | style="background-color: #111111; border-left-style: none; border-bottom-style: none; border-right-style: none;" |
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| | style="background-color: #111111; border-left-style: none; border-bottom-style: none;" |
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| |}
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | colspan="4" | <span style="color:cyan;">Deacon </span><span style="text-align:left;">(Basic Fit)</span>
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| |-
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| ! width="90px" | Armor Repair Rate
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| ! width="70px" | Optimal Range
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| ! width="60px" | Falloff
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| ! width="60px" | eHP
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| |-
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| | 136 HP/sec
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| | 14 km
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| | 24 km
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| | 17600
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| |}
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| ∗ ''Calculated usng [[Basic_Skills#Advanced_recommended_skillplan|UniWiki advanced recommended skillplan]] +1 at each skill, plus Logistics Frigates IV, Remote Armor Repair Systems V.''<br /><br />
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|
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| The repair bonuses, repair range and base velocity of Tech II logistics frigates aren't dramatically better than those of their Tech I relatives. When Tech II logistics frigates were introduced, developers argued that the signature radius bonus of the {{sh|Scalpel}} and {{sh|Thalia}} might be useful for "signature tanking", by which ships can evade damage. Signature tanking works poorly against opponents with light drones, though, and so this strategy has not been widely successful.
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| 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, as shown in the charts above. 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 and in wormhole PvE. But Tech I logistics cruisers are used far more often for logistics than Tech I or Tech II frigates.
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| ===Tech I Logistics Cruisers===
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| Tech I logistics cruisers are powerful platforms for remote repair. They receive better range bonuses than any other logistics ship (including Tech II cruisers), and considerable bonuses to repair amount. They are also inexpensive, and relatively easy to skill into. Unistas interested in flying logistics ships are advised to focus their initial training on this ship class. As shown in a chart at the beginning of this Ships section, logistics cruisers can either be "solo" or cap-chain ships; this Guide will deal with these subtypes separately.
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| ===="Solo" Logistics Cruisers====
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| The {{sh|Scythe}} and the {{sh|Exequror}} are the two Tech I logistics cruisers that are ''not'' bonused for remote capacitor transfer. New logistics pilots often begin flying one of these first, because they are 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 charts below illustrate statistics for the {{co|wheat|Scythe}} and {{co|wheat|Exequror}}, fitted with somewhat different priorities, and piloted by Unistas with different skill levels:
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| | [[File:Scythe.jpg|128px]]
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| | rowspan="2" width="400px" style="text-align:left;"|<p style="color: cyan">Minmatar Cruiser bonuses (per skill level):</p>
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| 12.5% bonus to Remote Shield Booster amount<br />
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| 5% reduction in Remote Shield Booster activation cost<br />
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| <p><span style="color: cyan">Role bonuses:</span></p>
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| 430% bonus to Remote Shield Booster optimal range and falloff<br />
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| 100% bonus to Logistic Drone transfer amount
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| |-
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| ! {{sh|Scythe}}
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| |}
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| | colspan="7" | <span style="color:cyan;">Scythe </span><span style="text-align:left;">(Basic Fit)</span>
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| |-
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| ! height="50px" width="90px" | Pilot Skill Level
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| ! width="120px" | Shield Boost Rate<br />(3 Boosters,<br />plus Drones)
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| ! width="75px" | Optimal<br />Range
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| ! width="75px" | Falloff
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| ! width="130px" | Capacitor Duration,<br />3 Boosters Active<br />(other mods off)
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| ! width="130px" | Capacitor Duration,<br />2 Boosters Active<br />(other mods on)
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| ! width="65px" | eHP
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| |-
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| | Low*
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| | 155 HP/sec
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| | 27 km
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| | 40 km
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| | 1m 14sec
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| | 2m 54sec
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| | 30,500
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| |-
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| | Intermediate**
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| | 219 HP/sec
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| | 27 km
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| | 40 km
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| | 2m 47sec
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| | stable (48%)
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| | 31,900
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| |-
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| | High***
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| | 235 HP/sec
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| | 27 km
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| | 40 km
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| | stable (50%)
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| | stable (62%)
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| | 32,900
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| |}
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| ∗ ''Low Skill: [[Basic_Skills#Minimum_recommended_skillplan|UniWiki minimum recommended skillplan]], plus {{sk|Minmatar Cruiser|III|icon=yes}}, {{sk|Shield Emission Systems|III|icon=yes}}. Logistics drones cannot be used at this skill level, and an all-Tech-I fit is still 12 MW short on powergrid.''<br />
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| ∗∗ ''Intermediate Skill: [[Basic_Skills#Advanced_recommended_skillplan|UniWiki advanced recommended skillplan]], plus {{sk|Minmatar Cruiser|IV|icon=yes}}, {{sk|Shield Emission Systems|IV|icon=yes}}.''<br />
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| ∗∗∗ ''High Skill: [[Basic_Skills#Advanced_recommended_skillplan|UniWiki advanced recommended skillplan]] +1 at each skill, plus {{sk|Minmatar Cruiser|V|icon=yes}}, {{sk|Shield Emission Systems|V|icon=yes}}.''
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| | [[File:Exequror.jpg|128px]]
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| | rowspan="2" width="400px" style="text-align:left;"|<p style="color: cyan">Gallente Cruiser bonuses (per skill level):</p>
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| 12.5% bonus to Remote Armor Repairer amount<br />
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| 5% reduction in Remote Armor Repairer activation cost<br />
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| <p><span style="color: cyan">Role bonuses:</span></p>
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| 430% bonus to Remote Armor Repairer optimal range and falloff<br />
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| 100% bonus to Logistic Drone transfer amount
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| |-
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| ! {{sh|Exequror}}
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| |}
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | colspan="6" | <span style="color:cyan;">Exequror </span><span style="text-align:left;">(Basic Fit)</span>
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| |-
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| ! height="50px" width="90px" | Pilot Skill Level
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| ! width="120px" | Armor Repair Rate<br />(3 Repairers,<br />plus Drones)
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| ! width="75px" | Optimal<br />Range
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| ! width="75px" | Falloff
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| ! width="130px" | Capacitor Duration, all modules active
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| ! width="65px" | eHP
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| |-
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| | Low*
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| | 154 HP/sec
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| | 51 km
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| | 15 km
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| | 6m 56sec
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| | 24,400
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| |-
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| | Intermediate**
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| | 223 HP/sec
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| | 51 km
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| | 15 km
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| | stable (60%)
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| | 25,700
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| |-
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| | High***
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| | 240 HP/sec
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| | 51 km
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| | 15 km
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| | stable (79%)
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| | 26,200
| |
| |}
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| ∗ ''Low Skill: [[Basic_Skills#Minimum_recommended_skillplan|UniWiki minimum recommended skillplan]], plus {{sk|Gallente Cruiser|III|icon=yes}}, {{sk|Remote Armor Repair Systems|III|icon=yes}}. Logistics drones cannot be used at this skill level.''<br />
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| ∗∗ ''Intermediate Skill: [[Basic_Skills#Advanced_recommended_skillplan|UniWiki advanced recommended skillplan]], plus {{sk|Gallente Cruiser|IV|icon=yes}}, {{sk|Remote Armor Repair Systems|IV|icon=yes}}.''<br />
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| ∗∗∗ ''High Skill: [[Basic_Skills#Advanced_recommended_skillplan|UniWiki advanced recommended skillplan]] +1 at each skill, plus {{sk|Gallente Cruiser|V|icon=yes}}, {{sk|Remote Armor Repair Systems|V|icon=yes}}.''<br /><br />
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|
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| The {{co|wheat|Scythe}} and {{co|wheat|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. Unista logistics pilots are encouraged to target the "Intermediate" skill level above before flying Tech I logistics cruisers.
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|
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| 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. (You should expect to modify any campus re-ship logistics cruiser you purchase on corp contracts; the pre-made fit you buy may not be appropriate for your skill level.) The fits and data in the charts above illustrate some of the relationships between tank, capacitor, repair capability and pilot skill for solo logistics ships. The {{co|wheat|Scythe}} fit sacrifices some capacitor for tank, by filling its mid slots with shield modules. This results in a ship that has greater eHP, but is chronically short on capacitor, especially for low-skill pilots. A low-skill Unista flying this {{co|wheat|Scythe}} might need to constantly cycle modules on and off, choosing what to activate and what not to activate at any given moment, depending on circumstances. In this way, a Tech I logistics cruiser can be more challenging to fly than a damage-dealing ship.
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|
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| The {{co|wheat|Exequror}} fit appears to address this problem, by using both a capacitor booster and a capacitor battery in its mid slots. (Capacitor boosters provide more cap, in general, but capacitor batteries offer inherent resistance to enemy neutralizers and Nosferatus.) Sure enough, the {{co|wheat|Exequror}} fit shown above is cap stable even with all modules active, and would probably be easier to fly than the {{co|wheat|Scythe}}. But this {{co|wheat|Exequror}} has a different problem: it has significantly less tank than the {{co|wheat|Scythe}} fit. This is particularly bad for logistics ships, because they are typically the initial primary target of enemy fleets. This comparison illustrates the uncomfortable choice that low-skill logistics pilots often have to make between capacitor and tank, and that choice affects how easy it is to fly the ship. Higher-skill logistics pilots, on the other hand, often get the best of both worlds. They have the luxury of fitting plenty of tank, and still having enough capacitor to activate all modules simultaneously.
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|
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| Unista logistics pilots are encouraged to use out-of-game fitting programs, like [[Guide_to_using_PYFA|Pyfa]], to explore the logistics fits that work best for them.
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|
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| ====Cap-Chain Logistics Cruisers====
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|
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| [[File:Cap_Chain_Augies.jpg|frame|Three [[Augoror|Augorors]] organized into a capacitor chain. Each arrow corresponds to remote capacitor transfer from one {{co|wheat|Augoror}} to a neighbor. Each {{co|wheat|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.]]
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|
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| The {{sh|Osprey}} and the {{sh|Augoror}} are the two Tech I logistics cruisers that are bonused for remote capacitor transfer. As described above in the [[#Logistics Modules and Mechanics|modules]] section, these bonuses allow the {{co|wheat|Osprey}} and {{co|wheat|Augoror}} to activate their remote capacitor transfer modules, transfer more capacitor than they spend, and thus effectively create capacitor from nothing. 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, {{co|wheat|Osprey}} and {{co|wheat|Augoror}} pilots are typically organized into a <span style="color:cyan;">capacitor chain</span> (illustrated at right), in which each pilot gives and receives capacitor with two neighboring partners in the chain. (More information on how to organize cap chains is given in the [[Guide_to_Logistics#Cap-Chain Logistics|tactics]] section.)
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| Cap chaining solves the capacitor challenges discussed above for solo logistics cruisers. The charts below show bonuses for both the {{co|wheat|Osprey}} and {{co|wheat|Augoror}}, and then illustrates the advantage of cap-chained cruisers by comparing an intermediate-skill* fit for the {{co|wheat|Augoror}} with the solo {{sh|Exequror}}:
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| {| class="wikitable" style="text-align:center; border-style: none;"
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| |+
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| |-
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| | [[File:Osprey.jpg|128px]]
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| | rowspan="2" width="400px" style="text-align:left;"|<p style="color: cyan">Caldari Cruiser bonuses (per skill level):</p>
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| 12.5% bonus to Remote Shield Booster amount<br />
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| 5% reduction in Remote Shield Booster activation cost<br />
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| <p><span style="color: cyan">Role bonuses:</span></p>
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| 1,000% bonus to Remote Capacitor Transmitter range<br />
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| 200% bonus to Remote Capacitor Transmitter transfer amount<br />
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| 430% bonus to Remote Shield Booster optimal range and falloff
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| |-
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| ! {{sh|Osprey}}
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| |}
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|
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | [[File:Augoror.jpg|128px]]
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| | rowspan="2" width="400px" style="text-align:left;"|<p style="color: cyan">Amarr Cruiser bonuses (per skill level):</p>
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| 12.5% bonus to Remote Armor Repairer amount<br />
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| 5% reduction in Remote Armor Repairer activation cost<br />
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| <p><span style="color: cyan">Role bonuses:</span></p>
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| 1,000% bonus to Remote Capacitor Transmitter range<br />
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| 200% bonus to Remote Capacitor Transmitter transfer amount<br />
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| 430% bonus to Remote Armor Repairer optimal range and falloff
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| |-
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| ! {{sh|Augoror}}
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| |}
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|
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| ! width="250px" | Ship
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| ! width="100px" | Capacitor Consumption
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| ! width="100px" | Capacitor Peak Recharge
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| ! width="120px" | Capacitor Duration (all modules active)
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| ! width="120px" | Remote Capacitor Transfer Range
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| |-
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| | <span style="color:cyan;">Augoror </span><span style="text-align:left;">(Basic Fit)</span>
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| | -97.8 GJ/sec
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| | +148.4 GJ/sec**
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| | stable (100%)
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| | 66 km
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| |-
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| | <span style="color:cyan;">Exequror </span><span style="text-align:left;">(Basic Fit)</span>
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| | -55.7 GJ/sec
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| | +60.5 GJ/sec
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| | stable (55%)
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| | style="background-color: #111111; border-bottom-style: none; border-right-style: none;" |
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| |}
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| ∗ ''Calculated using [[Basic_Skills#Advanced_recommended_skillplan|UniWiki advanced recommended skillplan]], plus {{sk|Gallente Cruiser|V|icon=yes}}/{{sk|Amarr Cruiser|V}}, {{sk|Shield Emission Systems|IV|icon=yes}}.''<br />
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| ∗∗ ''Assuming {{co|wheat|Augoror}} is part of a cap chain, partnered with two other {{co|wheat|Augorors}}.''<br /><br />
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|
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| The {{co|wheat|Augoror}} fit used to generate the chart above has mostly active modules that consume capacitor, including active armor resist modules. So the {{co|wheat|Augoror}} consumes a lot of capacitor. Nevertheless, when cap-chained, the {{co|wheat|Augoror}} has more than enough capacitor to run all these active modules simultaneously. The {{co|wheat|Augoror}} can even periodically break the chain in order to transfer capacitor to damage-dealing fleetmates that need the help. Pilots of all skill levels receive this benefit, because the role bonuses to remote capacitor transfer do not depend on skill level. The {{co|wheat|Osprey}} has the same advantages as the {{co|wheat|Augoror}}; it can fit more active resist modules and still retain a considerable capacitor advantage over the {{sh|Scythe}}.
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|
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| 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]], or by splitting them up using command destroyers and micro jump field generators. Cap-chain logistics ships are often specially fit to counter some of these strategies. For example, the {{co|wheat|Augoror}} above has sensor boosters to counter EWAR, but one of these can be replaced with 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.
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|
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| Unistas interested in flying cap-chain logistics ships are advised to attend [[Logistics 102]] before flying an {{co|wheat|Osprey}} or {{co|wheat|Augoror}} in an E-UNI fleet. This class covers how to fly these cruisers in fleets, and how to respond to changes in circumstances.
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|
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| ===Tech II Logistics Cruisers===
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|
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| 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, if the fit makes compromises in other areas. As a result of this diversity, specific comparisons of Tech II logistics cruiser fits are beyond the scope of this Guide.
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|
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| 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. This is illustrated below in the ship bonuses for these hulls.
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|
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| ====Solo Tech II Logistics Cruisers====
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|
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | height="128px" | [[File:Scimitar.jpg|128px]]
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| | rowspan="3" width="400px" style="text-align:left;"|<p style="color: cyan">Minmatar Cruiser bonuses (per skill level):</p>
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| 60% bonus to Remote Shield Booster optimal range and falloff<br />
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| 20% bonus to Logistic Drone transfer amount<br />
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| 5% bonus to Remote Tracking Computer falloff<br />
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| <p style="color: cyan">Logistics Cruisers bonuses (per skill level):</p>
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| 15% reduction in Remote Shield Booster activation cost<br />
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| 10% bonus to Remote Tracking Computer effectiveness<br />
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| <p style="color: cyan">Role bonus:</p>
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| 50% reduction in Remote Shield Booster CPU requirement
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| |-
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| ! height="20px" | {{sh|Scimitar}}
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| |-
| |
| | style="background-color: #111111; border-left-style: none; border-bottom-style: none; border-right-style: none;" |
| |
| |}
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|
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | height="128px" | [[File:Oneiros.jpg|128px]]
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| | rowspan="3" width="400px" style="text-align:left;"|<p style="color: cyan">Gallente Cruiser bonuses (per skill level):</p>
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| 60% bonus to Remote Armor Repairer optimal range and falloff<br />
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| 20% bonus to Logistic Drone transfer amount<br />
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| 5% bonus to Remote Tracking Computer falloff<br />
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| <p style="color: cyan">Logistics Cruisers bonuses (per skill level):</p>
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| 15% reduction in Remote Armor Repairer activation cost<br />
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| 10% bonus to Remote Tracking Computer effectiveness<br />
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| <p style="color: cyan">Role bonus:</p>
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| 65% reduction in Remote Armor Repairer powergrid requirement
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| |-
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| ! height="20px" | {{sh|Oneiros}}
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| |-
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| | style="background-color: #111111; border-left-style: none; border-bottom-style: none; border-right-style: none;" |
| |
| |}
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|
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| 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.
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|
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| ====Cap-Chain Tech II Logistics Cruisers====
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|
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| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
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| |+
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| |-
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| | height="128px" | [[File:Basilisk.jpg|128px]]
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| | rowspan="3" width="420px" style="text-align:left;"|<p style="color: cyan">Caldari Cruiser bonuses (per skill level):</p>
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| 60% bonus to Remote Shield Booster optimal range and falloff<br />
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| 20% bonus to Logistic Drone transfer amount<br />
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| 150% bonus to Remote Capacitor Transmitter range<br />
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| <p style="color: cyan">Logistics Cruisers bonuses (per skill level):</p>
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| 15% reduction in Remote Shield Booster activation cost<br />
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| 15% reduction in Remote Capacitor Transmitter activation cost<br />
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| <p style="color: cyan">Role bonuses:</p>
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| 50% reduction in Remote Shield Booster CPU requirement<br />
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| 50% reduction in Remote Capacitor Transmitter powergrid requirement
| |
| |-
| |
| ! height="20px" | {{sh|Basilisk}}
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| |-
| |
| | style="background-color: #111111; border-left-style: none; border-bottom-style: none; border-right-style: none;" |
| |
| |}
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|
| |
| {| class="wikitable" style="text-align:center; border-style: none; display:inline-block;"
| |
| |+
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| |-
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| | height="128px" | [[File:Guardian.jpg|128px]]
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| | rowspan="3" width="420px" style="text-align:left;"|<p style="color: cyan">Amarr Cruiser bonuses (per skill level):</p>
| |
| 60% bonus to Remote Armor Repairer optimal range and falloff<br />
| |
| 20% bonus to Logistic Drone transfer amount<br />
| |
| 150% bonus to Remote Capacitor Transmitter range<br />
| |
| <p style="color: cyan">Logistics Cruisers bonuses (per skill level):</p>
| |
| 15% reduction in Remote Armor Repairer activation cost<br />
| |
| 15% reduction in Remote Capacitor Transmitter activation cost<br />
| |
| <p style="color: cyan">Role bonuses:</p>
| |
| 65% reduction in Remote Armor Repairer powergrid requirement<br />
| |
| 50% reduction in Remote Capacitor Transmitter powergrid requirement
| |
| |-
| |
| ! height="20px" | {{sh|Guardian}}
| |
| |-
| |
| | style="background-color: #111111; border-left-style: none; border-bottom-style: none; border-right-style: none;" |
| |
| |}
| |
|
| |
| 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.
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|
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| ===Bonused and Unbonused Battleship Logistics===
| |
|
| |
| In contrast to the variety of bonused logistics hulls available in frigate and cruiser sizes, there is only one battleship bonused for logistics: the {{sh|Nestor}}. The bonuses of this battleship are not that great, however, and the hull can be expensive. The {{co|wheat|Nestor}} is used very rarely.
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|
| |
| 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, because its bonuses to drones don't match up well with high-slot weapons modules.
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|
| |
| ===Capital Logistics: Force Auxiliaries===
| |
|
| |
| Introduced in the Citadel expansion of Apr 2016, <span style="color: cyan">Force Auxiliaries</span> are a new class of capital ship dedicated to logistics. CCP created force auxiliaries by dividing the two roles previously fulfilled by Carriers—logistics and fighter support—into two separate capital ship classes. Force auxiliaries are now the only capital ship class to receive bonuses to remote repair. 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 [[Logistics_103:_Carriers,_Triage,_Advanced_Tactics|Logistics 103]], and in the UniWiki ship class page on [[Capital Ship|Capital Ships]].
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| ==Recommended Logistics Pilot Skills== | | ==Recommended Logistics Pilot Skills== |
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|