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The Rookie's Guide to Fleet Ops: Difference between revisions

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'''Hold On Contact''' <br> This means do NOT jump into the next system when you drop out of warp. The FC may be waiting for additional intel from the scouts.  
'''Hold On Contact''' <br> This means do NOT jump into the next system when you drop out of warp. The FC may be waiting for additional intel from the scouts.  


'''Offensive Gatecamp''' <br> An offensive gatecamp is formed with battlecruisers and larger ships tucked into the gate at 0 and cruisers and smaller craft orbiting the gate between 1000-2000m (it's easiest to right-click the gate and select orbit at 1 km, do not select orbit at 2.5 km or you will be thrown out of jump range). The reason this is 'offensive' is that it allows for the fleet to remain mobile, able to jump through the gate in pursuit of an enemy. It sacrifices depth and effectiveness for mobility and flexibility.  
'''Offensive Gatecamp''' <br> An offensive gatecamp is formed with battlecruisers and larger ships tucked into the gate at 0 and cruisers and smaller craft orbiting the gate between 1000-2000m (it's easiest to right-click the gate and select orbit at 1 km, do not select orbit at 2.5 km or you will be thrown out of jump range). Fleet interceptors and destroyers specifically fitted for fast locking can be at 0m from gate with 0m/s speed with MWDs on. The reason this is 'offensive' is that it allows for the fleet to remain mobile, able to jump through the gate in pursuit of an enemy. It sacrifices depth and effectiveness for mobility and flexibility.  


This is usually the default order when landing on the gate, hold on contact and establish an offensive gatecamp, unless the FC says otherwise.  
This is usually the default order when landing on the gate, hold on contact and establish an offensive gatecamp, unless the FC says otherwise.  


'''Defensive Gatecamp'''<br> Mainly used for actual defensive purposes or stationary ambushes, the fleet will set up with tacklers orbiting at 1000-2000m and all other craft spread in a sphere around the gate at their optimal ranges. This puts EW and snipers in their best positions, spreads the fleet out and puts the fleet at 100% effectiveness for range. It is not suited for mobility however, since most ships will require warping to a celestial object and then back in order to jump through the gate. Useful for when you know the enemy is coming to you, such as when the enemy has entered the Aptetter cluster and you are camping the Aldrat gate in Eygfe.  
'''Defensive Gatecamp'''<br> Mainly used for actual defensive purposes or stationary ambushes, the fleet will set up with tacklers orbiting at 1000-2000m and all other craft spread in a sphere around the gate at their optimal ranges. Fleet interceptors and destroyers specifically fitted for fast locking can be at 0m from gate with 0m/s speed with fleet drones (if deployed) assigned to them. This puts EW and snipers in their best positions, spreads the fleet out and puts the fleet at 100% effectiveness for range. It is not suited for mobility however, since most ships will require warping to a celestial object and then back in order to jump through the gate. Useful for when you know the enemy is coming to you, such as when the enemy has entered the Aptetter cluster and you are camping the Aldrat gate in Eygfe.  


When selecting an orbit distance, keep in mind that gate axis varies from 5 to 50 km wide, and ships can come out up to 15 km beyond that. Most gates have a 5 km axis, constellation and region gates can be larger. You can right click a gate, do show info, and click on the green eye to see its size. Non-sniper damage dealers should stay within 1 to 5 km of the gate in most circumstances (and try not to get caught on the gate while approaching any hostiles), and EW should keep a certain distance but not too much (use your best judgement based on gate size, your EW optimal, and falloff).  
When selecting an orbit distance, keep in mind that gate axis varies from 5 to 50 km wide, and ships can come out up to 15 km beyond that. Most gates have a 5 km axis, constellation and region gates can be larger. You can right click a gate, do show info, and click on the green eye to see its size. Non-sniper damage dealers should stay within 1 to 5 km of the gate in most circumstances (and try not to get caught on the gate while approaching any hostiles), and EW should keep a certain distance but not too much (use your best judgement based on gate size, your EW optimal, and falloff).  
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There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up.  
There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up.  


'''Hold Cloak''' <br> When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else.  
'''Hold Cloak''' <br> When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else.


== Timer Mechanics  ==
== Timer Mechanics  ==