Difference between revisions of "User:Cassiel Seraphim"
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− | = | + | = Improving fleet efficiency = |
− | + | Gang links and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have. | |
− | + | Below are lists of skills required for and the effects of gang links, stacking penalties for webs, maintenance bot efficiency and various utility modules and their effects. | |
+ | = Command Ships and Fleet Assistance Modules = | ||
== Relevant skills == | == Relevant skills == | ||
Below are the skills required to become a perfect booster. The skills under ''Warfare Gang Links'' and ''Warfare Mindlink implants'' are general skills needed, while the skills differ if you're going to use a Command Ship for boosting or a Strategic Cruiser. | Below are the skills required to become a perfect booster. The skills under ''Warfare Gang Links'' and ''Warfare Mindlink implants'' are general skills needed, while the skills differ if you're going to use a Command Ship for boosting or a Strategic Cruiser. | ||
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* <racial> Warfare (Specialist) V means Armor, Siege, Skirmish or Information Warfare (Specialist) V. | * <racial> Warfare (Specialist) V means Armor, Siege, Skirmish or Information Warfare (Specialist) V. | ||
− | == Command Ships | + | == Command Ships vs Strategic Cruisers == |
Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that while Command Ships may not give quite as good boosts as Strategic Cruisers, they have a much easier time fitting 5-6 links while fielding a decent tank (to ward off suicide gankers). Being able to fit both both skirmish and siege/armour links on a single ship adds flexibility. | Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that while Command Ships may not give quite as good boosts as Strategic Cruisers, they have a much easier time fitting 5-6 links while fielding a decent tank (to ward off suicide gankers). Being able to fit both both skirmish and siege/armour links on a single ship adds flexibility. | ||
− | The | + | The following will assume you have all the relevant skills trained to V and using tech 2 gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant. |
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− | + | = Bonused webs and stacking = | |
The primary percentage is from using a 60% base reduction web, like the [http://wiki.eveonline.com/en/wiki/Federation_Navy_Stasis_Webifier Federation Navy Stasis Webifier] and the percentages in parenthesis is for 55% base reduction webs, like the [http://wiki.eveonline.com/en/wiki/True_Sansha_Stasis_Webifier True Sansha Stasis Webifier]. The parenthesis in the header is the effective rating of each new web given the stacking penalty. | The primary percentage is from using a 60% base reduction web, like the [http://wiki.eveonline.com/en/wiki/Federation_Navy_Stasis_Webifier Federation Navy Stasis Webifier] and the percentages in parenthesis is for 55% base reduction webs, like the [http://wiki.eveonline.com/en/wiki/True_Sansha_Stasis_Webifier True Sansha Stasis Webifier]. The parenthesis in the header is the effective rating of each new web given the stacking penalty. | ||
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− | + | = Maintenance Bots = | |
Below is a breakdown on the statistics of logistical drones compared to remote armour repairs and shield transporters. The regular values are for tech one drones & modules and the values in parenthesis are for tech two drones & modules. The numbers are split up into unbonused ships, regular ships, and logistics ships who get bonus to drone repairs and range of remote armour repairs and shield transporters. | Below is a breakdown on the statistics of logistical drones compared to remote armour repairs and shield transporters. The regular values are for tech one drones & modules and the values in parenthesis are for tech two drones & modules. The numbers are split up into unbonused ships, regular ships, and logistics ships who get bonus to drone repairs and range of remote armour repairs and shield transporters. | ||
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* A single flight of [http://wiki.eveonline.com/en/wiki/Heavy_Shield_Maintenance_Bot_II Heavy Shield Maintenance Bot II] drones can keep a logistics ship alive for a quite some time, as could a few flights of [http://wiki.eveonline.com/en/wiki/Medium_Shield_Maintenance_Bot_II Medium Shield Maintenance Bot II] drones, so do not underestimate the value of having tech two maintenance bots as backups on damage dealers. | * A single flight of [http://wiki.eveonline.com/en/wiki/Heavy_Shield_Maintenance_Bot_II Heavy Shield Maintenance Bot II] drones can keep a logistics ship alive for a quite some time, as could a few flights of [http://wiki.eveonline.com/en/wiki/Medium_Shield_Maintenance_Bot_II Medium Shield Maintenance Bot II] drones, so do not underestimate the value of having tech two maintenance bots as backups on damage dealers. | ||
* Logistics drones rarely get any aggro, so there is no reason not to use tech two drones if you can. | * Logistics drones rarely get any aggro, so there is no reason not to use tech two drones if you can. | ||
+ | = Tracking Links & Remote Sensor Boosters = | ||
+ | ... |
Revision as of 14:11, 1 November 2012
Incursions
General advice
- Even though there's a "me" in "team", if you jumble it all up, use your name instead of "I" or "me".
- Always put your entire fleet on your watch list (no matter what role you play in the fleet).
- Whenever you land on a gate or enter a site, speak up if you see anyone missing.
- Carry logistic drones, in case logistics get jammed or disconnect untimely (use tech two if you can).
- Fit an energy transfer or a shield transporter if you have spare highs, for the same reason.
- Put your drones on passive.
- If you are unsure about your fit, ask for a second opinion. Do remember that a lot of people throw advice around without really thinking or based on assumptions that may or may not be true. Don't be afraid to ask why they suggest something, if it seems weird.
- Stay calm and consider your options. A rash, split second decision is usually much worse than taking a few seconds to consider your options.
- Never enter a site unless your fleet commander tells you to.
- Always remember to align when the fleet commander tells you to, so you are ready to warp with the rest of the fleet instead of being left behind.
- Any ship in the fleet should be able to warp in first into a site and anchor, although practically you might want to make sure you don't tie up your dronebunny, logistics or your best damage dealers as an anchor (them being jammed would slow the fleet down).
- If you're in a smaller ship, always orbit the anchor to mitigate damage.
Energy transfer advice
- Always know who your backup for energy transfers are, and make sure they know they are yours.
- If your energy transfer buddy is jammed and his energy transfers drop, turn off yours until your cap-buddy is unjammed. That way you conserve your own cap.
Logistics
- Always prioritize your fellow logistics before anything else when repairing. If a logistics ship goes down, the entire fleet risk going down.
- On Guardians and Baslisks, even without incoming energy transfers you have enough cap to run one shield transfer or remote armour repairer running indefinitely, possibly two pending on your skills. Remember that.
- Use only as many reppers as you need, don't over-repair because then you'll be too slow to respond to shifting aggro.
- If you are jammed, always call out "<name> jammed, ET down" (leave out the ET down part if you don't have one).
- Always turn off off your energy transfers if your energy transfer buddy is jammed and pending on the situation request backup energy from your damage dealers.
- Make sure you logistical buddy is always next to you landing on a gate, or arriving on a site.
- Double-check your watch list whenever someone joins a fleet or disconnects and reconnects.
Target Calling
- Some ships are easier to hit than others (signature, resists, speed and prefered orbit). Tamas for example as much easier to hit than Schmaels, Eysters and Renyns. Romis, while having higher resists, are easier to hit than the close orbiting Augas.
- When the Sansha rats spawn at a distance, they'll use their microwarpdrives to burn straight at you until they hit their preferred orbit. If you can lock them fast enough while they are doing so, you'll have a ship with blown up signature and no transversal (ie, very easy to hit even for battleships).
- Decide whether you want to reduce the DPS as soon as possible or if you'd rather want each ship to fire at the most suitable ship in order to be as effective as possible in the long run.
Fleet Structure
Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves.
Also if you assign someone other than the commander to be the booster, remember that you need to reset all booster roles below that for the chain to initiate correctly. So for example, everytime you set or change a Wing Booster, revoke and reset all Squad Boosters. If you change the Fleet Booster you'll have to reset everything else, Wing Boosters first, then all Squad Boosters.
Basic fleet supporting a single wing booster
Fleet structure | Description |
+ Booster set to Wing Booster. |
This is the basic fleet setup allowing the Squad and Wing Commander to tag enemies and the Wing Commander to warp the entire fleet with the Warp Wing mechanics.
|
Fleet supporting multiple boosters
Fleet structure | Description |
+ Fleet Commander set to Fleet Booster. |
By having a Fleet Commander you unlock the ability to use Fleet, Wing and Squad boosters. The most common use of this is to have both an implanted Skirmish booster as well as an implanted Siege/Armour booster, so you can get perfect boosts for both.
The exact setup can be more flexible. If you have a damage dealer with Fleet Command trained, you can assign anyone in the fleet to be the Fleet Booster for example. The second squad doesn't necessarily need to be a logistics squad either, and one of the boosters can easily be the Squad Commander for either squad.
|
Improving fleet efficiency
Gang links and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have.
Below are lists of skills required for and the effects of gang links, stacking penalties for webs, maintenance bot efficiency and various utility modules and their effects.
Command Ships and Fleet Assistance Modules
Relevant skills
Below are the skills required to become a perfect booster. The skills under Warfare Gang Links and Warfare Mindlink implants are general skills needed, while the skills differ if you're going to use a Command Ship for boosting or a Strategic Cruiser.
Warfare Gang Links | Strategic cruisers | Command Ships | Warfare Mindlink implants |
---|---|---|---|
|
|
|
|
- <racial> Cruiser V means Amarr, Caldari, Gallente or Minmatar Cruiser V.
- <racial> Warfare (Specialist) V means Armor, Siege, Skirmish or Information Warfare (Specialist) V.
Command Ships vs Strategic Cruisers
Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that while Command Ships may not give quite as good boosts as Strategic Cruisers, they have a much easier time fitting 5-6 links while fielding a decent tank (to ward off suicide gankers). Being able to fit both both skirmish and siege/armour links on a single ship adds flexibility.
The following will assume you have all the relevant skills trained to V and using tech 2 gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant.
Type of Ship | Skirmish Links | Armour/Siege Links | Practical effects (bonus with correct implant): | |
---|---|---|---|---|
Web range | Signature | Resists, cycle & cap | ||
Claymore (skirmish) | +32,34% (+48,52%) |
-21,56% (-32,34%) |
+18,75% (+28,12%) |
Federation webs go from 14km to 18,5 km (20,8 km). True Sansha webs go from 15 km to 19,9 km (22,3 km). Meta 4 reps go from 5 sec to 4,1 sec (3,6 sec). Tech 2 reps go from 4,5 to 3,7 sec (3,2 sec). |
Damnation (armour) Vulture (shield) |
+28,13% (+42,19%) |
-18,75% (-28,12%) |
+21,56% (+32,34%) |
Federation webs go from 14km to 17,9 km (19,9 km). True Sansha webs go from 15 km to 19,2 km (21,3 km). Meta 4 reps go from 5 sec to 3,9 sec (3,4 sec). Tech 2 reps go from 4,5 to 3,7 sec (3,0 sec). |
Loki (skirmish) | +35,2% (+52,7%) |
-23,4% (-35,2%) |
+18,75% (+28,12%) |
Federation webs go from 14 km to 18,9 km (21,4 km). True Sansha webs go from 15 km to 20,3 km (22,9 km). Meta 4 reps go from 5 sec to 4,1 sec (3,6 sec). Tech 2 reps go from 4,5 to 3,7 sec (3,2 sec). |
Legion (armour) Tengu (shield) |
+28,13% (+42,19%) |
-18,75% (-28,12%) |
+23,44% (+35,16%) |
Federation webs go from 14 km to 17,9 km (19,9 km). True Sansha webs go from 15 km to 19,2 km (21,3 km). Meta 4 reps go from 5 sec to 3,8 sec (3,2 sec). Tech 2 reps go from 4,5 to 3,4 sec (2,9 sec). |
Bonused webs and stacking
The primary percentage is from using a 60% base reduction web, like the Federation Navy Stasis Webifier and the percentages in parenthesis is for 55% base reduction webs, like the True Sansha Stasis Webifier. The parenthesis in the header is the effective rating of each new web given the stacking penalty.
Velocity bonused ships like the Vindicator or the Vigilant have a 50% stronger reduction in speed (90% and 82,5% respectively).
Type of ship | Effective speed for webbed targets with stacking | Practical effects | |||||
---|---|---|---|---|---|---|---|
First web (100%) |
Second web (86,9%) |
Third web (57,1%) |
Fourth web (28,3%) |
Fifth web (10,6%) |
Sixth web (3,0%) | ||
Vindicator Vigilant |
10,00% (17,50%) |
2,18% (4,95%) |
1,06% (2,62%) |
0,79% (2,01%) |
0,71% (1,83%) |
0,69% (1,79%) |
Given a base speed of 1000 m/s: Federation reduce speed to 100, 22, 11 and 8 m/s. True Sansha reduce speed to 175, 50, 26 and 20 m/s. |
Non-bonused ships |
40,00% (45,00%) |
19,14% (23,49%) |
12,59% (16,11%) |
10,45% (13,61%) |
9,78% (12,81%) |
9,61% (12,60%) |
Given a base speed of 1000 m/s: Federation reduce speed to 400, 191, 126 and 104 m/s. True Sansha reduce speed to 450, 235, 161 and 136 m/s. |
Maintenance Bots
Below is a breakdown on the statistics of logistical drones compared to remote armour repairs and shield transporters. The regular values are for tech one drones & modules and the values in parenthesis are for tech two drones & modules. The numbers are split up into unbonused ships, regular ships, and logistics ships who get bonus to drone repairs and range of remote armour repairs and shield transporters.
Module/Drone | Light Bots (unbonused) | Light Bots (logistics) | Medium Bots (unbonused) | Medium Bots (logistics) | Heavy Bots (unbonused) | Heavy Bots (logistics) | Remote Repair Modules | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Armour | Shield | Armour | Shield | Armour | Shield | Armour | Shield | Armour | Shield | Armour | Shield | No Boosts | Max Boosts | |
Optimal Range | 6,250 m (6,250 m) |
9,375 m (9,375 m) |
12,500 m (12,500 m) |
8,400 m (normal ships) 71,500 m (for logistics) | ||||||||||
MWD Speed | 4,000 m/s (4,800 m/s) |
3,437,5 m/s (4,125 m/s) |
2,500 m/s (3,000 m/s) |
Instant | ||||||||||
Speed | 350 m/s (420 m/s) |
300 m/s (360 m/s) |
250 m/s (300 m/s) |
Instant | ||||||||||
HP / cycle | 15 hp (17,5 hp) |
15 hp (18 hp) |
30 hp (35 hp) |
30 hp (36 hp) |
30 hp (35 hp) |
30 hp (36 hp) |
60 hp (70 hp) |
60 hp (72 hp) |
75 hp (90 hp) |
150 hp (180 hp) |
384 hp (384 hp) | |||
Duration | 5 seconds (5 seconds) |
5 s (4,5 s) |
3,24 s (2,92 s) | |||||||||||
HP / sec | 3 hp/s (3,5 hp/s) |
3 hp/s (3,6 hp/s) |
6 hp/s (7 hp/s) |
6 hp/s (7,2 hp/s) |
6 hp/s (7 hp/s) |
6 hp/s (7,2 hp/s) |
12 hp/s (14 hp/s) |
12 hp/s (14,4 hp/s) |
15 hp/s (18 hp/s) |
30 hp/s (36 hp/s) |
76,8 hp/s (85,3 hp/s) |
118,4 hp/s 131,6 hp/s) | ||
5 x (full flight) |
15 hp/s (17,5 hp/s) |
15 hp/s (18 hp/s) |
30 hp/s (35 hp/s) |
30 hp/s (36 hp/s) |
30 hp/s (35 hp/s) |
30 hp/s (36 hp/s) |
60 hp/s (70 hp/s) |
60 hp/s (72 hp/s) |
75 hp/s (90 hp/s) |
150 hp/s (180 hp/s) |
- Tech two light and medium armour drones only increase efficiency by 16,67% whereas the tech two shield drones are 20% more effecive. Both heavy armour and shield drones have the same +20% efficiency however.
- A single flight of Heavy Shield Maintenance Bot II drones can keep a logistics ship alive for a quite some time, as could a few flights of Medium Shield Maintenance Bot II drones, so do not underestimate the value of having tech two maintenance bots as backups on damage dealers.
- Logistics drones rarely get any aggro, so there is no reason not to use tech two drones if you can.
Tracking Links & Remote Sensor Boosters
...