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

From EVE University Wiki
Byrune (talk | contribs)
Byrune (talk | contribs)
m Fleet Maneuvers: fun with lemmings
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'''Jump Jump Jump'''<br>Jump into next system via stargate.  
'''Jump Jump Jump'''<br>Jump into next system via stargate.  


'''Jump On Contact'''<br> This means when you drop out of warp, immediately jump into the next system when you reach the stargate.  
'''Jump On Contact'''<br> This means when you drop out of warp, immediately jump into the next system when you reach the stargate. [[file:Lemmings.gif|thumb|upright=2]]


'''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''' or '''Gate Is Red''' <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. If you do accidentally jump, hold cloak and inform your squad commander of your lemming.  


'''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.  
'''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.