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

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Rhea expansion elimated clone grades. No longer need to upgrade clones.
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== Pre-Op Checklist  ==
== Pre-Op Checklist  ==


#'''Make sure your medical clone is up to date.'''<br>Having your medical clone set to a station close to an EVE University campus can be helpful during war. You can check the status of your medical clone on your character sheet.<br><br>
#'''Assume that you are going to be podded.''' <br>&nbsp;&nbsp; If you have [[Implants|implants]], either make sure you can afford to lose them or get into a [[Jump Clones|jump clone]]. Some players like to keep combat jump clones with no implants at all; others keep several jump clones, each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship command, gunnery, and missile skills; and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanics skills.<br>&nbsp;&nbsp; We have enough corp standing to access [[Jump Clones|jump clones]] with one of the Caldari corporations, Wiyrkomi Peace Corps, and one of the Khanid corporations, Khanid Innovation. <font color="red">'''Do not start a conversation with any agents for Wiyrkomi Peace Corps or Khanid Innovation as we will lose these facilities.&nbsp;'''</font>Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br>'''<br>''' NOTE: While you should always be prepared to be podded, this should rarely occur in high sec or low sec battles. Be sure you are familiar with the "Pod Saver" tab on your [[Overview|overview]]; if you are about to lose your ship, learn how to "spam" the Warp button in your Selected Item box when a planet is selected.<br><br>  
#'''Assume that you are going to be podded.''' <br>&nbsp;&nbsp; If you have [[Implants|implants]], either make sure you can afford to lose them or get into a [[Jump Clones|jump clone]]. Some players like to keep combat jump clones with no implants at all; others keep several jump clones, each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship command, gunnery, and missile skills; and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanics skills.<br>&nbsp;&nbsp; We have enough corp standing to access [[Jump Clones|jump clones]] with one of the Caldari corporations, Wiyrkomi Peace Corps, and one of the Khanid corporations, Khanid Innovation. <font color="red">'''Do not start a conversation with any agents for Wiyrkomi Peace Corps or Khanid Innovation as we will lose these facilities.&nbsp;'''</font>Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br>'''<br>''' NOTE: While you should always be prepared to be podded, this should rarely occur in high sec or low sec battles. Be sure you are familiar with the "Pod Saver" tab on your [[Overview|overview]]; if you are about to lose your ship, learn how to "spam" the Warp button in your Selected Item box when a planet is selected.<br><br>  
#'''Decide which role you will fulfill.'''<br>The three primary roles in a fleet are Damage Dealer (DD), [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]]. A rookie with few skill points can contribute much to a fleet by taking a tackling or EWAR role.<br><br>  
#'''Decide which role you will fulfill.'''<br>The three primary roles in a fleet are Damage Dealer (DD), [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]]. A rookie with few skill points can contribute much to a fleet by taking a tackling or EWAR role.<br><br>