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

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==Fleet Maneuvers==
==Fleet Maneuvers==


'''Align'''  
'''Align'''<br>
The FC will tell the fleet to align to stargates, and once everyone is aligned, will jump the whole fleet himself. The align button is right next to the 'Warp To 0' button in the Selected Item window. Make sure you don't confuse the two.  
The FC will tell the fleet to align to stargates, and once everyone is aligned, will jump the whole fleet himself. The align button is right next to the 'Warp To 0' button in the Selected Item window. Make sure you don't confuse the two.  


'''Jump On Contact / Gate is Green'''
'''Jump On Contact'''<br>
This means when you drop out of warp, immediatelly jump into the next system when you reach the stargate.  
This means when you drop out of warp, immediatelly jump into the next system when you reach the stargate.  


'''Hold On Contact / Gate is Red'''  
'''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.  
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.  


'''Hug the Gate or Orbit the Gate'''  
'''Offensive Gatecamp''' <br>
When waiting at a gate, it is usually best to be mobile, so that enemy attacks can do less damage. However, some bigger ships can get bumped out of jumping range when orbiting. Some FCs will ask that frigates orbit within Jumping range (easiest to righ-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), and bigger ships hug the gate at 0.  
An offensive gatecamp is formed with battlecruiser and larger ships tucked into the gate at 0 and cruiser and smaller craft orbiting the gate between 1000-2000m (easiest to righ-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.  


'''Make Best Speed / Best Speed To'''  
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.
 
'''Make Best Speed''' <br>
This order means the fleet is no longer trying to move as a complete blob. When chasing WTs, the FC could give tacklers the order to make best speed for a destination to catch them, before the slower ships can catch up. The Make Best Speed order can also be given when the op is finished, and destination is set for home.  
This order means the fleet is no longer trying to move as a complete blob. When chasing WTs, the FC could give tacklers the order to make best speed for a destination to catch them, before the slower ships can catch up. The Make Best Speed order can also be given when the op is finished, and destination is set for home.  


'''Warp Out! Get Out!'''  
'''Warp Out! Get Out!''' <br>
This is for when things go horribly, horribly wrong. The FC can give the order for the whole fleet to scatter. Go to your Pod Saver tab, select a random planet, and warp out.  
This is for when things go horribly, horribly wrong. The FC can give the order for the whole fleet to scatter. Go to your Pod Saver tab, select a random planet, and warp out.  


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'''  
'''Hold Cloak''' <br>
When you jump into a system through a stargate, you stay cloaked for 30 seconds. It is important not to move until the FC gives the order to align, orbit, or whatever else.
When you jump into a system through a stargate, you stay cloaked for 30 seconds. It is important not to move until the FC gives the order to align, orbit, or whatever else.