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Logistics: Difference between revisions

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m Reorganizing.
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No logistics hulls receive bonuses to remote sensor boosters (RSBs), but they are a form of on-grid remote assistance, and RSBs are sometimes fit to logistics ships as a counter to enemy electronic warfare (EWAR). In particular, cap-chained logistics ships can combine RSBs to help counter focused EWAR that is aimed at breaking the cap chain; in this scenario, multiple RSBs can be used to shore up the sensor strength of the targeted chain member.
No logistics hulls receive bonuses to remote sensor boosters (RSBs), but they are a form of on-grid remote assistance, and RSBs are sometimes fit to logistics ships as a counter to enemy electronic warfare (EWAR). In particular, cap-chained logistics ships can combine RSBs to help counter focused EWAR that is aimed at breaking the cap chain; in this scenario, multiple RSBs can be used to shore up the sensor strength of the targeted chain member.
== Skills ==
What skills are required for the Combat Logistics Pilot?
=== Core Skills ===
These skills are the minimum to be able to pilot and perform Remote Support Systems (RSS) operations with a Tech 1 logistics ship.
*[[Skills:Spaceship Command|Racial Cruiser]] - Minimum true Logistics ship, and one of the following skills:
*{{sk|Shield Emission Systems}} - permits use of Shield Transporters.
*{{sk|Remote Armor Repair Systems}} - permits use of Remote Armor Repair Systems.
*{{sk|Capacitor Emission Systems}} - permits use of Energy Transfer Arrays.
*{{sk|Sensor Linking}} - permits use of Remote Sensor Boosters and Tracking Links.
=== Secondary Skills ===
While your fitting will depend on what your player skills will allow, the ideal combat logistics pilot should try to balance RSS capability and capacitor stability.
*{{sk|CPU Management}} - An increase to a ship's CPU by 5% per skill level.
*{{sk|Energy Grid Upgrades}} – A skill with a 5% reduction in CPU needs per skill level.
*{{sk|Capacitor Management}} - A 5% per skill level increase to your ship’s overall energy capacity helps you to remain capacitor stable.
*{{sk|Capacitor Systems Operation}} - A 5% reduction in cap recharge rate per skill level.
*{{sk|Power Grid Management}} - An increase to a ship’s Power Grid by 5% per skill level.
*{{sk|Leadership}} - provides non-direct RSS bonuses.
*{{sk|Long Range Targeting}} - A requirement to fly Tech 2 logistics ships; and a good idea to target as far out as you can for situation assessment.
*{{sk|Repair Systems}} - Decreases repairer cycle time.
*{{sk|Signature Analysis}} - A 5% per skill level improved targeting speed is beneficial, this skill is also necessary to fly Tech 2 Logistics ships.
*{{sk|Target Management}} and {{sk|Advanced Target Management}} - +1 Target per skill level. Being able to keep lock on multiple ships for quicker RSS is essential.
=== Advanced Skills ===
These skills are specific to improving the effectiveness of RSS, ship survivability, and use of Maintenance Drones.
*[[Skills:Armor|Armor Compensation skills]] - A 5% per skill level to armor resistance type.
*{{sk|Drone Durability}} - Required for Repair Drone Operation. Increases survivability of drones by a small amount.
*{{sk|Electronic Warfare}} - Required to use Projected ECCM modules.
*{{sk|Hull Upgrades}} - A 5% increase in structure HP per skill level.
*{{sk|Repair Drone Operation}} - Required to use Maintenance Bots of all kinds. 5% increased repair amount per level.
*{{sk|Remote Hull Repair Systems}} - permits use of Remote Hull Repair Systems.
*{{sk|Jury Rigging}} -  Ability to install permanent ship modifications (rigs). There are [[Skills:Rigging|sub-skills]] for various types of rigs.
*{{sk|Shield Management}} - A 5% bonus to shield capacity per skill level.
*{{sk|Tactical Logistics Reconfiguration}} - Required for capital support ship.
*{{sk|Target Painting}} - Required to use a Target Painter Module.
*{{sk|Logistics Cruisers}} - Required for the Tech 2 logistics cruisers.
*{{sk|Warfare Link Specialist}} - Required to install and use Gang Link modules.
=== Implants ===
Implants for the pilot are lost if the implant is removed or the pilot is podded. These implants can offer substantial support for RSS when using advanced modules and at higher skill levels.  Prices range from affordable for low-end ones, to hundreds of millions of ISK for higher-end ones.
{| cellpadding="4" cellspacing="0" border="1"
!colspan="1"|Slot
!colspan="1"|Implant
!colspan="4"|Bonus Reduced Capacitor Needs
|-
! 7 !! [http://wiki.eveonline.com/en/wiki/Item_Database:Implants_&_Boosters:Implants:Skill_Hardwiring:Implant_Slot_7:Armor_Implants Hardwiring - Inherent Implants 'Noble' ZET20 series (RA-70x)] !! 1% to 6% remote armor repair system modules.
|-
! 8 !! [http://wiki.eveonline.com/en/wiki/Item_Database:Implants_&_Boosters:Implants:Skill_Hardwiring:Implant_Slot_8:Shield_Implants Hardwiring - Zainou ‘Gnome’ KXA500 series (SE-80x)] !! 1% to 6% shield emission system modules.
|-
! 9 !! [http://wiki.eveonline.com/en/wiki/Item_Database:Implants_&_Boosters:Implants:Skill_Hardwiring:Implant_Slot_9:Electronics_Implants Hardwiring – Zainou ‘Gypsy’ KRB-25 series (SL-90x)] !! 1% to 6% sensor linking modules.
|}


== Logistics Ships ==
== Logistics Ships ==
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|-
|-
! Minmatar !! [[Nidhoggur]] !! Shield Transfer !! Armor repair  !! Warfare Links
! Minmatar !! [[Nidhoggur]] !! Shield Transfer !! Armor repair  !! Warfare Links
|}
== Skills ==
What skills are required for the Combat Logistics Pilot?
=== Core Skills ===
These skills are the minimum to be able to pilot and perform Remote Support Systems (RSS) operations with a Tech 1 logistics ship.
*[[Skills:Spaceship Command|Racial Cruiser]] - Minimum true Logistics ship, and one of the following skills:
*{{sk|Shield Emission Systems}} - permits use of Shield Transporters.
*{{sk|Remote Armor Repair Systems}} - permits use of Remote Armor Repair Systems.
*{{sk|Capacitor Emission Systems}} - permits use of Energy Transfer Arrays.
*{{sk|Sensor Linking}} - permits use of Remote Sensor Boosters and Tracking Links.
=== Secondary Skills ===
While your fitting will depend on what your player skills will allow, the ideal combat logistics pilot should try to balance RSS capability and capacitor stability.
*{{sk|CPU Management}} - An increase to a ship's CPU by 5% per skill level.
*{{sk|Energy Grid Upgrades}} – A skill with a 5% reduction in CPU needs per skill level.
*{{sk|Capacitor Management}} - A 5% per skill level increase to your ship’s overall energy capacity helps you to remain capacitor stable.
*{{sk|Capacitor Systems Operation}} - A 5% reduction in cap recharge rate per skill level.
*{{sk|Power Grid Management}} - An increase to a ship’s Power Grid by 5% per skill level.
*{{sk|Leadership}} - provides non-direct RSS bonuses.
*{{sk|Long Range Targeting}} - A requirement to fly Tech 2 logistics ships; and a good idea to target as far out as you can for situation assessment.
*{{sk|Repair Systems}} - Decreases repairer cycle time.
*{{sk|Signature Analysis}} - A 5% per skill level improved targeting speed is beneficial, this skill is also necessary to fly Tech 2 Logistics ships.
*{{sk|Target Management}} and {{sk|Advanced Target Management}} - +1 Target per skill level. Being able to keep lock on multiple ships for quicker RSS is essential.
=== Advanced Skills ===
These skills are specific to improving the effectiveness of RSS, ship survivability, and use of Maintenance Drones.
*[[Skills:Armor|Armor Compensation skills]] - A 5% per skill level to armor resistance type.
*{{sk|Drone Durability}} - Required for Repair Drone Operation. Increases survivability of drones by a small amount.
*{{sk|Electronic Warfare}} - Required to use Projected ECCM modules.
*{{sk|Hull Upgrades}} - A 5% increase in structure HP per skill level.
*{{sk|Repair Drone Operation}} - Required to use Maintenance Bots of all kinds. 5% increased repair amount per level.
*{{sk|Remote Hull Repair Systems}} - permits use of Remote Hull Repair Systems.
*{{sk|Jury Rigging}} -  Ability to install permanent ship modifications (rigs). There are [[Skills:Rigging|sub-skills]] for various types of rigs.
*{{sk|Shield Management}} - A 5% bonus to shield capacity per skill level.
*{{sk|Tactical Logistics Reconfiguration}} - Required for capital support ship.
*{{sk|Target Painting}} - Required to use a Target Painter Module.
*{{sk|Logistics Cruisers}} - Required for the Tech 2 logistics cruisers.
*{{sk|Warfare Link Specialist}} - Required to install and use Gang Link modules.
=== Implants ===
Implants for the pilot are lost if the implant is removed or the pilot is podded. These implants can offer substantial support for RSS when using advanced modules and at higher skill levels.  Prices range from affordable for low-end ones, to hundreds of millions of ISK for higher-end ones.
{| cellpadding="4" cellspacing="0" border="1"
!colspan="1"|Slot
!colspan="1"|Implant
!colspan="4"|Bonus Reduced Capacitor Needs
|-
! 7 !! [http://wiki.eveonline.com/en/wiki/Item_Database:Implants_&_Boosters:Implants:Skill_Hardwiring:Implant_Slot_7:Armor_Implants Hardwiring - Inherent Implants 'Noble' ZET20 series (RA-70x)] !! 1% to 6% remote armor repair system modules.
|-
! 8 !! [http://wiki.eveonline.com/en/wiki/Item_Database:Implants_&_Boosters:Implants:Skill_Hardwiring:Implant_Slot_8:Shield_Implants Hardwiring - Zainou ‘Gnome’ KXA500 series (SE-80x)] !! 1% to 6% shield emission system modules.
|-
! 9 !! [http://wiki.eveonline.com/en/wiki/Item_Database:Implants_&_Boosters:Implants:Skill_Hardwiring:Implant_Slot_9:Electronics_Implants Hardwiring – Zainou ‘Gypsy’ KRB-25 series (SL-90x)] !! 1% to 6% sensor linking modules.
|}
|}