Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Logistics: Difference between revisions

From EVE University Wiki
Line 1,135: Line 1,135:
The magnitude of the effects of these modules depends on booster skills, on the ship the link modules are fit to, and on whether the module is Tech I or Tech II. The maximum advantage that a booster could provide—with max skills, a warfare mindlink, and flying a command ship (battlecruiser) fitted with both armor or both shield modules in Tech II variants—would increase repair rate by 25.9%, with no increase in capacitor demand. Other warfare link modules can assist logistics pilots and their fleetmates in different ways; more information is available on the UniWiki page on [[Warfare Links]].
The magnitude of the effects of these modules depends on booster skills, on the ship the link modules are fit to, and on whether the module is Tech I or Tech II. The maximum advantage that a booster could provide—with max skills, a warfare mindlink, and flying a command ship (battlecruiser) fitted with both armor or both shield modules in Tech II variants—would increase repair rate by 25.9%, with no increase in capacitor demand. Other warfare link modules can assist logistics pilots and their fleetmates in different ways; more information is available on the UniWiki page on [[Warfare Links]].


== Organization and Tactics ==
==Logistics Organization and Tactics==


Logistics pilots have the greatest impact when they work well within their fleet. As a result, understanding fleet organization, fleet mechanics, and the fleet interface is critical for logistics pilots. Prospective logistics pilots should be familiar with [[The Rookie's Guide To Fleet Ops]], as well as the UniWiki's guides on the [[Fleet User Interface]] and [[Fleet Watch Lists]]. Logistics pilots should also try to attend both [[Fleets 101]] and [[Fleets 102]], and to participate in a few fleets as a damage dealer or EWAR pilot, to get used to fleet operations before joining a fleet with multiple logistics partners.


=== Organization ===
===General Guidelines===
In a fleet, logistics ships can be grouped into logistics wings and squadrons, or can be assigned to different squadrons as the fleet commander wishes. Be sure to provide the proper support to the proper ships. Remote armor support ships should be assigned to support an armor tanked squadron and or ship. At the highest levels, there could be entire fleets structured to deliver logistics support. This type of structure is beyond this guide. Logistics pilots should have their own fleet convo channel set up to ensure maximum RSS efficiency.


=== Basic Tactics ===
Some general guidelines for being an effective logistics pilot:
The basic tactics are for Tech 1 logistics ship operating in Player verses Environment, (PvE).
* Friendly ship/squadron lands on grid and draws the NPC aggression,
* Logistics ship warps to optimal range from the friendly ships,
* Aligns to celestial and adjust targeting range,
* Faster ship is responsible for maintaining RSS range,
* Locks as many squadron targets as possible,
* Begin RSS operations,
* Provide post-battle and salvage RSS


*<span style="color:yellow;">Fill your watchlist.</span> The Watchlist is a window that allows you to monitor the shield, armor and hull HP of fleetmates that are on grid with you, without having to lock them. In addition, clicking on names in the Watchlist window has the same effect as selecting them in space or in the Overview window, which makes interacting with these particular pilots very easy. The Watchlist is an extremely important tool for logistics pilots, and will allow you to identify fleetmates that need repairs even before they identify themselves.


====Capacitor Stable====
:Fleetmates can be added to your Watchlist by right-clicking on the pilot name and selecting "Add to Watchlist". Unfortunately, the Watchlist can only hold 15 pilots. If you are flying logistics in a small gang, this may be enough space to list your entire fleet. But if you are in a larger fleet, you will need to choose who to include (or you will need to follow the FC's or logi captain's instructions on who to add). In general, you will be asked to include fleet, wing, and squad commanders on your watchlist first, because they are critical to passing fleet boosts to the fleet. You will then probably add your fellow logistics pilots, because they are so often the primary targets of the opposing fleet. Finish out your list with any critical damage dealers or other pilots you expect to need early repairs.


Be cap stable, meaning you can run all of your remote support modules indefinitely. Running out of capacitor in the middle of an engagement could spell tragedy. Timing can be everything when it comes to RSS. In Empire Space, remote supporting a ship too early might gain you unwanted aggression. However, remote supporting a ship too late may result in the loss of a ship or possibly an entire fleet. Have a clearly defined agreement between the RSS squadron and your friendly targets as to when/why you will begin to support and who will be supported. Practicing your remote support is very important in helping the combat logistics squadron to determine their full potential. Player Owned Stations (POS) can be the recipients of RSS. Typically this kind of support is generally done by Capital Ships fitted with capital sized repair modules. See [[Logistics_103:_Carriers,_Triage,_Advanced_Tactics|the article on Carrier support]] for details.  
*<span style="color:yellow;">Prepare and use your fleet window.</span> If your gang is small enough, your fleetmates may be able to request repairs in comms. ("Hey, Antei! Tasti needs reps!") But in even a medium-sized fleet, comms are intended for communication between FC's and the rest of the fleet. Under these circumstances, fleetmates "broadcast for reps" via the Fleet window, and you can see their requests under the window's History tab. As described in the [[Fleet User Interface]] guide, use the Broadcast Settings window to make the "Need Armor", "Need Shield", and "Need Capacitor" broadcasts show up with distinct color backgrounds. When one of these broadcasts is listed in the Fleet History window, you can Ctl-click the broadcast to lock that pilot and immediately provide repairs or cap. Once your fleetmate no longer needs assistance—maybe because the enemy fleet has shifted targets—they will broadcast "In Position At" to indicate this. You will need to watch the Fleet window for this signal, and be prepared to switch the focus of your remote support. The only time this won't be true is when <span style="color:yellow;">you</span> are the enemy's primary target, in which case you will be the one broadcasting for reps.


====Do not overcommit!====
*<span style="color:yellow;">Know your optimal and falloff ranges, and what distance you and your fellow logistics pilots plan to repair from.</span> As described above, different logistics hulls and modules have different characteristic repair ranges. Know how far from your damage-dealing fleetmates you plan to be.


You should always have reps to go within the next two seconds for emergencies. In order to make sure this is possible, you will generally not engage all your repair modules at the same time in order to achieve maximum sustained reps.
*<span style="color:yellow;">Warp into the engagement at the appropriate range, opposite the enemy.</span> The FC will likely warp the fleet's damage dealers at their weapons' optimal range. You will need to be behind those damage dealers, so ignore the FC's fleet warp instructions to the damage-dealing group. (You might do this by canceling the fleet warp once it starts, or the FC may have organized wings and squads so that the logistics group warps separately.) You will warp at your own range to your fleetmates, with them in between you and the enemy. If you are flying armor logistics, this will probably be at your repair modules' optimal range. If you are flying shield logistics, your range will be dictated by the FC.


You will split them off one at a time, so it is staggered halfway through the cycle of the first. This can help target-switching to a crucial target, such as a FC or fellow logi member that is starting to get primaried.
*<span style="color:yellow;">If there are multiple logistics pilots, orbit the nominated logi anchor.</span> Before the fleet gets underway, the FC should have named a logistics "anchor"—a pilot that logistics ships should orbit at close distance. In this way, only the anchor pilot is responsible for positioning the logistics group, and all the other pilots simply follow that anchor. (The logi anchor may or may not be the same as the logi captain.)


Of course, if your primary rep target is going down too fast such as with a fight with an alpha doctrine, you should engage all your reppers, including even the reserve one, at the same time.
*<span style="color:yellow;">If you fall behind the rest of the fleet, out of repair distance, warp out and back in.</span> Logistics ships are sometimes slower than the rest of the fleet, especially when they are fit with afterburners instead of microwarpdrives. If you fall behind, try to warp to a tactical bookmark ''behind'' the logistics group, and then warp back to a damage dealer at closer range than you need. (This ensures that your fleetmate won't just race away from you again.)


====Crimewatch: Aggression and Timers====
*<span style="color:yellow;">Watch your capacitor.</span> Capacitor regenerates fastest when it is at 25% of maximum, but very slowly at 0%. Don't allow your capacitor to drop to 0%. You may need to deactivate one repair module for a while, deactivate an active resist module that you realize you don't need vs. the opponents' damage type, or be more conservative with your propulsion module. If you cap yourself out, you won't be able to activate anything, or even warp out—you'll be a sitting duck. Don't let that happen!


What happens to me when I remote repair someone else? If you remote support someone, you will become aggressed to whomever the targeted ship is currently aggressed to.
*<span style="color:yellow;">Stagger your repair modules' activation, if you can.</span> Repair modules can have pretty long activation times. If you activate them all at once, it might be 8 seconds before you can re-target them to a different fleetmate who calls for emergency reps. By staggering your repair modules, you can gradually shift the target of your repairs. Staggering also evens out the load on your capacitor.


An RSS ship does not obtain a docking timer from a station, or a jump timer at a gate like a ship who is shooting a weapon at an enemy ship. If you are outside a station and within docking range, and you begin to remote support another ship, you have the ability to dock at any time as long as you do not shoot a weapon or any kind of aggressive act like webbing, warp scrambling, nossing, or neuting. The same holds true for offensive gate camping.
*<span style="color:yellow;">Don't forget to launch and use your maintenance bots!</span>


You can also become aggressed to CONCORD and Sentry Guns if you remote support someone doing something illegal in either Empire space or low-sec space.  
*<span style="color:yellow;">If you are the target of a specialized ship or tactic, communicate that with the logi leader or FC.</span> If you find that a specific enemy ship is taking you out of the fight with neuts or EWAR, tell the FC (preferably in fleet/logi chat); the fleet may be able to switch targets to take out threat, or your FC may have other instructions for you.


Be wary of who you remote support. A common tactic is for someone in a cheap frigate to ask for remote support. Once you begin to remote support the frigate, he will fire at the station or another ship. The frigate is promptly destroyed for committing a criminal act, and so are you for remote supporting him.
===Cap-Chain Logistics===


=== Advanced Tactics ===
As explained in the section on [[Guide_to_Logistics#Cap-Chain Logistics Cruisers|Cap-Chain Logistics Cruisers]], cap-chain ships have the advantage of abundant capacitor and they seldom have to worry about having to cycle modules on and off. But cap-chain logistics pilots do have an extra layer of complexity to deal with: maintaining the capacitor chain. There are a few ways to do this, but the most common method in Eve University fleets is to organize cap-transfer partners in a dedicated logistics chat channel set up by the logi captain. Once you are in this channel, the names above and below yours in the Member List are your transfer partners (assuming a 1-up, 1-down transfer scheme—your FC could choose a different one). Members at the very top and very bottom of the member list are also partnered. The advantage of using a chat channel is that members can drop out of the channel when they are destroyed or otherwise incapacitated, and the remaining, neighboring pilots can adjust by obtaining a new cap-transfer partner from the member list.
Whereas basic tactics are Player vs. Environment, (PvE), and Tech 1 ship oriented, the advanced tactics are focused on Player vs. Player, (PvP), and Tech 2 ships. These tactics build upon the foundation of the basic tactics.
 
====Buffer Tanking and PvP====
 
All ships (especially DPS) in PvP fleets with logistics should make use Buffer Tanking, which gives more time before logistics repairs land on them. Remote repair is used on the opposing fleet's primary targets to prevent their death for as long as possible. The advantage of this for the FC is that DPS-focused ships do not have to fit self-repair capability and so can be fit with more emphasis on damage. Any time the fleet is together on grid, logistics should lock up important targets in preparation for incoming damage.
 
====Non-logistics ship spider Tanking====
 
Spider tanking is when several logistic ships will remotely repair each other. Spider tanking logistic-bonused ships using Energy Emission systems can generate capacitor out of thin air, as they make more capacitor energy than they use. Spider tanking is highly effective in larger ship engagements, due to the large buffer available on those ships. Notably triage carriers in particular get strong local and outgoing repair bonuses, allowing them to serve as repair logistics and combat vessels.
 
====Multiple Module Types====
 
Tech 2 logistics ship can be fitted with two differing type bonus RSS modules and have a larger drone bay. Coordination of those two RSS and use of logistics drones, especially between multiple ships is the purpose of advanced tactics.
 
'''Remote Sensor Boosters and Tracking Links'''
 
Remote Sensor Booster could be used to increase the targeting range of a friendly ship. Some ships, fitted correctly would be able to hit a target from a sizeable distance (known as sniping). But perhaps that ship would not have the modules fit to lock a target that far away. For example, a pilot has determined that his Tech 2 Cruise Missiles can hit a target at a distance of 180km. He can’t lock that far however without fitting a Targeting Range scripted Sensor Booster of his own. A Remote Sensor Boosting ship with the correct script could increase this target range even further, thereby allowing him to lock further out without having to give up a mid slot. Scan resolution scripts are important if you think a friendly target ship may want to get a target lock jump on the enemy. One example is, a Battleship has very low scan resolution. Increasing the scan resolution through remote sensor boosters will allow the Battleship to lock an enemy target faster.
 
Tracking Link module will increase the turret range and the turret tracking speed of the target ship. This module can be fitted with one of two similar scripts to the remote sensor booster’s script. Use of the two modules together – in certain circumstances – may be useful for a sniper BS battling fast ships at long and/or short distances. Especially when combined with the proper scripts being loaded into both the Sensor Booster and the Tracking Link modules.
 
=== Example Scenario ===
You are a Basilisk pilot in a fleet of thirty ships; mostly frigates and cruisers, a handful of battlecruisers and battleships (a typical e-uni fleet), and another logistics pilot. Your scout discovers a twenty ship enemy fleet, which is camped at gate in a nearby low-sec system. The Fleet Commander can choose to send the two logistics pilots in as well as a handful of the tougher ships as bait. Have the bait squadron engage the enemy, point as many as they can, wait until the enemy engage, and bring the rest of the fleet in. The logistics pilots will keep the bait squadron alive, (against the superior odds), long enough for the main fleet to arrive. Or, the FC can simply warp in at optimal with the whole fleet and begin the combat.
 
A typical engagement will go something like this.
The Fleet Commander orders a warp to optimal ranges to engage the gatecamp.
 
* If the fight on the gate is at 0, warp to 50-70 km, wherever you feel comfortable. Make sure your energy transfer buddy warps at a similar range. Large transfer modules have a 70+ km range.
 
* Target any ships used as bait and activate reps on them. Target your logistics partner and start the cap transfer chain – Spider Tanking. Activate afterburner (if you are using one) and get angular velocity to the enemy fleet, or fight aligned to a celestial. Ideally you want your fleet between you and the enemy.
 
* Use the watch list, as well as people announcing in the fleet window that they need shields to judging who needs remote reps. If you have multiple logistics you may wish to look after a squad each, or simply lock when people call for shields. The "fleet announce" button is great for this. Have your fleet mates hit the "need shield" button if they require reps. Tech 2 logistics can handle 10 targets, so pre-locking is a vital tactic if you know who is likely to be primaries.
 
* Watch out in particular for your fellow logistics pilot. If one gets too low, either both RSS ships should bounce out, repair to full, then warp back in; or you need to let your partner know you will need repairs as soon as you re-hit the grid.
 
* Keep an eye out for enemy EWAR ships in particular - remote sensor damps can increase your lock time and decrease your lock range, you will need to move closer, or even better warp in closer to your fleet if these are present. EWAR ships can break your energy transfer chain and keep your reps from being effective. Logistics ships have naturally high sensor strength and usually fit ECCM, but you aren't invincible to jams, and it only takes one or two to really mess your fleet up if they are relying on you. The FC should know to target these ships first if possible.
 
* Keep an eye out for energy neutralizers. The occasional nos or neut is ok, but a dedicated neut ship like a Curse or a Dominix with multiple large neuts is going to cap you out. Inform the FC you are becoming cap unstable and have them jam or direct primaries on these ships.
 
* Use your drones as needed. Shield maintenance bots are usually put on the other Basilisk. Warrior II's are launched to attack enemy drones or small ships, (frigates/interceptors etc), harassing you. ECM drones can be used to break an enemy tacklers lock or placed on an enemy EWAR ship or logistics.
 
* Keep your FC informed if something is going wrong. The FC will have a plan in mind that takes into account the power of your reps. If you are jammed, that’s vital information. If people are breaking, or the logistics ships are breaking, the FC needs to know, to plan accordingly.
 
* Your job isn't over once your fleet is victorious or you scatter. Stick with the regrouping fleet and continue to repair people so re-engagement is possible. You never know when reinforcements might come, you get hit again, or your FC decides to re-engage the enemy fleet.


== Conclusion ==
== Conclusion ==