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→Commanding a fleet: tier 1 heading & Introduction: adjust for phrasing/clarity |
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= Commanding a fleet = | = Commanding a fleet = | ||
Firstly, simply remember that EVE is a game where {{co|wheat|''"It depends!"''}} is the single most important thing to remember. Don't blindly follow set tactics or kill-orders you've read here or somewhere else. Put things into perspective and ''adjust to what's happening'': different site mechanics, the spawning of enemies, as well as your current fleet composition. This is a good example of where the ''"why"'' (reasoning and ability to put things into context) is more important than the ''"how"'' or ''"what"'' (rigid kill-order lists etc.). This is because knowing the ''"why"'' allows you to tackle anything the game throws at you, whereas only knowing the ''"how"'' or ''"what"'' will catch you off-guard whenever something out of order happens. | |||
'''Do not underestimate''' the dangers of being inflexible, or a lack of knowledge surrounding the ''"why"''. For example, a fleet led by someone who is flexible and adjusts to the actual situation and fleet composition can easily avoid disasters; that would by contrast cause immediate losses for a fleet led by someone following a standardized kill-order but without also taking into consideration the fleet composition. Additionally and finally, having the knowledge of ''"why"'' will allow you to ''foresee problems before they happen'' and act proactively, instead of reactively. | |||
The following four sections will cover '''four key areas of awareness''' that are to be taken into consideration while in command: security, capability, communication, and psychological. | |||
== Secure your fleet == | == Secure your fleet == | ||
When it comes to having enough logistics in the fleet, one of the key aspects you need to consider is how | When it comes to having enough logistics in the fleet, one of the key aspects you need to consider is how quickly your logistics will cycle their repairs (which indirectly also controls how fast they can switch targets) and how vulnerable they are if they receive aggro. The fewer logistics you have in the fleet, the more vulnerable they will be if they themselves get aggro. | ||
If you have four logistics, you’ll be able to repair a fellow logistics at 75% strength (the other three logistics will be able to rep you). When you drop to just two logistics, your efficiency drops to 50% repping power. You’re losing half your repping power at that point, while simultaneously forcing your remaining logistics pilot to commit more reppers at any given point (adding to the time it takes to switch reps from one target to another). Just turn it around and imagine taking half the tank off from a ship in the fleet, nobody would ever suggest that. To mitigate this problem in vanguards, where more than two logistics is overkill if you have offgrid boosts, we utilize secondary repping from remote shield boosters and shield maintenance bots on regular damage dealers (to be used in case of an emergency). | If you have four logistics, you’ll be able to repair a fellow logistics at 75% strength (the other three logistics will be able to rep you). When you drop to just two logistics, your efficiency drops to 50% repping power. You’re losing half your repping power at that point, while simultaneously forcing your remaining logistics pilot to commit more reppers at any given point (adding to the time it takes to switch reps from one target to another). Just turn it around and imagine taking half the tank off from a ship in the fleet, nobody would ever suggest that. To mitigate this problem in vanguards, where more than two logistics is overkill if you have offgrid boosts, we utilize secondary repping from remote shield boosters and shield maintenance bots on regular damage dealers (to be used in case of an emergency). | ||