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→Commanding a fleet: tier 1 heading & Introduction: adjust for phrasing/clarity |
Drebin 679 (talk | contribs) Updated Command Burst values & icons. Fixed a typo. |
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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. | 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 | 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 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). | ||
To be safe, an incursion fleet should be able to warp into a site, have one of their logistics take full aggro and still be able to keep that logistics alive indefinitely. Other communities might go with a more practical solution of having just enough logistics and focus more on your offensive capabilities. Similar to how mission runners can go for more gank over tank and survive, you can do the same in incursions. However, our community focuses on the safety of its members over site completion times. | To be safe, an incursion fleet should be able to warp into a site, have one of their logistics take full aggro and still be able to keep that logistics alive indefinitely. Other communities might go with a more practical solution of having just enough logistics and focus more on your offensive capabilities. Similar to how mission runners can go for more gank over tank and survive, you can do the same in incursions. However, our community focuses on the safety of its members over site completion times. | ||
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It is also important to be aware of your fleet composition and what your strengths and weaknesses are. Remember that your fleet composition is constantly changing as people drop and others replace them. Mentally reassess your fleet strengths and weaknesses based on what kind of ship and utility is leaving and what’s replacing it. | It is also important to be aware of your fleet composition and what your strengths and weaknesses are. Remember that your fleet composition is constantly changing as people drop and others replace them. Mentally reassess your fleet strengths and weaknesses based on what kind of ship and utility is leaving and what’s replacing it. | ||
How many webs do you have and at what range can they be applied? How far can your damage dealers shoot and still do damage? Do you have an overall high damage or low damage fleet? How fast are most of them locking up targets? What kind of | How many webs do you have and at what range can they be applied? How far can your damage dealers shoot and still do damage? Do you have an overall high damage or low damage fleet? How fast are most of them locking up targets? What kind of boosts are you getting? Do you have enough emergency capacitor transmitters (formerly energy transfers), remote shield boosters (formerly shield transporters) and backup maintenance bots? How responsive is your fleet, will a fast pace be efficient or just confusing and downright dangerous? | ||
Without knowing these things you can't really make a good decision on how to tackle a site, because you'll need to put that into the context of the site you're doing and the challenges in it. The differences in spawns can make certain tactics very viable, or next to useless. | Without knowing these things you can't really make a good decision on how to tackle a site, because you'll need to put that into the context of the site you're doing and the challenges in it. The differences in spawns can make certain tactics very viable, or next to useless. | ||
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! style="background-color:#222222;" | {{co|grey|Secondary booster (optional)}} | ! style="background-color:#222222;" | {{co|grey|Secondary booster (optional)}} | ||
|- | |- | ||
| valign="top" | | | valign="top" | [[File:Icon shield command burst.png|24px|link=]] {{co|coral|Shield Command Burst II}} (Active Shielding Charges)<br>[[File:Icon shield command burst.png|24px|link=]] {{co|coral|Shield Command Burst II}} (Shield Harmonizing Charges)<br>[[File:Icon skirmish command burst.png|24px|link=]] {{co|coral|Skirmish Command Burst II}} (Evasive Maneuvers Charges)<br>[[File:Icon skirmish command burst.png|24px|link=]] {{co|coral|Skirmish Command Burst II}} (Interdiction Maneuvers Charges)<br>[[image:icon_implant_hardwiring.png|24px|link=]] {{co|coral|Republic Fleet Command Mindlink}} | ||
| valign="top" | | | valign="top" | [[File:Icon shield command burst.png|24px|link=]] {{co|grey|Shield Command Burst II}} (Shield Extension Charges)<br>[[File:Icon information command burst.png|24px|link=]] {{co|grey|Information Command Burst II}} (Sensor Optimization Charges)<br>[[image:icon_implant_hardwiring.png|24px|link=]] {{co|grey|Caldari Navy Command Mindlink}} | ||
|} | |} | ||
Below are some practical effects of having a maxed booster with the appropriate mindlink implant: | Below are some practical effects of having a maxed booster with the appropriate mindlink implant: | ||
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|- | |- | ||
| valign="top" | | | valign="top" | | ||
[[image:icon_resists.png|24px|link=]] + | [[image:icon_resists.png|24px|link=]] +22,50% increased resists<small> <ref>While the shield command burst has a max value of +22,50% and is a set value, the practical effect normally varies depending on how many modules the recipient of the link has that effects resists (like hardeners, amplifiers and resist rigs). See [[stacking penalties]] for more information</ref></small><br> | ||
{{icon|sig|24}} -16, | {{icon|sig|24}} -16,88% signature radius<br> | ||
{{icon|shield transporter|24}} - | {{icon|shield transporter|24}} -22,50% cycle time on remote shield boosters<small> <ref>The 22,50% reduction to cycle time translated into a +29,03% increase in practical repping power.</ref></small> | ||
| valign="top" | | | valign="top" | | ||
{{icon|web|24}} + | {{icon|web|24}} +33,75% web range<br> | ||
{{icon|inertia|24}} -16, | {{icon|inertia|24}} -16,88% inertia (faster align) | ||
| valign="top" | | | valign="top" | | ||
{{icon|shield|24}} + | {{icon|shield|24}} +22,50% shield hit points<br> | ||
{{icon|range|24}} +48,52% Targeting Range<br> | {{icon|range|24}} +48,52% Targeting Range<br> | ||
{{icon|sensor resolution|24}} + | {{icon|sensor resolution|24}} +25,31% Scan Resolution | ||
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
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These bonuses might not seem that impressive if you're looking at them one by one, but they are very powerful when combined. | These bonuses might not seem that impressive if you're looking at them one by one, but they are very powerful when combined. | ||
Take the defensive bonuses for example. The | Take the defensive bonuses for example. The 22,50% cycle time of remote shield boosters translates into +29,03% higher repair amounts over time. Combined with the increased resists it'll turn into an actual bonus of '''at least +40% stronger reps''' on most ships with several hardeners and rigs and even more on ships that have the least amount of stacking penalties. On top of that you'll also take less damage due to having a smaller signature. | ||
When it comes to the web range bonus the end result is so much more than merely a + | When it comes to the web range bonus the end result is so much more than merely a +33,75z% range bonus. This bonus literally makes or breaks the effective use of webs as many of the Sansha ships orbit just outside the range of unboosted webs. | ||
Apart from the very tangible increase of repping powers and web range, the other bonuses all help to improve your ''"quality of life"'' making site running both safer and faster. | Apart from the very tangible increase of repping powers and web range, the other bonuses all help to improve your ''"quality of life"'' making site running both safer and faster. | ||
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* Assign '''medium drones''' another dronebunny, to help them take care of close by cruisers. Due to damage application and their innate slower speed, care needs to be taken so as not to spread these out. '''Romi Thalamus''' is often a good choice for this dronebunny, as they are a low priority and come in fairly close so the drones will stay on target for quite a while. | * Assign '''medium drones''' another dronebunny, to help them take care of close by cruisers. Due to damage application and their innate slower speed, care needs to be taken so as not to spread these out. '''Romi Thalamus''' is often a good choice for this dronebunny, as they are a low priority and come in fairly close so the drones will stay on target for quite a while. | ||
* ''(optional)'' Assign '''heavy drones''' to a brawler anchor, if you use one, to both keep them where the brawlers are as well as help them kill their targets. | * ''(optional)'' Assign '''heavy drones''' to a brawler anchor, if you use one, to both keep them where the brawlers are as well as help them kill their targets. | ||
* ''(optional)'' Assign '''sentry drones''' to another | * ''(optional)'' Assign '''sentry drones''' to another dronebunny, to help them take care of battleships. Since they cannot more from where they are deployed<small> <ref>Technically sentry drones move about a meter per second, but for the sake of argument let's assume they are stationary.</ref></small> and will have limited range and tracking issues, care needs to be taken to direct them to suitable targets. '''Deltole Tegmentum''' could be a good choice for short range gardes while '''Ostingele Tectum''' would perhaps be better for curators. Since they aren't moving they suffer less from diminishing returns when rapidly swapping targets. | ||
Of course there are exceptions to the rule. Putting drones on a high priority target might be overkill sometimes, but it would get rid of the target that much faster which can sometimes be prudent. You can also have people control their own drones if there's a need for it, for example if there's no real homogeneity among the drones (like a mix of gardes and curators) or if some people have perfect drone control range and can utilize it. The most important thing is that you make sure your dronebunny knows what to shoot, so he can effectively direct the drones. | Of course there are exceptions to the rule. Putting drones on a high priority target might be overkill sometimes, but it would get rid of the target that much faster which can sometimes be prudent. You can also have people control their own drones if there's a need for it, for example if there's no real homogeneity among the drones (like a mix of gardes and curators) or if some people have perfect drone control range and can utilize it. The most important thing is that you make sure your dronebunny knows what to shoot, so he can effectively direct the drones. | ||
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== Bonused webs and flexible dronebunny == | == Bonused webs and flexible dronebunny == | ||
Webs from [[Vindicator]]s are incredibly powerful (up to 90% velocity reduction instead of 60%) and takes angular velocity out of the equation most of the time, especially in combination with the good base tracking of blasters. This allows them to become excellent frigate-killers, as soon as the target comes within webbing range. Given the right circumstances (enough bonused webs, good | Webs from [[Vindicator]]s are incredibly powerful (up to 90% velocity reduction instead of 60%) and takes angular velocity out of the equation most of the time, especially in combination with the good base tracking of blasters. This allows them to become excellent frigate-killers, as soon as the target comes within webbing range. Given the right circumstances (enough bonused webs, good boosts extending the range of webs) you can completely turn the tables and have the damage dealers with bonused webs take care of the frigates, leaving the dronebunny to follow the regular targets (like cruisers and battleships). | ||
Theoretically this would also work with long webs, from [[Bhaalgorn]]s and [[Loki]]s. If you have enough webs to slow down all frigates at range, like between 30-50km, it would allow the entire fleet to pop frigates left and right on approach ... assuming your damage dealers have the range needed. However, if anything slips through your web and gets into orbit, you're back to square one. | Theoretically this would also work with long webs, from [[Bhaalgorn]]s and [[Loki]]s. If you have enough webs to slow down all frigates at range, like between 30-50km, it would allow the entire fleet to pop frigates left and right on approach ... assuming your damage dealers have the range needed. However, if anything slips through your web and gets into orbit, you're back to square one. | ||