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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. | 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. | ||
When selecting an orbit distance, keep in mind that gate axis varies from 5 to | When selecting an orbit distance, keep in mind that gate axis varies from 5 to 50 km wide, and ships can come out up to 15 km beyond that. Most gates have a 5 km axis, constellation and region gates can be larger. You can right click a gate, do show info, and click on the green eye to see its size. Non-sniper damage dealers should stay within 1 to 5 km of the gate in most circumstances (and try not to get caught on the gate while approaching any hostiles), and EW should keep a certain distance but not too much (use your best judgement based on gate size, your EW optimal, and falloff). | ||
'''Make Best Speed''' <br> | '''Make Best Speed''' <br> | ||
This order means the fleet is no longer trying to move as a | This order means the fleet is no longer trying to move as a coordinated fleet through each system. 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. | ||
'''Scatter''' <br> | '''Scatter''' <br> | ||