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Logistics: Difference between revisions

From EVE University Wiki
m Remote Repair vs. Local Repair: Grammar/spelling tweaks
m Modules: Grammar/punctuation/spelling
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== Modules ==
== Modules ==


Remote repair can be used to restore HP to a ship's shield, armor, or hull, via multiple different types high-slot, remote repair modules. These modules have some important differences.
Remote repair can be used to restore HP to a ship's shield, armor, or hull, via multiple different types of high-slot, remote repair modules. These modules have some important differences.


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Also comes in ancillary variant. Ancillary remote armor repairers be loaded with nanite repair paste. While the module has paste it repairs almost twice as much as T2 variant but after the paste runs out it repairs a bit over half of T2 varaiant.
Also comes in ancillary variant. Ancillary remote armor repairers be loaded with nanite repair paste. While the module has paste it repairs almost twice as much as T2 variant but after the paste runs out it repairs a bit over half of T2 variant.


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* Uses more capacitor per repair amount than remote armor repairer.
* Uses more capacitor per repair amount than remote armor repairer.


Also comes in ancillary variant. Ancillary remote shield boosters can be loaded with capacitor booster charges. While the module has capacitor boosters it consumes no capacitor at all but once the charges run out it consumes 2.7x as much capacitor as T2 variant. It repairs about 40% more than T2 variant even when it does not have cap charges.
Also comes in ancillary variant. Ancillary remote shield boosters can be loaded with capacitor booster charges. While the module has capacitor boosters it consumes no capacitor at all, but once the charges run out it consumes 2.7x as much capacitor as T2 variant. It repairs about 40% more than T2 variant even when it does not have cap charges.


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|[[File:Module_icon_drone_rig.png|link=|]]
|[[File:Module_icon_drone_rig.png|link=|]]
|'''{{co|wheat|Drone repair augmentor}}''' Increasaes logistics drone repair amount at the cost of CPU capacity.
|'''{{co|wheat|Drone repair augmentor}}''' Increases logistics drone repair amount at the cost of CPU capacity.


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Ancillary Remote Shield Boosters and Ancillary Remote Armor Repairers consume charges in exchange for repairs. In general, both ancillary remote armor repairers and ancillary remote shield boosters are used to provide a quick burst of remote repair over a few module cycles, which consume all of the module's loaded charges. Once this happens, ancillary remote repair modules must undergo an extremely slow reload before they can be used in charge-boosted mode again. As a result, ancillary remote repair modules do not improve on the overall repair rate of standard remote repair modules—the combination of boosted repair and the long reload time results in an averaged HP/time that is similar to ordinary remote repair modules—but they can be used to front-load these repairs.
Ancillary Remote Shield Boosters and Ancillary Remote Armor Repairers consume charges in exchange for repairs. In general, both ancillary remote armor repairers and ancillary remote shield boosters are used to provide a quick burst of remote repair over a few module cycles, which consume all of the module's loaded charges. Once this happens, ancillary remote repair modules must undergo an extremely slow reload before they can be used in charge-boosted mode again. As a result, ancillary remote repair modules do not improve on the overall repair rate of standard remote repair modules—the combination of boosted repair and the long reload time results in an averaged HP/time that is similar to ordinary remote repair modules—but they can be used to front-load these repairs.


Ancillary remote shield boosters (ARSBs) are loaded with cap booster charges. While many different charge sizes can fit in ARSBs they receives no additional benefits from larger charges so they should always be loaded with smallest charges that fit in. have two advantages over standard, Tech I shield boosters: they deliver almost double the shield boost of a standard shield booster for 9 module cycles, and they require no capacitor when operated with cap booster charges. ARSBs also receive all of the ship bonuses that standard remote shield boosters do. These are pretty significant advantages. Shield logistics ships are often capacitor-limited, and so delivering repairs without the need for capacitor not only helps them contribute longer, but also makes them more resistant against enemy capacitor warfare. And an initial, powerful shield boost might be just what your fleet needs at the beginning of a fight, when incoming alpha damage is at its greatest.
Ancillary remote shield boosters (ARSBs) are loaded with cap booster charges. While many different charge sizes can fit in ARSBs, they receive no additional benefits from larger charges, so they should always be loaded with smallest charges that fit in. ARSBs have two advantages over standard, Tech I shield boosters: they deliver almost double the shield boost of a standard shield booster for 9 module cycles, and they require no capacitor when operated with cap booster charges. ARSBs also receive all of the ship bonuses that standard remote shield boosters do. These are significant advantages. Shield logistics ships are often capacitor-limited, and so delivering repairs without the need for capacitor not only helps them contribute longer, but also makes them more resistant against enemy capacitor warfare. And an initial, powerful shield boost might be just what your fleet needs at the beginning of a fight, when incoming alpha damage is at its greatest.


Nevertheless, ARSBs have some clear drawbacks. When the ARSB module runs out of cap booster charges, the logistics pilot has two choices: either wait for a 60-second reload, or use the module without charges, which costs three times as much capacitor as the standard module (Most shield logistics ships don't have enough capacitor for the second option). As is true for local ancillary repair modules, only one ARSB can be fit to a ship, so logistics pilots with an ASRB fitted will also have to use standard shield boosters. And finally, while ARSBs compare well against standard Tech I modules, they don't look quite as strong compared to meta, Tech II, faction or deadspace shield boosters; they have shorter range, and sometimes worse fitting, than many of these other options. In particular, Tech II logistics ships are probably better fit with standard shield boosters, because Tech II ships are less capacitor-limited. On the other hand, groups of Tech I {{sh|Scythe}} pilots could benefit significantly by fitting ARSBs, so that they can boost each other through the initial wave of damage that is frequently aimed at logistics. Although ARSBs are very new and rare—they can only be manufactured from blueprint copies found via exploration or ratting—they may still find a niche in low-skill logistics.
Nevertheless, ARSBs have some clear drawbacks. When the ARSB module runs out of cap booster charges, the logistics pilot has two choices: either wait for a 60-second reload, or use the module without charges, which costs three times as much capacitor as the standard module (Most shield logistics ships don't have enough capacitor for the second option). As is true for local ancillary repair modules, only one ARSB can be fit to a ship, so logistics pilots with an ASRB fitted will also have to use standard shield boosters. And finally, while ARSBs compare well against standard Tech I modules, they don't look quite as strong compared to meta, Tech II, faction or deadspace shield boosters; they have shorter range, and sometimes worse fitting, than many of these other options. In particular, Tech II logistics ships are probably better fit with standard shield boosters, because Tech II ships are less capacitor-limited. On the other hand, groups of Tech I {{sh|Scythe}} pilots could benefit significantly by fitting ARSBs, so that they can boost each other through the initial wave of damage that is frequently aimed at logistics. Although ARSBs are very new and rare—they can only be manufactured from blueprint copies found via exploration or ratting—they may still find a niche in low-skill logistics.
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Remote Capacitor Transmitters consume capacitor on the fitted ship, and transfer that capacitor to a targeted fleetmate. After skill and potential hull and rig bonuses the amount of capacitor transmitted can be greater than what was consumed allowing ships with this module to generate capacitor out of nowhere.  
Remote Capacitor Transmitters consume capacitor on the fitted ship, and transfer that capacitor to a targeted fleetmate. After skill and potential hull and rig bonuses the amount of capacitor transmitted can be greater than what was consumed allowing ships with this module to generate capacitor out of nowhere.  


When fit to a Caldari or Amarr logistics cruiser, on the other hand, these modules can generate hundreds of capacitor units for other ships in the fleet, at significant ranges. Most commonly, this extra capacitor is transferred to other logistics ships in acapacitor chain (or "cap chain"). In cap-chain logistics, a squad of logistics ships simultaneously give and receive capacitor to each other as a means of increasing their available capacitor. (Cap-chain logistics is described further in the [[Logistics_Guide#Cap-Chain_Logistics|tactics]] section.)
When fit to a Caldari or Amarr logistics cruiser, on the other hand, these modules can generate hundreds of capacitor units for other ships in the fleet, at significant ranges. Most commonly, this extra capacitor is transferred to other logistics ships in a capacitor chain (or "cap chain"). In cap-chain logistics, a squad of logistics ships simultaneously give and receive capacitor to each other as a means of increasing their available capacitor. (Cap-chain logistics is described further in the [[Logistics_Guide#Cap-Chain_Logistics|tactics]] section.)


== Characteristics of different remote repair types ==
== Characteristics of different remote repair types ==