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The Rookie's Guide to Fleet Ops: Difference between revisions

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m Rookie Tackler Tips: Removed some out-of-date information and clarified a few small points.
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== Rookie Tackler Tips  ==
== Rookie Tackler Tips  ==
{{main|Tackling}}
{{main|Tackling}}
*Note: Assuming that your overview is set up correctly as per the [[Overview Guide]], a tackler's job is to tackle any flashy that shows up as soon as it shows up (unless the FC has given different standing orders). When you enter a fleet you should check with your squad leader as to whether you should wait for instructions or attack as soon as the flashy shows up. By default, Do NOT wait for instructions.
*Note: Assuming that your overview is set up correctly as per the [[Overview Guide]], a tackler's job is to tackle any flashy that shows up as soon as it shows up (unless the FC has given different standing orders). When you enter a fleet you should check with your squad leader as to whether you should wait for instructions or attack as soon as the flashy shows up. By default, do NOT wait for instructions.


*Target lock enemies by holding down the Control key and left-clicking on the overview. Holding Control down also has the advantage of locking the overview sorting display in its current order - new targets will appear at the bottom, existing targets no longer on grid will be greyed out.
*Lock enemy targets by holding down the Control key and left-clicking on the overview. Holding Control down also has the advantage of locking the overview sorting display in its current order: new targets will appear at the bottom, existing targets no longer on grid will be greyed out.


*A 'point' is a warp jammer. Pointing means activating a warp scrambler or disruptor on a target. A one-point or long-point is a warp disruptor. A short-point or scram is a warp scrambler. In small gangs, it is usually a good idea to call points on voice comms. However, in the Uni, you should not do so unless instructed by your FC.
*A "point" is a warp disruptor; a "scram" is a warp scrambler, which has a shorter range than a disruptor but shuts down its target's MWD as well as preventing warp. In small gangs, it is usually a good idea to call out the fact that you have point or scram on voice comms, especially if you are making initial tackle. In a larger fleet you should not do this unless explicitly requested by the FC.


*Set your default orbiting distance to 7500m. You can do this when undocked, select an object in the overview that is nearby, and the right-click the Orbit button in the 'Selected Item' window. Having a default orbit of 7.5 km will keep you out of most smartbomb range, but within Stasis Web and Warp Disruptor range. If you know that the target has no smartbombs, you can approach to orbit close and increase your angular velocity to be harder to hit. Only battleships and larger ships fit smartbombs usually. If the enemy is in a battlecruiser or smaller ship, feel free to orbit closer. Some faction smartbombs have a range greater than 7.5 km but they are expensive and usually only fitted on capital ships.
* If using a warp scrambler, set your default orbiting distance to 7500m. You can do this when undocked: select an object in the overview that is nearby, and the right-click the Orbit button in the 'Selected Item' window. Having a default orbit of 7.5 km will keep you out of most smartbomb range, but within warp scrambler and webifier range. If you know that the target has no smartbombs, you can approach to orbit close and increase your angular velocity to be harder to hit. Only battleships and larger ships usually fit smartbombs. If the enemy is in a battlecruiser or smaller ship, feel free to orbit closer. Some faction smartbombs have a range greater than 7.5 km but they are expensive and usually only fitted on capital ships.


*Do not shoot cap while tackling. If you have guns that use cap, don't shoot them while tackling, or if you'll need to tackle soon. Missiles and projectile turrets don't require cap. This advice can be ignored if you have verified you are [[Capacitor_Management_101#What_is_.22cap_stable.22.3F_Do_I_want_it.3F|cap stable]] with guns blazing.
* Manage your capacitor while tackling: your main purpose in the fleet is holding the opponent down, not destroying them. If you have guns that use cap (lasers or hybrid turrets), don't shoot them while tackling, or if you'll need to tackle soon. Missiles and projectile turrets don't require cap. This advice can be ignored if you have verified you are [[Capacitor_Management_101#What_is_.22cap_stable.22.3F_Do_I_want_it.3F|cap stable]] with guns blazing.


*Don't use AB or MWD while camping a gate, nor when aligning. Use AB and MWD to approach targets, or to get away from them if they have smartbombs. Using AB should be fine while orbiting a target, but it depends a lot on your skills and the ship you're flying. Most tacklers should not orbit targets with MWD active, although there are exceptions like interceptors.
*Don't use AB or MWD while sitting on a gate, nor when aligning. Use AB and MWD to approach targets, or to get away from them if they have smartbombs. You can leave an AB on while orbiting a target. Having an MWD active makes you an easier target, so most tacklers should not orbit targets with MWD active, although there are exceptions like interceptors.


*If the FC did not give any specific instructions for who tacklers should point, then pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. This will usually ensure that the fleet's points are spread relatively evenly among our enemies. Sorting the overview by character name can help in the target selection if it is done this way. Sometimes the FC will give specific orders, for example: "Squad 1 tacklers should point the primary, Squad 2 tacklers should point the secondary, all other tacklers should pick targets at random." If you are trying to point a random target and you notice he is too far away or too fast to catch, use your best judgment, and consider tackling something else instead.
*If the FC did not give any specific instructions for who tacklers should point, then pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. This will usually ensure that the fleet's points are spread relatively evenly among our enemies. Sorting the overview by character name can help in the target selection if it is done this way. Sometimes the FC will give specific orders, for example: "Squad 1 tacklers should point the primary, Squad 2 tacklers should point the secondary, all other tacklers should pick targets at random." If you are trying to point a random target and you notice he is too far away or too fast to catch, use your best judgment, and consider tackling something else instead.


*Unless you have just jumped through a gate and are holding cloak or are waiting for orders at a POS, you should ALWAYS be moving. If you are holding at a gate then you should be in an Offensive Gate Camp (OGC), if you are around a planet or somewhere else then you should be orbiting one of the larger (BC/BS) ships outside of smart bomb range. This can be anywhere between 7.5km to 30km.
*Unless you have just jumped through a gate and are holding cloak or are waiting for orders at an Upwell structure, you should *always* keep moving. If you are holding at a gate then you should orbit it at 500; if you are around a planet or somewhere else then you should be orbiting one of the larger (BC/BS) ships outside of smart bomb range. This can be anywhere between 7.5km to 30km.


*When in doubt ask your squad leader!
*When in doubt ask your squad leader!