Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

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

From EVE University Wiki
Arin Mara (talk | contribs)
mNo edit summary
Uryence (talk | contribs)
m Pre-Op Checklist: Altered reference to medical clone to home station, since 'medical clone' is no longer a phrase the game uses.
Line 54: Line 54:




#'''Assume that you are going to be podded.''' <br>If you have [[implants]], either make sure you can afford to lose them or get into a [[Jump clones|jump clone]]. Some players like to keep combat jump clones with no implants at all; others keep several jump clones, each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship command, gunnery, and missile skills; and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanics skills. If you have access to a citadel, you can switch between jump clones in the same citadel regardless of cooldown, so it is possible to jump into a clean clone for combat, then return and switch back after the fleet operation is over. Further information about creating jump clones can be found in [[Jump clones|this guide]].<br><br>You may be able to rejoin some fleets after being podded. Set your [[Home Station|Medical Clone]] in a nearby station to make this easier. It costs 100,000 ISK but can save a lot of time.<br><br>''' NOTE: While you should always be [[Pod saving|prepared to be podded]], this should rarely occur in high sec or low sec battles. Be sure you are familiar with the "Pod Saver" tab on your [[overview]]; if you are about to lose your ship, learn how to "spam" the Warp button in your Selected Item box when a planet is selected.<br><br>
#'''Assume that you are going to be podded.''' <br>If you have [[implants]], either make sure you can afford to lose them or get into a [[Jump clones|jump clone]]. Some players like to keep combat jump clones with no implants at all; others keep several jump clones, each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship command, gunnery, and missile skills; and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanics skills. If you have access to a citadel, you can switch between jump clones in the same citadel regardless of cooldown, so it is possible to jump into a clean clone for combat, then return and switch back after the fleet operation is over. Further information about creating jump clones can be found in [[Jump clones|this guide]].<br><br>You may be able to rejoin some fleets after being podded. Set your [[Home Station]] to a nearby station or structure to make this easier.<br><br>''' NOTE: While you should always be [[Pod saving|prepared to be podded]], this should rarely occur in high sec or low sec battles. Be sure you are familiar with the "Pod Saver" tab on your [[overview]]; if you are about to lose your ship, learn how to "spam" the Warp button in your Selected Item box when a planet is selected.<br><br>
#'''Decide which role you will fulfill.'''<br>The four primary roles in a fleet are Damage Dealer (DD), [[Tackling|Tackle/Scout]], [[Logistics]] and [[Electronic warfare|EWAR]]. A rookie with few skill points can contribute much to a fleet by taking a tackling or EWAR role.<br><br>
#'''Decide which role you will fulfill.'''<br>The four primary roles in a fleet are Damage Dealer (DD), [[Tackling|Tackle/Scout]], [[Logistics]] and [[Electronic warfare|EWAR]]. A rookie with few skill points can contribute much to a fleet by taking a tackling or EWAR role.<br><br>
#'''Get into a ship you can fly well in PVP, and can afford to lose.'''<br>If you're a rookie, that is probably a frigate. You can fly a frigate and still contribute significantly if you have the skills and modules necessary to tackle or EW. Even if you're young and don't have the skills yet, don't worry about it and come along in a cheap frigate for the experience.<br> * Tacklers and EWAR frigates are effective with cheap tech 1 modules fitted.<br> * Destroyers can be used in specialized fleets, but in most Uni fleets a frigate tackler or EWAR would be preferable if you can't yet handle a DD ship. Take note that flying a Damage Dealer ship for PvP requires more skills than for PvE.<br> * Flying a DD cruiser well means having the cruiser skill at 4, and the relevant [[Gunnery Guide#Gunnery Support Skills|gunnery]] or [[Missile Launchers#Missile Support Skills|missile]] support skills at 3 or 4.<br> * EWAR cruisers require less skills to fly well than DD cruisers.<br> * The skills to fly a DD cruiser well in PvP takes 1 or 2 months to train, a battlecruiser 4 to 6 months to train, and a battleship 9 to 12 months to train. This may take longer if you cross-train between races or train up T2 ships earlier.<br>Find a good fit for your ship.<br><br>Many fleets will have [[doctrines]] consisting of a variety of fits that compliment each other announced beforehand. (See the forums for [https://forum.eveuniversity.org/viewforum.php?f=296 the University's doctrine repository].) Before these fleets, you can import the fittings into [[PYFA]] to see which you can fly (or which you can train into before the fleet happens). For strategic operations, and some other fleets, doctrine ships might be provided; they might also be available via corporation contracts. If you're starting out, the [[Short Skill Plan]] is a great starting point for getting yourself ready to fly basic combat ships.<br><br>
#'''Get into a ship you can fly well in PVP, and can afford to lose.'''<br>If you're a rookie, that is probably a frigate. You can fly a frigate and still contribute significantly if you have the skills and modules necessary to tackle or EW. Even if you're young and don't have the skills yet, don't worry about it and come along in a cheap frigate for the experience.<br> * Tacklers and EWAR frigates are effective with cheap tech 1 modules fitted.<br> * Destroyers can be used in specialized fleets, but in most Uni fleets a frigate tackler or EWAR would be preferable if you can't yet handle a DD ship. Take note that flying a Damage Dealer ship for PvP requires more skills than for PvE.<br> * Flying a DD cruiser well means having the cruiser skill at 4, and the relevant [[Gunnery Guide#Gunnery Support Skills|gunnery]] or [[Missile Launchers#Missile Support Skills|missile]] support skills at 3 or 4.<br> * EWAR cruisers require less skills to fly well than DD cruisers.<br> * The skills to fly a DD cruiser well in PvP takes 1 or 2 months to train, a battlecruiser 4 to 6 months to train, and a battleship 9 to 12 months to train. This may take longer if you cross-train between races or train up T2 ships earlier.<br>Find a good fit for your ship.<br><br>Many fleets will have [[doctrines]] consisting of a variety of fits that compliment each other announced beforehand. (See the forums for [https://forum.eveuniversity.org/viewforum.php?f=296 the University's doctrine repository].) Before these fleets, you can import the fittings into [[PYFA]] to see which you can fly (or which you can train into before the fleet happens). For strategic operations, and some other fleets, doctrine ships might be provided; they might also be available via corporation contracts. If you're starting out, the [[Short Skill Plan]] is a great starting point for getting yourself ready to fly basic combat ships.<br><br>