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| == Pre-Op Checklist == | | == Pre-Op Checklist == |
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| | Players who are very new to the game can and should do the following UI preparations before a fleet forms: |
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| #'''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> | | #'''Check overview setup.''' If you are new to the game, see the [[Overview Guide]]. |
| #'''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>
| | #'''Disable Auto Lock.''' If you are very new to the game, this setting must be tweaked. Press the Escape key to go into the game's configuration panel. Select General Settings tab > Inflight section > auto target back: select 0 target. |
| #'''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>
| | #'''Fix Auto-reject Invitations.''' If you are auto-rejecting "chat" invitations, you cannot be invited to a fleet. Press escape, click on the chat tab, and be sure the CHAT Auto Reject Invitations is not selected. It is also a good idea to turn on auto-reject for Dueling, so that you are not interrupted during combat or fleets with a chat box asking for a duel. |
| #'''Make sure your ship is [[Insurance|insured]].'''<br> Tech 1 ships such as standard frigates, cruisers and battleships are usually worth insuring, with good payouts. Tech 2 ships often don't yield much in insurance, but it is at least some repayment for the loss.<br><br> | |
| #'''Rename your ship.'''<br>The default ship name are "<Player's Name> <Ship Name>". This will make it much easier for enemies to identify and locate you when scanning, so you should rename it to something that will not be able to associate the ship to your name. Some specific University campuses have set naming conventions, and some FCs will issue orders for fleet-specific conventions.<br><br>
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| #'''Move your ship to the fleet starting system.'''<br> The FC organizing the fleet will give instructions on when and where to gather. '''During wartime, wait for your FC to give instructions on where to rally, or ask your SC. Stay docked until ordered to rally. Do not go AFK while undocked.''' <br><br>
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| #'''Your overview needs to be set up properly.'''<br>See the [[Overview Guide]]. You should have tabs with '''PVP + Travel''' and '''Pod Saver''' set at least. '''PVP + Drones''' can be handy as well.<br><br>
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| #'''Disable Auto Lock.''' <br>Press the Escape key to go into the game's configuration panel. Select General Settings tab > Inflight section > auto target back: select 0 target. You do not want to be automatically targeting the friendly ships repairing/sensor boosting you.<br><br>
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| #'''Weapon Systems.'''<br>Make sure you have the right fittings on your ship, and the correct settings for them. <br>'''Check:''' ammo in cargo bay - drones in drone bay - guns grouped - guns loaded - other modules (e.g. capacitor boosters) loaded - nanite paste (if carried) in cargo bay - [[Medical boosters|drugs]] (if carried) in cargo bay. If you have fitting issues, let the command team know.<br><br>
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| #'''No Distractions or Impairment.'''<br>Leaders of Uni Fleets, especially the FC and their WC's and SC's, must be [[EVE University Rules#Sobriety|sober]] unless pre-announced as a drunken fleet.<br><br>
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| #'''Fix Auto-reject Invitations.'''<br>If you are auto-rejecting "chat" invitations, you cannot be invited to a fleet. Press escape, click on the chat tab, and be sure the CHAT Auto Reject Invitations is not selected. It is also a good idea to turn on auto-reject for Dueling, so that you are not interrupted during combat or fleets with a chat box asking for a duel. | |
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| '''Do not ask questions about whether any fleets are forming, or about any fleets in the process of forming, in General (EVE Uni) or Alliance chats.'''<br> | | Anyone should carry out the following preparations before and during form-up: |
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| | #'''Prepare for potential pod loss.''' If you have [[implants]], either make sure you can afford to lose them or get into a clean [[Jump clones|jump clone]]. Some players like to keep combat jump clones with no implants at all If you have access to a player-owned Upwell structure, you can switch between jump clones in the same structure 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. 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. Make sure you know [[Pod saving|how to try to save your pod]] after a ship loss. |
| | #'''Decide which role(s) you can fill.''' The four primary roles in a typical fleet are Damage Dealer (DD), [[Tackling|Tackle/Scout]], [[Logistics]] and [[Electronic warfare|EWAR]]. The exact fleet makeup depends on its [[doctrine]], so check the fleet announcement to see what doctrine the FC expects to fly. (See the forums for [https://forum.eveuniversity.org/viewforum.php?f=296 the University's doctrine repository].) In a typical EVE University fleet, there are roles suitable for very new players; if you're not sure what you're doing, let people know in fleet chat and they will try to help. In a typical EVE University fleet, ships will be available from corporation contracts or will be bought directly from the market if the fleet starts in Jita. For strategic operations you will be given a free ship. The FC might need to decide roles before you commit to flying a particular ship. If you're starting out, the [[Short Skill Plan]] is a great starting point for getting yourself ready to fly basic combat ships. You can simulate a fit in-game or in [[PYFA]] to see whether or not you can fly it. |
| | #'''Secure a role.''' The FC will typically call on Mumble for "x-ups" for different roles in turn, usually beginning with those roles most crucial to the fleet (e.g. scouts, logi). When the FC calls for x-ups for a role you would like to fly, type an "x" into fleet chat. Some FCs like to have the ship type you expect to fly listed too: "x Inquisitor". Once you know what ship you'll be flying, get into the ship. |
| | #'''Check your fit.''' Link the guns, load scripts and ammo, check that you have drones if you have a dronebay. Load nanite paste into any ancillary armour repairers, and cap booster charges into any ancillary shield boosters. Check for the presence of any combat drugs if relevant to your fit. If the fit worked in simulation but is over on powergrid or CPU in practice, check whether the rigs are mounted. If they are not mounted, they will be in the cargo hold; put them on. If you have used this particular hull before, check that it is repaired and that you still have enough ammo. |
| | #'''Insure your ship.''' Tech 1 hulls have good insurance payouts which cushion you from serious loss. Tech 2 ships often don't yield much in insurance, but it is at least some repayment for the loss. |
| | #'''Rename your ship.'''<br>The default ship name are "<Player's Name> <Ship Name>". This makes it much easier for enemies to identify and locate you when scanning, so you should rename it to something that will not be able to associate the ship to your name. Some specific University campuses have set naming conventions, and some FCs will issue orders for fleet-specific conventions. |
| | #'''Final pre-undock checks.''' Your FC might well remember to run through these, but whether or not they do, think "RRAPPIDD": Rigs, Repairs, Ammo, Paste, Pod (clean clone), Insurance, Drones, Drugs. |
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| == Mumble == | | == Mumble == |