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

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Uryence (talk | contribs)
Mumble: A note on speaking in the third person.
Uryence (talk | contribs)
Fleet Maneuvers | FC COMMANDS: Updated to reflect current practice.
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* Don't write anything in Local chat during fleet ops unless your FC gives explicit permission. This is typically done only to say 'gf' (good fight) after a battle.
* Don't write anything in Local chat during fleet ops unless your FC gives explicit permission. This is typically done only to say 'gf' (good fight) after a battle.


== Fleet Maneuvers | FC COMMANDS ==
== Manoeuvres and commands ==


While in fleet, pay close attention to and follow the fleet commander's (FC) commands.
While in fleet, pay close attention to and follow the fleet commander's (FC) commands.
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'''Jump Jump Jump'''<br>Jump into next system via stargate.
'''Jump Jump Jump'''<br>Jump into next system via stargate.


'''Jump On Contact'''<br> This means when you drop out of warp, immediately jump into the next system when you reach the stargate.
'''Jump On Contact''' or '''Gate Is Green'''<br> This means when you drop out of warp on the stargate, immediately jump into the next system.


'''Hold On Contact''' or '''Gate Is Red''' <br> This means do NOT jump into the next system when you drop out of warp. The FC may be waiting for additional intel from the scouts. If you do accidentally jump, hold cloak and inform your squad commander of your lemming.
'''Hold On Contact''' or '''Gate Is Red''' <br> This means do NOT jump into the next system when you drop out of warp. The FC may be waiting for additional intel from the scouts. If you do accidentally jump, hold cloak and inform your squad commander of your lemming.


'''Offensive Gatecamp'''<br>An offensive gatecamp is formed with battlecruisers and larger ships tucked into the gate at 0 and cruisers and smaller craft orbiting the gate between 1000-2000m (it's easiest to right-click the gate and select orbit at 1 km, do not select orbit at 2.5 km or you will be thrown out of jump range). Fleet interceptors and destroyers specifically fitted for fast locking can be at 0m from gate with 0m/s speed with MWDs on. The reason this is 'offensive' is that it allows for the fleet to remain mobile, able to jump through the gate in pursuit of an enemy. It sacrifices depth and effectiveness for mobility and flexibility.
'''Make Best Speed''' or '''Freeburn'''<br>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.


This is usually the default order when landing on the gate, hold on contact and establish an offensive gatecamp, unless the FC says otherwise.
'''Scatter''' <br> This is for when things go wrong. The FC can give the order for the whole fleet to scatter. Go to your Pod Saver tab, select a random planet, and warp out. This order can also come in the form of "get out", or "warp out", etc. The FC should normally repeat the order and clarify if it applies to the whole fleet to avoid confusion.


'''Defensive Gatecamp'''<br>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. Fleet interceptors and destroyers specifically fitted for fast locking can be at 0m from gate with 0m/s speed with fleet drones (if deployed) assigned to them. 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.
There is ''usually'' a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up. If you're not sure about this, check in fleet chat before you find yourself in a fight.


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).
'''Hold Cloak''' <br> When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else. In most fleets, most of the time, the default order if nothing is said after jumping through a gate is to hold cloak.


'''Make Best Speed'''<br>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.
'''Rolling Safe''' <br> This order is given to make it harder to probe down fleet and attack it. A fast ship is assigned as the anchor and everybody warps to the anchor as soon the anchor is 150 km away. It requires you to pay attention to the distance of the anchor and repeatedly warping to his ship as soon the minimum distance for warp (150 km) is reached.
 
'''Advance'''<br>Used to move quickly, but as a coordinated group. When the FC calls for "Fleet advance" you will jump through to the outgate (=>the yellow gate on your overview), warp to the next outgate and remain stationary unless your FC has instructed otherwise.


'''Scatter''' <br> This is for when things go wrong. The FC can give the order for the whole fleet to scatter. Go to your Pod Saver tab, select a random planet, and warp out. This order can also come in the form of "get out", or "warp out", etc. The FC should normally repeat the order and clarify if it applies to the whole fleet to avoid confusion.
'''EWAR Only''' <br> Aggress the target called, but only with tackle and EWAR modules, ''not'' with any damage-dealing modules or drones. Gangs and fleets normally do this if the combat situation is stable and they want to make sure that less combat-focused ships, such as logi, are able to get onto the [[killmail]].


There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up.
'''Hold Cloak''' <br> When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else.
'''Rolling Safe''' <br> This order is given to make it harder to probe down fleet and attack it. A fast ship is assigned as the anchor and everybody warps to the anchor as soon the anchor is 150 km away. It requires you to pay attention to the distance of the anchor and repeatedly warping to his ship as soon the minimum distance for warp (150 km) is reached.
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'''"Fleet, warp to ALD."<br />
'''"Fleet, warp to ALD."<br />
'''"Fleet, warp to ALD and hold."'''<br>
'''"Fleet, warp to ALD and hold."'''<br>
Select the ALDRANETE stargate on your overview and click the "Warp to" icon on the overview.  Your ship will warp to the ALDRANETE stargate.  At any time in mid-warp, press CTRL+SPACE a few times to register a stop speed command, to stop your ship at the end of its warp, at the stargate, preventing your ship from accidentally jumping into the next system, and scaring off the target. By default, warp to the exit gate and hold.
Select the stargate with a name beginning "ALD" on your overview and click the "Warp to" icon on the overview.  Your ship will warp to the stargate.  At any time in mid-warp, press CTRL+SPACE a few times to register a stop command, to stop your ship at the end of its warp, at the stargate: this cancels a jump if you accidentally clicked on the "Jump through" button instead, preventing your ship from accidentally jumping into the next system, and scaring off the target. By default, warp to the exit gate and hold.
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'''"Fleet, jump jump jump ALD and hold cloak."'''<br>
'''"Fleet, jump jump jump ALD and hold cloak."'''<br>
Select the ALDRANETE stargate in your overview and click the "Jump" icon at the top.  Your ship will jump into the next system and your ship will be automatically cloaked for 1 minute.  Do nothing at this point and stay cloaked, following the FC orders.  If another ship or object is within 2000m of your ship, your cloak expires and your ship becomes visible.  If you are accidentally or purposefully uncloaked, execute an emergency warp to any celestial on your pod saver-click open the Pod Saver tab and warp to anything on that list as fast as you can.  Note your ship's alignment time (2sec, 3sec, 7sec) and be ready for emergencies.
Select the stargate in your overview and click the "Jump" icon at the top.  Your ship will jump into the next system and your ship will be automatically cloaked for 1 minute.  Do nothing at this point and stay cloaked, following the FC orders.  If another ship or object is within 2000m of your ship, your cloak expires and your ship becomes visible.  If you are accidentally or purposefully uncloaked, execute an emergency warp to any celestial on your pod saver-click open the Warpout tab and warp to anything on that list as fast as you can.  Note your ship's alignment time (2sec, 3sec, 7sec) and be ready for emergencies.
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'''"Fleet, jump ALD and warp to scout at 10."'''<br>
'''"Fleet, jump ALD and warp to scout at 10."'''<br>
Select the ALDRANETE stargate in your overview and click the "Jump" icon at the top.  Once inside the system, select your scout pilot name on your watch list, or fleet list, then right-click "Warp to member | at 10km".  Your ship will align to and warp to your scout at his/her position in space at the moment you clicked "Warp to" and your ship will land within 10km of your scout's last position in space.  If your scout is at a site or inside a site, due to dead space mechanics, all ships warping to your scout will land at the acceleration gate outside the site.  Warping to your scout at 10km in this situation results in a safe distance from the acceleration gate. If your ship warped to your scout at 0km, there is a chance your ship could land inside the acceleration gate, get stuck, and cannot activate the gate, or escape, if bad guys are also at the acceleration gate.
Select the stargate in your overview and click the "Jump" icon at the top.  Once inside the system, select your scout pilot name on your watch list, or fleet list, then right-click "Warp to member | at 10 km".  Your ship will align to and warp to your scout at his/her position in space at the moment you clicked "Warp to" and your ship will land within 10 km of your scout's last position in space.  If your scout is at a site or inside a site, due to dead space mechanics, all ships warping to your scout will land at the acceleration gate outside the site.  Warping to your scout at 10 km in this situation results in a safe distance from the acceleration gate. If your ship warped to your scout at 0km, there is a chance your ship could land inside the acceleration gate, get stuck, and cannot activate the gate, or escape, if bad guys are also at the acceleration gate.
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'''"Fleet, slide the gate, slide the gate on contact."'''<br>
'''"Fleet, slide the gate, slide the gate on contact."'''<br>
When your ship lands at the acceleration gate (warp to the scout at 10km ideally), select the acceleration gate in your overview, then click "Activate Gate" icon at the top.  Your ship will align and jump into the site for combat.
When your ship lands at the acceleration gate (warp to the scout at 10km ideally), select the acceleration gate in your overview, then click "Activate Gate" icon at the top.  Your ship will align and jump into the site for combat.
'''[NOTE:  BE AWARE OF YOUR SHIP TIER LEVEL AND SIZE. NOVICE SITES DO NOT ALLOW TIER 2 AND TIER 3 FRIGATES AND BIGGER SHIPS TO ENTER, AND YOUR STEALTH BOMBER OR TIER 3 DESTROYER MAY BE STUCK AT THE ACCELERATION GATE WONDERING WHY IT CANNOT GET INSIDE.  REMAIN AT A SAFE BOOKMARK UNTIL THE FLEET RENDEZVOUS AT THE NEXT STARGATE.]'''
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'''"DEAGGRESS, DEAGGRESS"'''<br>
'''"Deaggress, deaggress"'''<br>
Turn off all of your ship's offensive modules.  Deaggressing allows your ship's 1-minute 'aggression timer' to decrease. Being deaggressed for a full minute allows a pilot to dock, jump through stargates, and escape while their attackers must wait a full minute before chasing.  Every hit on a target resets your ship's aggression timer back to 1:00 minute.
Turn off all of your ship's offensive modules and recall your drones.  Deaggressing allows your ship's 1-minute 'aggression timer' to decrease. Being deaggressed for a full minute allows a pilot to dock, jump through stargates, and escape while their attackers must wait a full minute before chasing.  Every hit on a target resets your ship's aggression timer back to 1:00 minute. Aggression includes drones, tackle, and EWAR.
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'''"BURN BACK TO THE GATE"'''<br>
'''"Burn back to gate / Crash gate"'''<br>
When your ship enters a new system via a stargate, "Burn back to the gate" means select the stargate your ship just entered system from, then click the "Align" icon, activate any propulsion module (afterburner, microwarp drive), and reapproach the gate you just came through.  This action is used to bring the fleet back to the safety 2500m jump distance of the stargate for escape from attacking ships.
When your ship enters a new system via a stargate, "Burn back to the gate" means select the stargate your ship just entered system from, then click the "Align" icon, activate any propulsion module (afterburner, microwarp drive), and reapproach the gate you just came through.  This action is used to bring the fleet back to the safety 2500m jump distance of the stargate for escape from attacking ships.
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