Difference between revisions of "Archive:Logistic Guide"

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* Logistics 4/5
 
* Logistics 4/5
 
* Minmatar Cruiser 5
 
* Minmatar Cruiser 5
* Spaceship Command 5
+
* Spaceship Command 4
  
  
 
Logistics 4 is the minimum you should be flying a logistic ship with. But you should train it up to 5 as soon as possible if you want to fly logistic ships regularly.
 
Logistics 4 is the minimum you should be flying a logistic ship with. But you should train it up to 5 as soon as possible if you want to fly logistic ships regularly.
 
  
 
==Fittings==
 
==Fittings==

Revision as of 05:41, 13 April 2011


Logistic Guide

A basic guide for rookie logistic ship pilots.

Introduction

Logistic ships in Eve Online are designed to remotely repair friendly ships. They can be used both in PvE and PvP fleets. They require a fair amount of training and thus are usually out of reach for most young combat players who will usually focus more on damage dealing ships in their early careers.

Each of the four empire factions have their own logistic ship. The Amarr have the Guardian, the Caldari have the Basilisk, the Gallente have the Oneiros, and the Minmatar have the scimitar. The Basilisk and Scimitar have a shield transfer bonus, while the Guardian and Oneiros have an armor transfer bonus.

These ships are based on T1 cruiser hulls: the Augoror (Amarr; hit point and cap transfer bonus), the Osprey (caldari; mining and shield transfer bonus), Exequror (Gallente; cargo and armor transfer bonus), and Scythe (Minmatar; mining and tracking link bonus). This article will only discuss the proper T2 Logistics, not the T1 base hulls.

Two of the Logistic ships, the Guardian and Oneiros, have an energy transfer range and cap bonus in addition to their remote armor/shield bonus. They are most often used with four remote armor/shield modules and two energy transfer modules. A cap chain between pilots is set up to insure that all pilots give and receive cap in the chain to sustain their cap indefinitely even with all reps running.

The other two Logistics ships, the Oneiros and Scimitar, have a tracking link range and efficiency bonus in addition to their remote armor/shield bonus. Although many fittings skip the tracking links in mids for ECCM and cap modules.

Recommended Skills

Drones

  • Drone Durability 3
  • Drone Navigation 5
  • Drones 5
  • Electronic Warfare Drone Interfacting 3
  • Repair Drone Operation 4/5
  • Scout Drone Operation 5

Electronics

  • Electronic Warfare 4
  • Electronics 5
  • Long Range Targeting 5
  • Multitasking 3
  • Signature Analysis 5
  • Targeting 5

Engineering

  • Energy Emission Systems 4
  • Energy Management 5
  • Energy Systems Operation 5
  • Engineering 5
  • Shield Emission Systems 4
  • Shield Management 5
  • Shield Operation 4
  • Shield Upgrades 4
  • Tactical Shield Manipulation 4

Mechanic

  • Armor Rigging 3
  • EM Armor Compensation 4
  • Explosive Armor Compensation 4
  • Hull Upgrades 5
  • Jury Rigging 3
  • Kinetic Armor Compensation 4
  • Mechanic 5
  • Nanite Interfacing 3
  • Nanite Operation 3
  • Remote Armor Repair Systems 4
  • Repair Systems 2
  • Thermic Armor Compensation 4

Navigation

  • Acceleration Control 4
  • Afterburner 4
  • Evasive Maneuvering 5
  • Fuel Conservation 4
  • High Speed Maneuvering 4
  • Navigation 5
  • Warp Drive Operation 4

Science

  • Biology 4
  • Science 4
  • Thermodynamics 4

Spaceship Command

  • Amarr Cruiser 5
  • Caldari Cruiser 5
  • Gallente Cruiser 5
  • Logistics 4/5
  • Minmatar Cruiser 5
  • Spaceship Command 4


Logistics 4 is the minimum you should be flying a logistic ship with. But you should train it up to 5 as soon as possible if you want to fly logistic ships regularly.

Fittings

Basilisk

Guardian

Oneiros

Scimitar

Module & Rig Selection

  • AB vs. MWD
  • ECCM
  • Cap Modules
  • Tanking
  • Remote Shield and Armor Transfer
  • Energy Transfer
  • Tracking Links
  • Rigs


Logi Channel

Once you've joined a fleet, ask for the logi channel. The logi channel is used to give information to logi pilots they may require.

Hopefully the logi channel has a Logistic Coordinator that will tell all logi pilots what they need to know. Some fleets will not have a designated logi coordinator. In this case, hopefully one of the experienced logi pilots will step up to guide the rookies.

The logi channel can be used for the following information:

  • Who is the logi anchor (if different than the rest of the fleet's anchor).
  • Who should be on the watchlist.
  • Provide warp-ins for logi pilots that have just joined fleet, or missed warps, etc.
  • Who you should anchor on (and orbit range).
  • How the cap chain should be set up (usually 2 down, guardians/basilisk only).
  • Where you should be aligned (prop mod on or off, full speed or 3/4 speed).
  • Current orders. Sometimes the logis should follow different orders from rest of fleet.
  • Catch the attention of logi pilots not doing what they should be doing. Linking their name by drag-and-drop from the channel list can help. If they still don't respond, do the same in the fleet channel and remind them to read logi chat.


Watchlist

The FC will sometimes tell you who you should have on your watchlist. Sometimes he won't if he's too busy. If you are in a guardian or basilisk, you should have the two people you should be cap transfering on your watchlist at least. If you have enough free space in your watchlist, you may want to add the next two in line if those two aren't on grid. If you're in a small gang, you may want all the other logi pilots on your watchlist.

Other ships that you may want to have on watchlist: The fleet commander (both the actual FC and the person holding FC position if they aren't the same), wing commanders, the fleet booster, recon tacklers (huginn, rapier, lachesis, arazu), some ECM ships such as scorpions. Ask in the logi channel who you should have on your watchlist.

Ask in the logi channel who you should have on your watchlist.


Overview

You must have a blue logi overview tab set up properly. A blue fleet tab can also be helpful.

These instructions assume you have overview presets done according to the Overview Guide.

  • Rename one of your tabs Blue Fleet
  • Load up the 2 - PvP Travel preset in that tab.
  • Open Overview Settings, go to Filters > States
  • Every item in the list MUST be checked EXCEPT the following three:
    • Pilot has neutral standing
    • Pilot has bad standing
    • Pilot has terrible standing.
  • Save the preset as 9A - Blue Fleet
  • Rename one of your tabs Blue Logi
  • Open Overview Settings, go to Filters > Types
  • Go to the Ship section, right click the ship header and click deselect all.
  • Open the Ship section, check the Logistics item in the list.
  • Save the preset as 9B - Blue Logi

This Blue Logi overview preset will show all blue logistic ships on grid, not just those in your fleet. It is not possible to set up an overview preset that would only shows fleeted logi pilots.

If you do not set up your Blue Logi states up correctly, you might not see some of the logistic pilots on your overview, which can be extremely problematic.

Cap Transfer

If you are in an oneiros or scimitar, you should not be depending on cap transfers.

You should sort the Blue Logi overview by name. The cap chain for Guardians and Basilisks is normally 2 down, meaning you should look for the two pilots that are below your name in the overview list when it is sorted alphabetically, and activate one cap transfer module on each. You must skip over Scimitars and Oneiros, you should never give cap to these ships in normal circumstances.

If you are in a guardian or basilisk, you should be cap stable with two cap transfers if you have logi 4, and one cap transfer of you have logi 5. The cap chain is set up 2 down even if those who receive cap have logi 5. This insures redundancy in combat situations where the cap chain is often broken when ships are destroyed. You should keep an eye on your watchlist and overview and be ready to change cap transfer targets if necessary.

You should NOT rely on the logi channel list for the cap chain ordering. The logi channel will include non-cap transferring logi, sometimes the FC or other commanders, pilots that have had their ships destroyed, pilots that are off grid, pilots that are in another system, etc.

If you are in a Guardian, you should not include Basilisks in the cap chain unless both logi types are in the same fleet and sharing the same logi channel. And Vice Versa.

The cap chain should wrap around back to the top once it reaches the bottom of the overview list.

The cap chain should be up and active at all times except when inside a POS shield or when the fleet is making best speed to a destination system. Even when simply aligning after jumping through a stargate, the logi pilots should establish the cap chain after uncloaking. It is best to be prepared, and to check that all cap transferring logi pilots understand who they should be transferring to.

Anchor

The Anchor is the ship you should be orbiting. You default orbit distance should be between 5 and 15 hm. At 5 km orbit distance you may not have your full speed while orbiting. 10 km orbit is a common distance that will let you orbit at full speed. If your orbit distance is too far you may have a low angular velocity against the enemy fleet for a prolonged time, or you could be out of range of some broadcast requests if a fleet spreads out to chase an enemy or deblob to avoid bombing runs, or you could run into an enemy shield during a pos siege if the anchor is too close.

If you fight on a stargate, the anchor could be set as the stargate. Logi ships that take too much damage and cannot get repped fast enough can jump through if they don't have aggression.


Broadcast

You should have your Fleet window open to the broadcast history tab at all times. You can control+click items in the broadcast history to lock them.

You should keep and eye on your own shield and armor and be ready to broadcast when required. Setting up need armor and need shield shortcuts can make this easier during combat.

Click the icon at the top left of the fleet window and select broadcast settings.

  • Need Armor: If you are in a shield logi, you should have this unchecked.
  • Need Capacitor: If you are in a scimitar or oneiros, you should have this unchecked.
  • Need Shield: If you are in an armor logi, you should have this unchecked.
  • Target: You should have this unchecked unless target broadcasts are being used to focus repping on a starbase.

You should ignore all capacitor requests unless the fleet is not engaging an enemy fleet nor attacking a hot POS. If cap requests have been authorized by the FC or logi coordinator, you should switch cap transfer to one down, and use the second cap transfer module to cap up ships that have broadcast for cap. The pilots broadcasting for cap should type CF (for Cap Full) in fleet chat to indicate they no longer need cap. If a pilot fails to type CF after 2 to 5 cycles (this will depend on the number of cap transferring logistic ships in the fleet), you should unlock him and move on to the next broadcast in queue.


Boosters

  • Standard X-Instinct: This booster will reduce signature radius and should be used if you are being shot to mitigate damage.

For Highsec empire inhabitants, the Synth X-Instinct Booster can be used instead.

Drone Selection

Maintenance bots should be prioritized over other drones. Many battles will happen outside of drone control range, the logistic ships get a bonus to drone repping, and in many fights logistic pilots will be too busy to manage offensive drones separately from reps.

  • Armor Maintenance Bot: Guardians can hold five light armor maintenance bots, Oneiros can hold five medium armor mainenance bots.
  • Shield Maintenance Bot: Scimitars can hold 4 medium shield maintenance bots and 1 light shield maintenance bot. Basilisks can hold 5 light shield maintenance bots.
  • ECM Drone: Hornet EC-300 drones can be handy in some circumstances. Scimitars and Oneiros with their greater drone bay may wish to keep five light maintenance bots and four or five EC-300. All other EW drones are worthless and should never be used.
  • Warrior: Warriors are the light scout drones of choice for their speed and damage type which is good against T1 armor tankers and many T2 ships that have enhanced resists. These can be useful against light ships, especially interdictors, that come close to bubble your fleet.

Positioning & Range Control

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