More actions
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= | = Improving fleet efficiency = | ||
Gang links and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have. | |||
Below are lists of skills required for and the effects of gang links, stacking penalties for webs, maintenance bot efficiency and various utility modules and their effects. | |||
= Command Ships and Fleet Assistance Modules = | |||
== Relevant skills == | == Relevant skills == | ||
Below are the skills required to become a perfect booster. The skills under ''Warfare Gang Links'' and ''Warfare Mindlink implants'' are general skills needed, while the skills differ if you're going to use a Command Ship for boosting or a Strategic Cruiser. | Below are the skills required to become a perfect booster. The skills under ''Warfare Gang Links'' and ''Warfare Mindlink implants'' are general skills needed, while the skills differ if you're going to use a Command Ship for boosting or a Strategic Cruiser. | ||
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* <racial> Warfare (Specialist) V means Armor, Siege, Skirmish or Information Warfare (Specialist) V. | * <racial> Warfare (Specialist) V means Armor, Siege, Skirmish or Information Warfare (Specialist) V. | ||
== Command Ships | == Command Ships vs Strategic Cruisers == | ||
Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that while Command Ships may not give quite as good boosts as Strategic Cruisers, they have a much easier time fitting 5-6 links while fielding a decent tank (to ward off suicide gankers). Being able to fit both both skirmish and siege/armour links on a single ship adds flexibility. | Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that while Command Ships may not give quite as good boosts as Strategic Cruisers, they have a much easier time fitting 5-6 links while fielding a decent tank (to ward off suicide gankers). Being able to fit both both skirmish and siege/armour links on a single ship adds flexibility. | ||
The | The following will assume you have all the relevant skills trained to V and using tech 2 gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant. | ||
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= Bonused webs and stacking = | |||
The primary percentage is from using a 60% base reduction web, like the [http://wiki.eveonline.com/en/wiki/Federation_Navy_Stasis_Webifier Federation Navy Stasis Webifier] and the percentages in parenthesis is for 55% base reduction webs, like the [http://wiki.eveonline.com/en/wiki/True_Sansha_Stasis_Webifier True Sansha Stasis Webifier]. The parenthesis in the header is the effective rating of each new web given the stacking penalty. | The primary percentage is from using a 60% base reduction web, like the [http://wiki.eveonline.com/en/wiki/Federation_Navy_Stasis_Webifier Federation Navy Stasis Webifier] and the percentages in parenthesis is for 55% base reduction webs, like the [http://wiki.eveonline.com/en/wiki/True_Sansha_Stasis_Webifier True Sansha Stasis Webifier]. The parenthesis in the header is the effective rating of each new web given the stacking penalty. | ||
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= Maintenance Bots = | |||
Below is a breakdown on the statistics of logistical drones compared to remote armour repairs and shield transporters. The regular values are for tech one drones & modules and the values in parenthesis are for tech two drones & modules. The numbers are split up into unbonused ships, regular ships, and logistics ships who get bonus to drone repairs and range of remote armour repairs and shield transporters. | Below is a breakdown on the statistics of logistical drones compared to remote armour repairs and shield transporters. The regular values are for tech one drones & modules and the values in parenthesis are for tech two drones & modules. The numbers are split up into unbonused ships, regular ships, and logistics ships who get bonus to drone repairs and range of remote armour repairs and shield transporters. | ||
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* A single flight of [http://wiki.eveonline.com/en/wiki/Heavy_Shield_Maintenance_Bot_II Heavy Shield Maintenance Bot II] drones can keep a logistics ship alive for a quite some time, as could a few flights of [http://wiki.eveonline.com/en/wiki/Medium_Shield_Maintenance_Bot_II Medium Shield Maintenance Bot II] drones, so do not underestimate the value of having tech two maintenance bots as backups on damage dealers. | * A single flight of [http://wiki.eveonline.com/en/wiki/Heavy_Shield_Maintenance_Bot_II Heavy Shield Maintenance Bot II] drones can keep a logistics ship alive for a quite some time, as could a few flights of [http://wiki.eveonline.com/en/wiki/Medium_Shield_Maintenance_Bot_II Medium Shield Maintenance Bot II] drones, so do not underestimate the value of having tech two maintenance bots as backups on damage dealers. | ||
* Logistics drones rarely get any aggro, so there is no reason not to use tech two drones if you can. | * Logistics drones rarely get any aggro, so there is no reason not to use tech two drones if you can. | ||
= Tracking Links & Remote Sensor Boosters = | |||
... | |||