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User:Loyd smith: Difference between revisions

96 editsJoined 1 January 2011
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=== General Information ===
=== General Information ===


This class is intended for new or practically new pilots to EVE.  This course is designed to give these pilots enough of an introduction to Caldari ECM and various in-game tools at their disposal. In a pinch it should have enough information to get people who have never touched an ECM vessel enough of a grasp of what they are doing to get their ship to function in case of war where we do not have time to fully train newer pilots.
This class is intended for new or practically new pilots to EVE.  This course is designed to give these pilots enough of an introduction to Caldari ECM and various in-game tools at their disposal. This class is also intended to help newer pilots get a grasp of ECM away from the Ewar 101 course where information overload is a concern. In a pinch it should have enough information to get people who have never touched an ECM vessel enough of a grasp of what they are doing such that in case of war where we do not have time to fully train newer pilots they can still benefit their fleet.


Due to the nature of the class try to limit this class to ten or twenty students at a time.  This is to maximize one on one time for newer pilots.
Due to the nature of the class try to limit this class to ten or twenty students at a time.  This is to maximize one on one time for newer pilots.
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'''Topic Two:  Tactical Overlay'''
'''Topic Two:  Tactical Overlay'''


*Have everyone undock from station.
*Have everyone undock from station.
*Warp everyone to the first safe spot.
*Warp everyone to the first safe spot.
* Explain that to the left of your capacitor (the orange light in the middle of your screen) are five buttons.  The outermost of the two columns has two bubbles/circles.  The top one is the one called Tactical.  Please hover over it but do not depress it yet.  I am now going to warp everyone to a safespot so no one accidentally tries to EWAR Pator Tech School (warp everyone to a "safe space" pre-assigned before class, once everyone drops warp, have everyone depress the tactical button (or Control-D)).
*Have everyone open their fleet mates tab.  Remind them purple is for fleetmates.
 
*Explain that to the left of the capacitor (the orange light in the middle of your screen) are five buttons.  The outermost of the two columns has two bubbles/circles.  The top one is the one called Tactical (Control-D).
Now, on your mouse wheel zoom out until you can just barely identify your ship visually and can see numbers out as far as 75km clearly.  At this point, without having your cursor on any buttons, you are seeing how far out you can target your opponent according to the maximum specifications of your ship. This will be farther or shorter depending on your skills, never mind that for now.
**Have students move their mouse wheel (zoom) out until you can just barely identify your ship visually and can see numbers out as far as 75km clearly.   
 
***Explain that without having your cursor on any buttons, you are seeing how far out you can target your opponent according to the maximum specifications of your ship. Explain skills may increase this base range.  
Next move your cursor over any of your ECM modules. In additions to the sphere indicating you maximum targeting range you should have two new spheres.  The math for figuring out why they are at the distance they are is covered in the more advanced classes.  What I want you to keep in mind is that the smaller of the two, the bright one, is where you have the best chance of success while the outer one is where you may still be able to succeed you are not as likely.  In terminology the first sphere is called, "Optimal" while the end of the second one is called, "Falloff".
**Have students move their cursor over any of their ECM modules.  
*** In additions to the sphere indicating you maximum targeting range you should have two new spheres.   
****The smaller of the two, the bright one, is where you have the best chance of success.
****While the outer one is where you may still be able to succeed you are not as likely (roughly 1/2 base ECM strength).   
****In terminology the first sphere is called, "Optimal" while the end of the second one is called, "Falloff".
****The math for Optimal and Falloff will be covered in the higher level course, this class focuses on visual cues.


For our purposes this illustrates just how far you can be from an opponent and still have varying degrees of success on effecting your enemy.  Just keep these spheres in mind so you have an idea of just how much room you can afford to put between you and your target.
*For class purposes this illustrates just how far you can be from an opponent and still have varying degrees of success on effecting your enemy.   
**The tactical overlay helps visually identify how far your are to your opposition.
**It helps identify visually if the enemy is closing on you or getting away.
**Provides visual reference as to which targets will be most likely affected based on range.