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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. | + | 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. | ||
Line 98: | Line 98: | ||
'''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 | + | *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). | |
− | + | **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. | |
− | + | **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 | + | *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. | ||
Revision as of 08:18, 29 January 2014
Testing 123 This is my blackboard for edits. I will be using ECM 090 as project for later wiki work. I chose this page as it is already proposed for deletion.
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. 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.
- Duration: 20 to 40 minutes for class. 20 min for QA and live fire.
- Location: Aldrat, beginning at PTS.
Class contents:
High Level Class References:
Instructor Requirements/Recomendations:
- Have ready to link fits for both the Gryhpon and the Blackbird.
- Recruit two (2) to four (4) other uni pilots to act as "targets". Try to get one volunteer for each racial tackling category.
- Set two (2) safe spots prior to class a "LONG" way from anything so that live fire doesn't provoke Concord.
Student requirements:
- Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
- Access to the Class.E-UNI in-game chat channel
- The following skills trained: Spaceship Command 1, Caldari Frigate 2, Electronics 1, Electronic Warfare 3.
- Have your overview set to E-Uni standards. (http://wiki.eveuniversity.org/Overview)
Key sections of content
Topic One: ECM fitting 090
Compare/Explain: Griffons vs Blackbirds
- Griffon: Short range cost reduction for modules and enhanced jamming strength.
- Ideal for newer pilots who have not yet had an opportunity to develop fitting skills.
- More forgiving to newer pilots as if you leave modules on too long your capacitor will hold out longer.
- Relatively inexpensive ship replacement due to frigate hull.
- Black Bird: Long range and enhanced jamming strength
- Ideal for pilots who have developed fitting and capacitor related skills. (Hard Skill)
- Since there is no cost savings on module use managing capacitor use is essential. (Soft Skill)
- More expensive and typically a primary target.
- Will need to practice fighting aligned
- Excellent range with developed skills. Not uncommon for a Black Bird pilot to ECM up to 100km range.
Compare/Explain: Fitting Theory
- General vs Rainbow Fit
- General ECM modules.
- Equally good against all races
- Typically shorter range and higher cost of usage.
- Best saved for more experience pilots who have higher skills who have skills to make them most effective.
- General ECM modules.
- Racial Specific/Rainbow fit
- Greatly enhanced ECM strength for the race it is intended.
- Less skill intensive to be effective.
- Better base range and cheaper cost.
- If fitting all four racial specific modules you will always have one module with an ideal chance to ECM your target.
- Racial Specific/Rainbow fit
- Signal Amplifier: Low slot: Increases the effective range and strength of ECM.
- Weapons: High slots: Initially avoid anything in high slots that will drain cap to ensure power is available for ECM and Propulsion.
- Propulsion: The modern era allows sufficient fitting for a propulsion module.
- Micro-Warp - Excellent speed but kills your max capacitor. Not advised until appropriate skills are trained.
- After-burner - Inexpensive in capacitor use and fitting but limited speed increase.
- Damage Control or Twin Signal amplifier:
- Experienced pilots will tend to go with double amp as this vessels primary defense is their ECM strength.
- Pilots with fewer skills benefit from having more time to react to incoming damage allowing more time to warp out.
Compare Explain Cost Conservation/Effectiveness
- Meta 0 modules:
- Less expensive
- Less effective
- An excellent investment for a newer player with limited resources.
- Meta 4 modules:
- More effective
- more expensive
- Easier to fit.
- An excellent investment for those willing to spend the time to maximize the advantages in performance.
- An excellent investment for newer Black Bird pilots with lower fitting skills.
- Meta 5:
- NEVER USE THEM - Meta 4 are at this time in EVE superior in all ways.
- Harder to fit.
- Expensive.
- Use more capacitor than Meta 4 equivalent.
- NEVER USE THEM - Meta 4 are at this time in EVE superior in all ways.
Topic Two: Tactical Overlay
- Have everyone undock from station.
- Warp everyone to the first safe spot.
- 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).
- 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.
- 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.
- In additions to the sphere indicating you maximum targeting range you should have two new spheres.
- 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.
- 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.
Topic Three: Activating Modules
The easy answer will be to click your modules and let them go. For ECM it is essential to, "Fire", one module at a time as if more than one lands you will have wasted the extra modules. Likewise, once you have one target jammed, you can repeat the sequence on another target and so on until out of jamming modules.
Now for the practical: In space are 4 vessels from the various races being flown by other Uni-Members. I want you to lock each one of them. If you cannot see them switch your overview to, "Fleetmembers" so you can see them. Instructors will be labelled "Target One, Target Two, etc." When you have all four targeted please put an "X" in chat channel. If you get a message from your neo-comm saying you have reached your maximum number of targets no worries. "X" up in chat once you have all four targets locked or your neo-comm tells you that you are locking the maximum number of targets.
Please note each vessel you have targeted has a different color background. Never mind which is which, the important thing is that each background corresponds to one of the races. Example, there is a red background, a red jammer, which for argument sake is Minmatar. Ideally when you select your first target to jam match up the color to the background. If the jam doesn't succeed use any of your other modules until one lands. Now, look at your remaining modules that are inactive, find the color background that matches the module color and continue. With luck you may be able to jam all the targets, though it is possible to have all four modules "miss".
(cycle through 3 of the students to get a quick practical, reminding everyone there will be time after class to live fire for everyone).
Remember, while there are definitely some ships that are more important to jam than others, for purposes of this guide we only want you to have a basic idea so that when the whole screen turns bright "flashy" red you will at least have something to fall back on while you are hyperventilating going, "Zomg, flashies!".
Topic Four: Surviving in an Ewar Vessel
First and foremost, you are going to die and no amount of ehp, speed, mods, or other tricks will save you. Caldari ECM boats are usually the first thing killed by anyone with sense as if you land a jam on someone they are out of the fight for at least 20 seconds.
Always be one step away from warping off, using your pod saver tab for reference. The moment someone starts locking you or God forbid you take damage, run...with luck your ship will survive, if not you will at least escape with your pod. There are tips for fighting aligned in the advanced guides/classes which you will want to pick up on later, for right now just remember to run the moment anything looks at you funny or you start taking any real damage.
Fortunately the ships you have fit right now have a fair chance of actually doing their job and are incredibly inexpensive to fit. On a similar note, the Uni will replace any ECM frigates and cruisers you lose during wartime or during roams. Additionally you are able to request an ECM Frigate if you do not have one.
Wrap Up:
This concludes ECM 090. This by no means is an exhaustive class on ewar and is intended only to help give you a hands on visual reference to handle your Caldari ECM vessel. There is a lot of material in the http://wiki.eveuniversity.org/ECM_Guide and in the http://wiki.eveuniversity.org/EWar_101_Guide. Though everyone will look at you a bit strange feel free to go hunt npc pirates (rats) in belts to practice a bit and to get used to your fittings. Please remember that the ships provided for this class are not armed for the safety of all hands concerned so you will need to fit weapons if you intend on attacking belt rats with your vessel.
Once you have some time on the field using what we have covered today many of the concepts covered in the 101 guides will make sense, as an example the calculation of how far out you can jam an enemy with the greatest chance of success so you can maximize your range to target so you can in turn figure out how far away you should,"warp to", when engaging in fleets. At this point the instructors will spread out to varying ranges so people can live fire their ewar for practice. X-up in channel so we can get an order set and we will call your name on mumble. When you are done please turn off your modules and say your name-finished, and type it into chat. We will be staying out here for approximately another ten to twenty minutes then calling it a day.
- Q&A
[* Practical exercise]
--In the end we are all Cthullu alts. 05:58, 20 December 2011 (UTC)