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Logistics: Difference between revisions

From EVE University Wiki
Telinchei (talk | contribs)
Basic Tactics: Reorganise into L4 subsections. Add "overcommitting" section.
Telinchei (talk | contribs)
Advanced Tactics: Removing and reorganising awfully confusing RSS nonsense.
Line 288: Line 288:
Whereas basic tactics are Player vs. Environment, (PvE), and Tech 1 ship oriented, the advanced tactics are focused on Player vs. Player, (PvP), and Tech 2 ships. These tactics build upon the foundation of the basic tactics.  
Whereas basic tactics are Player vs. Environment, (PvE), and Tech 1 ship oriented, the advanced tactics are focused on Player vs. Player, (PvP), and Tech 2 ships. These tactics build upon the foundation of the basic tactics.  


====Buffer Tanking and PvP====


'''Multiple RSS Modules'''
All ships (especially DPS) in PvP fleets with logistics should make use Buffer Tanking, which gives more time before logistics repairs land on them. Remote repair is used on the opposing fleet's primary targets to prevent their death for as long as possible. The advantage of this for the FC is that DPS-focused ships do not have to fit self-repair capability and so can be fit with more emphasis on damage. Any time the fleet is together on grid, logistics should lock up important targets in preparation for incoming damage.


Tech 2 logistics ship can be fitted with two differing type bonus RSS modules and have a larger drone bay. Coordination of those two RSS and use of logistics drones, especially between multiple ships is the purpose of advanced tactics.
====Non-logistics ship spider Tanking====


'''Buffer Tanking'''
Spider tanking is when several logistic ships will remotely repair each other. Spider tanking logistic-bonused ships using Energy Emission systems can generate capacitor out of thin air, as they make more capacitor energy than they use. Spider tanking is highly effective in larger ship engagements, due to the large buffer available on those ships. Notably triage carriers in particular get strong local and outgoing repair bonuses, allowing them to serve as repair logistics and combat vessels.


Some small fleets use Buffer Tanking with remote repair actively on selected ships. This can ease fitting on DPS-focused ships that have marginal CPU and power grid. Any time the fleet pauses in warp, logistics ships can be tanking other fleet mates.
====Multiple Module Types====


'''Spider Tanking'''
Tech 2 logistics ship can be fitted with two differing type bonus RSS modules and have a larger drone bay. Coordination of those two RSS and use of logistics drones, especially between multiple ships is the purpose of advanced tactics.  
 
Spider tanking is when several logistic ships will remote support each other. Spider tanking logistic ships using Energy Emission systems can generate more capacitive energy than they are using, thereby gaining energy that can then be transferred to other fleet members. This is an effective way to transfer armor, shield and/or energy at a more efficient rate than one ship would normally need to expend on its own. Spider tanking is highly effective in Capital Ship engagements due to the large bonuses available.  


'''Remote Sensor Boosters and Tracking Links'''  
'''Remote Sensor Boosters and Tracking Links'''


Remote Sensor Booster could be used to increase the targeting range of a friendly ship. Some ships, fitted correctly would be able to hit a target from a sizeable distance (known as sniping). But perhaps that ship would not have the modules fit to lock a target that far away. For example, a pilot has determined that his Tech 2 Cruise Missiles can hit a target at a distance of 180km. He can’t lock that far however without fitting a Targeting Range scripted Sensor Booster of his own. A Remote Sensor Boosting ship with the correct script could increase this target range even further, thereby allowing him to lock further out without having to give up a mid slot. Scan resolution scripts are important if you think a friendly target ship may want to get a target lock jump on the enemy. One example is, a Battleship has very low scan resolution. Increasing the scan resolution through remote sensor boosters will allow the Battleship to lock an enemy target faster.  
Remote Sensor Booster could be used to increase the targeting range of a friendly ship. Some ships, fitted correctly would be able to hit a target from a sizeable distance (known as sniping). But perhaps that ship would not have the modules fit to lock a target that far away. For example, a pilot has determined that his Tech 2 Cruise Missiles can hit a target at a distance of 180km. He can’t lock that far however without fitting a Targeting Range scripted Sensor Booster of his own. A Remote Sensor Boosting ship with the correct script could increase this target range even further, thereby allowing him to lock further out without having to give up a mid slot. Scan resolution scripts are important if you think a friendly target ship may want to get a target lock jump on the enemy. One example is, a Battleship has very low scan resolution. Increasing the scan resolution through remote sensor boosters will allow the Battleship to lock an enemy target faster.