More actions
No edit summary |
No edit summary |
||
| Line 1: | Line 1: | ||
== Working on Logistics Guide == | |||
<span style="color: yellow">Logistics</span>, in EVE, refers to ships and modules that provide remote support to other ships. In real life, the term "logistics" is typically used to describe the coordination of military troops and supplies, and EVE University has a [[Logistics Division]] that serves this role. But in the EVE client, Logistics decribes remote assistance, and particularly: | |||
*Remote Shield Boosting | |||
*Remote Armor Repair | |||
*Remote Hull Repair | |||
*Remote Capacitor Transfer | |||
*Remote Sensor Boosting | |||
*Remote Tracking Support | |||
One other type of off-grid remote boost module, the [[Warfare Link|Warfare links]], is not typically considered logistics and will not be described here. This Guide summarizes the common mechanics of logistics modules; explains the differences between remote shield, armor, and hull repair in detail; and compares ships that are bonused for logistics. CCP made significant changes to logistics modules and ships in the Frostline patch in December 2015, and those changes have been incorporated here. | |||
Visual effects for the different types of logistics modules are shown on the [[Identifying Visual Effects]] page. | |||
{TOC} | |||
==Logistics Modules and Mechanics== | |||
===Remote Repair=== | |||
Most commonly, fleet logistics is about remote repair. Logistics ships in EVE are similar to the "healer" character classes you find in many other online multiplayer games; logistics pilots usually assist their fleetmates by restoring their hitpoints (HP), in battle. Remote repair can be used to restore HP to a ship's shield, armor, or hull, via three types of high-slot, remote repair modules: Remote Shield Boosters, Remote Armor Repairers, and Remote Hull Repairers. (Technically speaking, shields are "boosted" rather than "repaired", but for the purpose of this Guide, shield boosters have been classified as repair modules.) These three types of remote repair modules have some important differences, and the differences became more pronounced with the December 2015 Frostline update. The chart below illustrates these differences for medium-sized, Tech I modules of each type: | |||
{| class="wikitable" style="text-align:center;" | |||
|+ style="text-align:left; font-size:110%"| Remote Repair Modules | |||
|- | |||
! width="66px" | | |||
! width="66px" | | |||
! width="120px" | CPU (tf) | |||
! width="70px" | Powergrid (MW) | |||
! width="70px" | Cycle time (sec) | |||
! width="70px" | Repair Amount (HP) | |||
! width="70px" | Repair Rate (HP/sec) | |||
! width="70px" | Activation Cost (GJ) | |||
! width="70px" | Cap Demand (GJ/sec) | |||
! width="70px" | Optimal Range | |||
! width="70px" | Falloff | |||
! width="70px" | Rep Applied At | |||
|- | |||
| image | |||
| Medium Remote Shield Booster I | |||
| 50 || 52 || 8 || 260 || 32.5 || 232 || 29.0 || 5.00 km || 7.50 km || beginning of cycle | |||
|- | |||
| Data for Scythe-fitted module | |||
|- | |||
| image | |||
| Medium Remote Armor Repairer I | |||
| 20 || 120 || 6 || 196 || 32.7 || 155 || 25.8 || 8.75 km || 2.50 km || end of cycle | |||
|- | |||
| Data for Exequror-fitted module | |||
|- | |||
| image | |||
| Medium Remote Hull Repairer I | |||
| 68 || 115 || 6 || 96 || 16.0 || 244 || 40.7 || 8.75 km || 5.00 km || end of cycle | |||
|} | |||
Remote repair modules are typically fit to ships that have bonuses to many of the characteristics listed above, and so the specific values in the table are not so important. Nevertheless, the chart does illustrate some of the most important differences between remote shield, armor, and hull repair modules. | |||
*<span style="color: yellow">The icons for remote repair modules look like those of local repair modules, and armor and hull repairers look alike. Make sure you select the module you want!</span> All remote assistance modules are distinguished from local modules by a double arrow on the icon symbol. The symbols for remote armor and hull repairers show welding helmets with different colors: gold for armor, and silver for hull. If you find the symbols confusing, the names are much clearer, so you can look for the word "Remote" when you mouse over the module icon to make sure you have the right kind. | |||
*<span style="color: yellow">Remote hull repairers are inferior to remote armor repairers and shield boosters, and so they are never used in combat.</span> Remote hull repairers require a great deal of CPU, powergrid and capacitor, and repair less HP than other repair modules. Unlike the other two remote repair types, there are no ships in EVE that are bonused for hull repair. As a result, remote hull repairers are not generally used in fleets, even for compositions focused on hull tanking. Remote hull repair is a convenient alternative to paying for hull repairs in station, however, and so these modules are occasionally used outside of combat. | |||
*<span style="color: yellow">Overall, remote shield boosters and armor repairers restore HP at the same rate.</span> Neither of these repair modes is inherently better than the other. They do have differences, however, that make each one preferable under certain circumstances. | |||
*<span style="color: yellow">Remote armor repairers require less capacitor than remote shield boosters.</span> Not only do armor repairers require less capacitor per cycle, they are also more cap efficient (requiring less cap per time) relative to shield boosters. This means that armor-repairing ships have more cap room for other active modules, and are less sensitive to enemy neutralizers and Nosferatus, than shield-boosting ships. Armor logistics ships have an easier time running all of their repair modules continuously, whereas shield logistics ships often have to cycle their boosting modules on and off to conserve capacitor. Because of their cap efficiency, armor logistics ships are more powerful for longer engagements (in which fleetmates don't die quickly), and in PvE. | |||
*<span style="color: yellow">Remote armor repairers have longer optimal range than remote shield boosters.</span> Armor logistics ships can stay farther away from the action, and still deliver 100% of their repping power, compared to shield logistics ships. As the chart shows, ship-bonused armor repairers have fairly long optimal range, and an [[Exequror]]--a Tech I armor logistics cruiser--can apply full armor repairs from 50 km away. The optimal range of a [[Scythe]], the matching Tech I shield logistics cruiser, is just over half as long. As a result, it is easier to keep armor-repairing ships out of harm's way than it is shield-repairing ships. | |||
*<span style="color: yellow">Because shield boosters deliver HP at the beginning of the module cycle, no cycles are wasted.</span> Armor repairers, by contrast, deliver repairs at the end of the module cycle. One downside of flying armor logistics is that, sometimes, your armor-tanked fleetmates will die faster than the cycle time of your remote armor repair modules. When this happens, that repair cycle is lost; the target of the remote armor repairer no longer exists, and so when the module completes its cycle, nothing gets repaired. This never happens with remote shield boosters, because a shield booster delivers HP at the beginning its module cycle. This may sound like an unusual situation--how is it possible that a ship is destroyed in just 6 seconds? In fact, this happens frequently in large fleet fights, where tens of opponent damage dealers are focusing fire on a single ship. But wasted cycles also affect longer fights, where each wasted cycle diminishes the overall, average efficiency of repairs. Not only does shield repair involve fewer wasted cycles, but because shield disappears before armor, shield logistics pilots have a little more time to rescue their fleetmates than armor logistics pilots do. As a result, shield logistics is better than armor in very large fleet engagements, or in any situation where you expect your fleetmates to die quickly. | |||
*<span style="color: yellow">Remote shield boosters deliver more HP/cycle, so they have more repair "alpha".</span> Combat ships are sometimes judged by how much damage they can deliver in their first ("alpha") volley. Logistics ships can be compared by a very similar measure, by how much damage they can repair in their initial repair cycle. By this measure, remote shield boosters are better than remote armor repairers--they repair more damage, right away. | |||
== Mining Doctrine: Wormhole Mining == | == Mining Doctrine: Wormhole Mining == | ||