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*Remote Tracking Support | *Remote Tracking Support | ||
One other type of off-grid remote boost module, the [[Warfare | One other type of off-grid remote boost module, the [[Warfare links|Warfare Link]], 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. | Visual effects for the different types of logistics modules are shown on the [[Identifying Visual Effects]] page. | ||
==Logistics Modules and Mechanics== | ==Logistics Modules and Mechanics== | ||
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===Remote Repair=== | ===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: | 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: <span style="color: yellow">Remote Shield Boosters</span>, <span style="color: yellow">Remote Armor Repairers</span>, and <span style="color: yellow">Remote Hull Repairers</span>. (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;" | {| class="wikitable" style="text-align:center;" | ||
|+ style="text-align:left; font-size:110%"| Remote Repair Modules | |+ style="text-align:left; font-size:110%"| Remote Repair Modules | ||
|- | |- | ||
! width=" | ! width="60px" | | ||
! width=" | ! width="120px" | Item | ||
! width=" | ! width="50px" | CPU (tf) | ||
! width="70px" | Powergrid (MW) | ! width="70px" | Powergrid (MW) | ||
! width=" | ! width="55px" | Cycle time (sec) | ||
! width="70px" | Repair Amount (HP) | ! width="70px" | Repair Amount (HP) | ||
! width="70px" | Repair Rate (HP/sec) | ! width="70px" | Repair Rate (HP/sec) | ||
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| image | | image | ||
| Medium Remote Shield Booster I | | Medium Remote Shield Booster I | ||
| 50 || 52 || 8 || 260 || 32.5 || 232 || 29.0 || 5.00 km || 7.50 km || beginning of cycle | | 50 || 52 || 8 || 260 || 32.5 || 232 || 29.0 || 5.00 km || 7.50 km || <span style="color: yellow">beginning</span> of cycle | ||
|- | |- | ||
| Data for Scythe-fitted module | | Data for Scythe-fitted module | ||
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| image | | image | ||
| Medium Remote Armor Repairer I | | Medium Remote Armor Repairer I | ||
| 20 || 120 || 6 || 196 || 32.7 || 155 || 25.8 || 8.75 km || 2.50 km || end of cycle | | 20 || 120 || 6 || 196 || 32.7 || 155 || 25.8 || 8.75 km || 2.50 km || <span style="color: yellow">end</span> of cycle | ||
|- | |- | ||
| Data for Exequror-fitted module | | Data for Exequror-fitted module | ||
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| image | | image | ||
| Medium Remote Hull Repairer I | | Medium Remote Hull Repairer I | ||
| 68 || 115 || 6 || 96 || 16.0 || 244 || 40.7 || 8.75 km || 5.00 km || end of cycle | | 68 || 115 || 6 || 96 || 16.0 || 244 || 40.7 || 8.75 km || 5.00 km || <span style="color: yellow">end</span> of cycle | ||
|} | |} | ||
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*<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 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 | *<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 two-thirds 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">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. | ||