Difference between revisions of "User:Antei thantonne/Logistics Guide"
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Each of the four player races specializes in the type of logistics that their ships are naturally tanked for. Caldari and Minmatar ships are ordinarily shield-tanked, and so these two races specialize in shield logistics; and Amarr and Gallente ships are typically armor-tanked, so these two races specialize in armor logistics. In addition, each race either specializes in cap-chain logistics, or not, as shown by the chart at right. It is important to note that capacitor chaining only exists for cruisers and force auxiliaries; all frigate logistics ships, of all races, are "solo" logistics ships. | Each of the four player races specializes in the type of logistics that their ships are naturally tanked for. Caldari and Minmatar ships are ordinarily shield-tanked, and so these two races specialize in shield logistics; and Amarr and Gallente ships are typically armor-tanked, so these two races specialize in armor logistics. In addition, each race either specializes in cap-chain logistics, or not, as shown by the chart at right. It is important to note that capacitor chaining only exists for cruisers and force auxiliaries; all frigate logistics ships, of all races, are "solo" logistics ships. | ||
+ | |||
+ | This Guide focuses on logistics ships of most interest to young Unista pilots—on logistics frigates and cruisers. The Guide also discussed, more briefly, battleship and capital logistics. More information on these topics is available on the individual [[Ship Articles|http://wiki.eveuniversity.org/Template:ShipsMatrix]] for ships in this class. | ||
===Tech I Logistics Frigates=== | ===Tech I Logistics Frigates=== | ||
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Each of the four empire factions has a Tech I frigate dedicated to logistics, and these frigates are good starting ships for Unistas looking to begin training into the logistics role. The bonuses for the two Tech I shield logistics frigates—the [[Bantam]] and the [[Burst]]—are identical, as are the bonuses for the two Tech I armor logistics frigates, the [[Inquisitor]] and the [[Navitas]]. The most common fits for the four ships are also very similar. In general, because all four hulls are short on powergrid and capacitor, the [[Burst]] and [[Inquisitor]] are slightly favored over the other two because they have more low slots, where powergrid support and Capacitor Power Relay modules help most, and because of advantages in speed (in the case of the Burst) and tank (Inquisitor). | Each of the four empire factions has a Tech I frigate dedicated to logistics, and these frigates are good starting ships for Unistas looking to begin training into the logistics role. The bonuses for the two Tech I shield logistics frigates—the [[Bantam]] and the [[Burst]]—are identical, as are the bonuses for the two Tech I armor logistics frigates, the [[Inquisitor]] and the [[Navitas]]. The most common fits for the four ships are also very similar. In general, because all four hulls are short on powergrid and capacitor, the [[Burst]] and [[Inquisitor]] are slightly favored over the other two because they have more low slots, where powergrid support and Capacitor Power Relay modules help most, and because of advantages in speed (in the case of the Burst) and tank (Inquisitor). | ||
− | Logistics frigates have the least repping power and shortest optimal range out of all the logistics ships, but they do have the advantage of being very inexpensive and difficult to hit (like any other Tech I frigate). The charts below illustrate statistics for Tech I shield and armor logistics frigates (using Tech-I-modified [http://fleet-up.com/Fitting/Index Fleet-Up fits] as a model) piloted by a typical, low-skill Unista: | + | Logistics frigates have the least repping power and shortest optimal range out of all the logistics ships, but they do have the advantage of being very inexpensive and difficult to hit (like any other Tech I frigate). The charts below illustrate statistics for Tech I shield and armor logistics frigates (using Tech-I-modified Burst and Inquisitor [http://fleet-up.com/Fitting/Index Fleet-Up fits] as a model) piloted by a typical, low-skill Unista: |
{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
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<p><span style="color: yellow">Role bonuses:</span> (applies regardless of skill level)</p> | <p><span style="color: yellow">Role bonuses:</span> (applies regardless of skill level)</p> | ||
300% bonus to Remote Shield Booster falloff<br /> | 300% bonus to Remote Shield Booster falloff<br /> | ||
− | + | ! height="40px" colspan="2" | Maximum Shield<br />Boost Rate | |
− | + | ! colspan="2" | Optimal Range | |
− | + | ! Falloff | |
|- | |- | ||
| height="20px" colspan="2" | 79 HP/sec | | height="20px" colspan="2" | 79 HP/sec | ||
Line 67: | Line 69: | ||
| width="50px" style="border-right-style:hidden;" | | | width="50px" style="border-right-style:hidden;" | | ||
|- | |- | ||
− | + | ! height="40px" | eHP | |
− | + | ! colspan="2" | Scan<br />Resolution | |
− | + | ! colspan="2" | Speed | |
|- | |- | ||
| height="20px" | [[Bantam]] | | height="20px" | [[Bantam]] | ||
Line 90: | Line 92: | ||
50% bonus to Remote Armor Repairer optimal range<br /> | 50% bonus to Remote Armor Repairer optimal range<br /> | ||
600% bonus to Remote Armor Repairer falloff<br /> | 600% bonus to Remote Armor Repairer falloff<br /> | ||
− | + | ! height="40px" colspan="2" | Maximum Armor<br />Repair Rate | |
− | + | ! colspan="2" | Optimal Range | |
− | + | ! Falloff | |
|- | |- | ||
| height="20px" colspan="2" | 78 HP/sec | | height="20px" colspan="2" | 78 HP/sec | ||
Line 104: | Line 106: | ||
| width="50px" style="border-right-style:hidden;" | | | width="50px" style="border-right-style:hidden;" | | ||
|- | |- | ||
− | + | ! height="40px" | eHP | |
− | + | ! colspan="2" | Scan<br />Resolution | |
− | + | ! colspan="2" | Speed | |
|- | |- | ||
| height="20px" | [[Inquisitor]] | | height="20px" | [[Inquisitor]] | ||
Line 116: | Line 118: | ||
|} | |} | ||
− | As these tables show, a Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range. In addition, shield logistics frigates operate in falloff (because they have such short optimal ranges), and so they can almost never apply their full repair capacity. Pilots with poor capacitor skills, or low skills in the appropriate racial frigate skill or in [[Skills:Shields#Shield_Emission_Systems|Shield Emissions Systems]] or [[Skills:Armor#Remote_Armor_Repair_Systems|Remote Armor Repair Systems]], will have trouble with capacitor even if they use all "Enduring" meta versions of all active modules. For a freshman Unista, as a result, Tech I logistics frigates demand higher skills than analogous Tech I EWAR or tackle frigates. | + | As these tables show, a Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range. (These tables shows HP repaired, rather than eHP repaired; keep in mind that fleetmates with high resists benefit more from the same HP repaired than fleetmates with low resists, because they receive more eHP.) In addition, shield logistics frigates operate in falloff (because they have such short optimal ranges), and so they can almost never apply their full repair capacity. Pilots with poor capacitor skills, or low skills in the appropriate racial frigate skill or in [[Skills:Shields#Shield_Emission_Systems|Shield Emissions Systems]] or [[Skills:Armor#Remote_Armor_Repair_Systems|Remote Armor Repair Systems]], will have trouble with capacitor even if they use all "Enduring" meta versions of all active modules. For a freshman Unista, as a result, Tech I logistics frigates demand higher skills than analogous Tech I EWAR or tackle frigates. |
Nevertheless, there are a few roles that Tech I logistics frigates fill better than any other ship. Logistics frigates are better than logistics cruisers in gangs of [[Tactical_Destroyer#Tech_3_Destroyers|Tactical Destroyer]] and [[Assault Frigate]] damage dealers, because they have the speed to keep up. And the [[Inquisitor]] (along with the [[Deacon]], described in the next section) is the preferred repair ship for small-ship wormhole PvE. In general, however, logistics pilots fly cruisers much more often than frigates. | Nevertheless, there are a few roles that Tech I logistics frigates fill better than any other ship. Logistics frigates are better than logistics cruisers in gangs of [[Tactical_Destroyer#Tech_3_Destroyers|Tactical Destroyer]] and [[Assault Frigate]] damage dealers, because they have the speed to keep up. And the [[Inquisitor]] (along with the [[Deacon]], described in the next section) is the preferred repair ship for small-ship wormhole PvE. In general, however, logistics pilots fly cruisers much more often than frigates. | ||
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===Tech II Logistics Frigates=== | ===Tech II Logistics Frigates=== | ||
− | In the Frostline patch of Dec 2015, CCP introduced a new ship class: the Tech II logistics frigate. Tech II logistics frigates were designed to improve on their Tech I counterparts in a number of ways. They have considerably more CPU and powergrid, and one more fitting slot, relative to the Tech I frigates above. Tech II logistics frigates also have some unique bonuses relative to Tech I frigates: | + | In the Frostline patch of Dec 2015, CCP introduced a new ship class: the Tech II logistics frigate. Tech II logistics frigates were designed to improve on their Tech I counterparts in a number of ways. They have considerably more CPU and powergrid, and one more fitting slot, relative to the Tech I frigates above. Tech II logistics frigates also have some unique bonuses relative to Tech I frigates. Flying a Tech II logistics frigate requires a dedicated skill, [[Skills:Spaceship_Command#Logistics_Frigates|Logistics Frigates]], and because this skill contributes significantly to bonuses in this ship class, pilots are encouraged to train it to IV or V before flying a ship in this class. The charts below show data on Tech II shield and armor logistics frigates (and, specifically, the [[Kirin]] and [[Deacon]]) piloted by a high-skill logistics pilot:* |
+ | |||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | |+ | ||
+ | |- | ||
+ | | rowspan="4" height="145px" width="128px" |[[File:Kirin_128.png]] | ||
+ | | rowspan="4" width="128px" |[[File:Scalpel_128.png]] | ||
+ | | rowspan="4" width="340px" style="text-align:left;"|<p><span style="color: yellow">Caldari/Minmatar Frigate bonuses (per skill level):</span></p> | ||
+ | 10% bonus to Remote Shield Booster amount<br /> | ||
+ | 10% reduction in Remote Shield Booster activation cost<br /> | ||
+ | <p><span style="color: yellow">Logistics Frigates bonuses (per skill level):</span></p> | ||
+ | 5% reduction in Remote Shield Booster duration and activation cost<br /> | ||
+ | '''For Kirin:''' 7.5% bonus to shield hitpoints<br /> | ||
+ | '''For Scalpel:''' 4% reduction in signature radius<br /> | ||
+ | <p><span style="color: yellow">Role bonuses:</span></p> | ||
+ | 300% bonus to Remote Shield Booster falloff<br /> | ||
+ | ! height="40px" colspan="2" | Maximum Shield<br />Boost Rate** | ||
+ | ! colspan="2" | Optimal Range | ||
+ | ! Falloff | ||
+ | |- | ||
+ | | height="20px" colspan="2" | 179 HP/sec | ||
+ | | colspan="2" | 6 km | ||
+ | | 38 km | ||
+ | |- | ||
+ | | height="10px" width="60px" style="border-right-style:hidden;" | | ||
+ | | width="45px" style="border-right-style:hidden;" | | ||
+ | | width="40px" style="border-right-style:hidden;" | | ||
+ | | width="30px" style="border-right-style:hidden;" | | ||
+ | | width="50px" style="border-right-style:hidden;" | | ||
+ | |- | ||
+ | ! height="40px" | eHP | ||
+ | ! colspan="2" | Scan<br />Resolution | ||
+ | ! colspan="2" | Speed | ||
+ | |- | ||
+ | | height="20px" | [[Kirin]] | ||
+ | | [[Scalpel]] | ||
+ | | style="border-bottom-style:hidden;" | | ||
+ | | 9200 | ||
+ | | colspan="2" | 1090 mm | ||
+ | | colspan="2" | 463 m/sec | ||
+ | |} | ||
+ | ∗''Skills: Racial Frigate V, Logistics Frigates IV, Shield Emission Systems V.''<br /> | ||
+ | ∗∗''Fit with 3x Pithi A-Type Small Remote Shield Boosters.'' | ||
+ | |||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | |+ | ||
+ | |- | ||
+ | | rowspan="4" height="145px" width="128px" |[[File:Deacon_128.png]] | ||
+ | | rowspan="4" width="128px" |[[File:Thalia_128.png]] | ||
+ | | rowspan="4" width="340px" style="text-align:left;"|<p><span style="color: yellow">Amarr/Gallente Frigate bonuses (per skill level):</span></p> | ||
+ | 10% bonus to Remote Armor Repairer amount<br /> | ||
+ | 10% reduction in Remote Armor Repairer activation cost<br /> | ||
+ | <p><span style="color: yellow">Logistics Frigates bonuses (per skill level):</span></p> | ||
+ | 5% reduction in Remote Armor Repairer duration and activation cost<br /> | ||
+ | '''For Deacon:''' 7.5% bonus to armor hitpoints<br /> | ||
+ | '''For Thalia:''' 4% reduction in signature radius<br /> | ||
+ | <p><span style="color: yellow">Role bonuses:</span></p> | ||
+ | 50% bonus to Remote Armor Repairer optimal range<br /> | ||
+ | 600% bonus to Remote Armor Repairer falloff<br /> | ||
+ | ! height="40px" colspan="2" | Maximum Armor<br />Repair Rate*** | ||
+ | ! colspan="2" | Optimal Range | ||
+ | ! Falloff | ||
+ | |- | ||
+ | | height="20px" colspan="2" | 176 HP/sec | ||
+ | | colspan="2" | 15 km | ||
+ | | 25 km | ||
+ | |- | ||
+ | | height="10px" width="60px" style="border-right-style:hidden;" | | ||
+ | | width="45px" style="border-right-style:hidden;" | | ||
+ | | width="40px" style="border-right-style:hidden;" | | ||
+ | | width="30px" style="border-right-style:hidden;" | | ||
+ | | width="50px" style="border-right-style:hidden;" | | ||
+ | |- | ||
+ | ! height="40px" | eHP | ||
+ | ! colspan="2" | Scan<br />Resolution | ||
+ | ! colspan="2" | Speed | ||
+ | |- | ||
+ | | height="20px" | [[Deacon]] | ||
+ | |[[Thalia]] | ||
+ | | style="border-bottom-style:hidden;" | | ||
+ | | 11300 | ||
+ | | colspan="2" | 1150 mm | ||
+ | | colspan="2" | 450 m/sec | ||
+ | |} | ||
+ | ∗∗∗''Fit with 3x Centii A-Type Small Remote Armor Repairers.'' | ||
+ | |||
+ | The repair bonuses, repair range and base velocity of Tech II logistics frigates aren't dramatically better than those of their Tech I relatives. When CCP introduced Tech II logistics frigates, devs argued that the signature radius bonus of the [[Scalpel]] and [[Thalia]] might be useful for "signature tanking", by which ships can evade damage. Signature tanking works poorly against opponents with light drones, though, and so this strategy has not been widely successful. | ||
+ | |||
+ | Increased CPU and powergrid do mean that Tech II logistics frigates can fit better repair modules than Tech I ships. Deadspace repair modules more than double the repair rate of Tech II logistics frigates, as shown in the charts above. Nevertheless, even fit with rare modules, a Tech II logistics frigate repairs at about the same rate as a Tech I logistics cruiser, with shorter range and higher cost. These frigates—and particularly the [[Deacon]], the most popular of the four—are still used in small-ship gangs and in wormhole PvE. But Tech I logistics cruisers are used far more often for logistics than Tech I or Tech II frigates. | ||
===Tech I Logistics Cruisers=== | ===Tech I Logistics Cruisers=== | ||
+ | |||
+ | Tech I logistics cruisers are powerful platforms for remote repair. They receive better range bonuses than any other logistics ship (including Tech II cruisers), and considerable bonuses to repair amount. They are also inexpensive, and relatively easy to skill into. Unistas interested in flying logistics ships are advised to focus their initial training on this ship class. As shown in a chart at the beginning of this Ships section, logistics cruisers can either be "solo" or cap-chain ships; this Guide will deal with these subtypes separately. | ||
+ | |||
+ | ===="Solo" Logistics Cruisers==== | ||
+ | |||
+ | The [[Scythe]] and the [[Exequror]] are the two Tech I logistics cruisers that are not bonused for remote capacitor transfer. New logistics pilots often begin flying one of these first, because they are simpler to pilot than the cap-chain cruisers. But the performance of all of the logistics cruisers is sensitive to pilot skill, and pilots with different skill levels sometimes have to fly even these simpler hulls differently. The charts below illustrate statistics for the [[Scythe]] and [[Exequror]] (using the [http://fleet-up.com/Fitting/Index Fleet-Up fits] for afterburner-fit NSC Reship hulls as models) piloted by Unistas with different skill levels: | ||
+ | |||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | |+ | ||
+ | |- | ||
+ | | rowspan="5" height="150px" width="128px" |[[File:Scythe_128.png]] | ||
+ | | rowspan="5" width="340px" style="text-align:left;"|<p><span style="color: yellow">Minmatar Cruiser bonuses (per skill level):</span></p> | ||
+ | 12.5% bonus to Remote Shield Booster amount<br /> | ||
+ | 5% reduction in Remote Shield Booster activation cost<br /> | ||
+ | <p><span style="color: yellow">Role bonuses:</span></p> | ||
+ | 430% bonus to Remote Shield Booster optimal range and falloff<br /> | ||
+ | 100% bonus to Logistic Drone transfer amount | ||
+ | ! height="50px" width="90px" | Pilot Skill Level | ||
+ | ! width="120px" | Shield Boost Rate<br />(3 Boosters,<br />plus Drones) | ||
+ | ! width="80px" | Optimal<br />Range | ||
+ | ! width="80px" | Falloff | ||
+ | ! width="120px" | Capacitor Duration,<br />3 Boosters Active<br />(other mods off) | ||
+ | ! width="120px" | Capacitor Duration,<br />2 Boosters Active<br />(other mods on) | ||
+ | ! width="70px" | eHP | ||
+ | |- | ||
+ | | Low* | ||
+ | | 155 HP/sec | ||
+ | | 27 km | ||
+ | | 40 km | ||
+ | | 1m 14sec | ||
+ | | 2m 54sec | ||
+ | | 30,500 | ||
+ | |- | ||
+ | | Intermediate** | ||
+ | | 219 HP/sec | ||
+ | | 27 km | ||
+ | | 40 km | ||
+ | | 2m 47sec | ||
+ | | stable (48%) | ||
+ | | 31,900 | ||
+ | |- | ||
+ | | High*** | ||
+ | | 235 HP/sec | ||
+ | | 27 km | ||
+ | | 40 km | ||
+ | | stable (50%) | ||
+ | | stable (62%) | ||
+ | | 32,900 | ||
+ | |- | ||
+ | | style="border-right-style:hidden; border-bottom-style:hidden;" | ||
+ | |- | ||
+ | | [[Scythe]] | ||
+ | |} | ||
+ | ∗ ''[[http://wiki.eveuniversity.org/Basic_Skills#Minimum_recommended_skillplan|"Minimum recommended skills"]], plus Minmatar Cruiser III, Shield Emissions Systems III. Repair drones cannot be used at this skill level, and an all-Tech-I fit is still 12 MW short on powergrid.''<br /> | ||
+ | ∗∗ ''[[http://wiki.eveuniversity.org/Basic_Skills#Advanced_recommended_skillplan|"Advanced recommended skills"]], plus Minmatar Cruiser IV, Shield Emissions Systems IV.''<br /> | ||
+ | ∗∗∗ ''[[http://wiki.eveuniversity.org/Basic_Skills#Advanced_recommended_skillplan|"Advanced recommended skills"]] +1 at each skill, plus Minmatar Cruiser V, Shield Emissions Systems V.'' | ||
===Tech II Logistics Cruisers=== | ===Tech II Logistics Cruisers=== |
Revision as of 21:15, 3 June 2016
Introduction is complete and transferred.
Logistics Modules and Mechanics
Complete, and transferred.
I won't be making any more modifications to this section here; all future changes will be made directly to the Logistics Guide page itself.
Logistics Ships
Racial Specializations
Race | Armor or Shield? | Cap-Chain or Solo? |
---|---|---|
Armor | Cap-Chain | |
Shield | Cap-Chain | |
Armor | Solo | |
Shield | Solo |
Each of the four player races specializes in the type of logistics that their ships are naturally tanked for. Caldari and Minmatar ships are ordinarily shield-tanked, and so these two races specialize in shield logistics; and Amarr and Gallente ships are typically armor-tanked, so these two races specialize in armor logistics. In addition, each race either specializes in cap-chain logistics, or not, as shown by the chart at right. It is important to note that capacitor chaining only exists for cruisers and force auxiliaries; all frigate logistics ships, of all races, are "solo" logistics ships.
This Guide focuses on logistics ships of most interest to young Unista pilots—on logistics frigates and cruisers. The Guide also discussed, more briefly, battleship and capital logistics. More information on these topics is available on the individual http://wiki.eveuniversity.org/Template:ShipsMatrix for ships in this class.
Tech I Logistics Frigates
Each of the four empire factions has a Tech I frigate dedicated to logistics, and these frigates are good starting ships for Unistas looking to begin training into the logistics role. The bonuses for the two Tech I shield logistics frigates—the Bantam and the Burst—are identical, as are the bonuses for the two Tech I armor logistics frigates, the Inquisitor and the Navitas. The most common fits for the four ships are also very similar. In general, because all four hulls are short on powergrid and capacitor, the Burst and Inquisitor are slightly favored over the other two because they have more low slots, where powergrid support and Capacitor Power Relay modules help most, and because of advantages in speed (in the case of the Burst) and tank (Inquisitor).
Logistics frigates have the least repping power and shortest optimal range out of all the logistics ships, but they do have the advantage of being very inexpensive and difficult to hit (like any other Tech I frigate). The charts below illustrate statistics for Tech I shield and armor logistics frigates (using Tech-I-modified Burst and Inquisitor Fleet-Up fits as a model) piloted by a typical, low-skill Unista:
File:Bantam 128.png | File:Burst 128.png | Caldari/Minmatar Frigate bonuses (per skill level): 10% bonus to Remote Shield Booster amount Role bonuses: (applies regardless of skill level) 300% bonus to Remote Shield Booster falloff |
Maximum Shield Boost Rate |
Optimal Range | Falloff | ||
---|---|---|---|---|---|---|---|
79 HP/sec | 4 km | 29 km | |||||
eHP | Scan Resolution |
Speed | |||||
Bantam | Burst | 4100 | 1065 mm | 500 m/sec |
File:Inquisitor 128.png | File:Navitas 128.png | Amarr/Gallente Frigate bonuses (per skill level): 10% bonus to Remote Armor Repairer amount Role bonuses: 50% bonus to Remote Armor Repairer optimal range |
Maximum Armor Repair Rate |
Optimal Range | Falloff | ||
---|---|---|---|---|---|---|---|
78 HP/sec | 12 km | 19 km | |||||
eHP | Scan Resolution |
Speed | |||||
Inquisitor | Navitas | 6600 | 1035 mm | 415 m/sec |
As these tables show, a Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range. (These tables shows HP repaired, rather than eHP repaired; keep in mind that fleetmates with high resists benefit more from the same HP repaired than fleetmates with low resists, because they receive more eHP.) In addition, shield logistics frigates operate in falloff (because they have such short optimal ranges), and so they can almost never apply their full repair capacity. Pilots with poor capacitor skills, or low skills in the appropriate racial frigate skill or in Shield Emissions Systems or Remote Armor Repair Systems, will have trouble with capacitor even if they use all "Enduring" meta versions of all active modules. For a freshman Unista, as a result, Tech I logistics frigates demand higher skills than analogous Tech I EWAR or tackle frigates.
Nevertheless, there are a few roles that Tech I logistics frigates fill better than any other ship. Logistics frigates are better than logistics cruisers in gangs of Tactical Destroyer and Assault Frigate damage dealers, because they have the speed to keep up. And the Inquisitor (along with the Deacon, described in the next section) is the preferred repair ship for small-ship wormhole PvE. In general, however, logistics pilots fly cruisers much more often than frigates.
Tech II Logistics Frigates
In the Frostline patch of Dec 2015, CCP introduced a new ship class: the Tech II logistics frigate. Tech II logistics frigates were designed to improve on their Tech I counterparts in a number of ways. They have considerably more CPU and powergrid, and one more fitting slot, relative to the Tech I frigates above. Tech II logistics frigates also have some unique bonuses relative to Tech I frigates. Flying a Tech II logistics frigate requires a dedicated skill, Logistics Frigates, and because this skill contributes significantly to bonuses in this ship class, pilots are encouraged to train it to IV or V before flying a ship in this class. The charts below show data on Tech II shield and armor logistics frigates (and, specifically, the Kirin and Deacon) piloted by a high-skill logistics pilot:*
File:Kirin 128.png | File:Scalpel 128.png | Caldari/Minmatar Frigate bonuses (per skill level): 10% bonus to Remote Shield Booster amount Logistics Frigates bonuses (per skill level): 5% reduction in Remote Shield Booster duration and activation cost Role bonuses: 300% bonus to Remote Shield Booster falloff |
Maximum Shield Boost Rate** |
Optimal Range | Falloff | ||
---|---|---|---|---|---|---|---|
179 HP/sec | 6 km | 38 km | |||||
eHP | Scan Resolution |
Speed | |||||
Kirin | Scalpel | 9200 | 1090 mm | 463 m/sec |
∗Skills: Racial Frigate V, Logistics Frigates IV, Shield Emission Systems V.
∗∗Fit with 3x Pithi A-Type Small Remote Shield Boosters.
File:Deacon 128.png | File:Thalia 128.png | Amarr/Gallente Frigate bonuses (per skill level): 10% bonus to Remote Armor Repairer amount Logistics Frigates bonuses (per skill level): 5% reduction in Remote Armor Repairer duration and activation cost Role bonuses: 50% bonus to Remote Armor Repairer optimal range |
Maximum Armor Repair Rate*** |
Optimal Range | Falloff | ||
---|---|---|---|---|---|---|---|
176 HP/sec | 15 km | 25 km | |||||
eHP | Scan Resolution |
Speed | |||||
Deacon | Thalia | 11300 | 1150 mm | 450 m/sec |
∗∗∗Fit with 3x Centii A-Type Small Remote Armor Repairers.
The repair bonuses, repair range and base velocity of Tech II logistics frigates aren't dramatically better than those of their Tech I relatives. When CCP introduced Tech II logistics frigates, devs argued that the signature radius bonus of the Scalpel and Thalia might be useful for "signature tanking", by which ships can evade damage. Signature tanking works poorly against opponents with light drones, though, and so this strategy has not been widely successful.
Increased CPU and powergrid do mean that Tech II logistics frigates can fit better repair modules than Tech I ships. Deadspace repair modules more than double the repair rate of Tech II logistics frigates, as shown in the charts above. Nevertheless, even fit with rare modules, a Tech II logistics frigate repairs at about the same rate as a Tech I logistics cruiser, with shorter range and higher cost. These frigates—and particularly the Deacon, the most popular of the four—are still used in small-ship gangs and in wormhole PvE. But Tech I logistics cruisers are used far more often for logistics than Tech I or Tech II frigates.
Tech I Logistics Cruisers
Tech I logistics cruisers are powerful platforms for remote repair. They receive better range bonuses than any other logistics ship (including Tech II cruisers), and considerable bonuses to repair amount. They are also inexpensive, and relatively easy to skill into. Unistas interested in flying logistics ships are advised to focus their initial training on this ship class. As shown in a chart at the beginning of this Ships section, logistics cruisers can either be "solo" or cap-chain ships; this Guide will deal with these subtypes separately.
"Solo" Logistics Cruisers
The Scythe and the Exequror are the two Tech I logistics cruisers that are not bonused for remote capacitor transfer. New logistics pilots often begin flying one of these first, because they are simpler to pilot than the cap-chain cruisers. But the performance of all of the logistics cruisers is sensitive to pilot skill, and pilots with different skill levels sometimes have to fly even these simpler hulls differently. The charts below illustrate statistics for the Scythe and Exequror (using the Fleet-Up fits for afterburner-fit NSC Reship hulls as models) piloted by Unistas with different skill levels:
File:Scythe 128.png | Minmatar Cruiser bonuses (per skill level): 12.5% bonus to Remote Shield Booster amount Role bonuses: 430% bonus to Remote Shield Booster optimal range and falloff |
Pilot Skill Level | Shield Boost Rate (3 Boosters, plus Drones) |
Optimal Range |
Falloff | Capacitor Duration, 3 Boosters Active (other mods off) |
Capacitor Duration, 2 Boosters Active (other mods on) |
eHP |
---|---|---|---|---|---|---|---|---|
Low* | 155 HP/sec | 27 km | 40 km | 1m 14sec | 2m 54sec | 30,500 | ||
Intermediate** | 219 HP/sec | 27 km | 40 km | 2m 47sec | stable (48%) | 31,900 | ||
High*** | 235 HP/sec | 27 km | 40 km | stable (50%) | stable (62%) | 32,900 | ||
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Scythe |
∗ ["Minimum recommended skills"], plus Minmatar Cruiser III, Shield Emissions Systems III. Repair drones cannot be used at this skill level, and an all-Tech-I fit is still 12 MW short on powergrid.
∗∗ ["Advanced recommended skills"], plus Minmatar Cruiser IV, Shield Emissions Systems IV.
∗∗∗ ["Advanced recommended skills"] +1 at each skill, plus Minmatar Cruiser V, Shield Emissions Systems V.