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Revision as of 22:00, 7 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 works 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 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, the Burst and Inquisitor are slightly favored over the other two 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 all-Tech-I 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 |
Bantam | Burst |
---|
Burst (mouseover for fit)Template:GuideFittings | |||
Shield Boost Rate | Optimal Range | Falloff | eHP |
---|---|---|---|
73 HP/sec | 4 km | 29 km | 4000 |
∗ "Minimum recommended skills", plus Shield Emissions Systems III.
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 |
Inquisitor | Navitas |
---|
Inquisitor (mouseover for fit)Template:GuideFittings | |||
Armor Repair Rate | Optimal Range | Falloff | eHP |
---|---|---|---|
73 HP/sec | 12 km | 19 km | 6800 |
∗ "Minimum recommended skills", plus Remote Armor Repair Systems III.
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.
There are a few roles that Tech I logistics frigates fill uniquely well. Logistics frigates are better than logistics cruisers in gangs of frigate and destroyer damage dealers, because they have the speed to keep up. And the Inquisitor (along with the Tech II Deacon, described in the next section) is the preferred logistics hull 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. Because this skill contributes significantly to bonuses in this ship class, pilots are encouraged to train it to IV or V before flying a Tech II logistics frigate. The charts below show data on Tech II shield and armor logistics frigates (and, specifically, the Kirin and Deacon, fit in distinctly different ways) 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 |
Kirin | Scalpel | |
---|---|---|
Kirin (mouseover for fit)Template:GuideFittings | |||
Shield Boost Rate | Optimal Range | Falloff | eHP |
---|---|---|---|
123 HP/sec | 5 km | 31 km | 9700 |
∗ "Advanced recommended skills" +1 at each skill, plus Logistics Frigates IV, Shield Emission Systems V.
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 |
Deacon | Thalia | |
---|---|---|
Deacon (mouseover for fit)Template:GuideFittings | |||
Armor Repair Rate | Optimal Range | Falloff | eHP |
---|---|---|---|
136 HP/sec | 14 km | 24 km | 17600 |
∗ "Advanced recommended skills" +1 at each skill, plus Logistics Frigates IV, Remote Armor Repair Systems V.
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, developers 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 starting points) 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 |
Scythe |
---|
Scythe (mouseover for fit)Template:GuideFittings | ||||||
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 |
∗ "Minimum recommended skills", plus Minmatar Cruiser III, Shield Emissions Systems III. Logistics 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.
File:Exequror 128.png | Gallente Cruiser bonuses (per skill level): 12.5% bonus to Remote Armor Repairer amount Role bonuses: 430% bonus to Remote Armor Repairer optimal range and falloff |
Exequror |
---|
Exequror (mouseover for fit)Template:GuideFittings | |||||
Pilot Skill Level | Shield Boost Rate (3 Boosters, plus Drones) |
Optimal Range |
Falloff | Capacitor Duration, all modules active | eHP |
---|---|---|---|---|---|
Low* | 154 HP/sec | 51 km | 15 km | 6m 56sec | 24,400 |
Intermediate** | 223 HP/sec | 51 km | 15 km | stable (60%) | 25,700 |
High*** | 240 HP/sec | 51 km | 15 km | stable (79%) | 26,200 |
∗ "Minimum recommended skills", plus Gallente Cruiser III, Remote Armor Repair Systems III. Logistics drones cannot be used at this skill level.
∗∗ "Advanced recommended skills", plus Gallente Cruiser IV, Remote Armor Repair Systems IV.
∗∗∗ "Advanced recommended skills" +1 at each skill, plus Gallente Cruiser V, Remote Armor Repair Systems V.
The Scythe and Exequror are very similar, with roughly the same ship bonuses and repair capacity. As is true for all logistics ships, the shield-boosting Scythe has a shorter optimal range and a longer falloff, whereas the armor-repairing Exequror has a much longer optimal range, but shorter falloff. The role bonuses that logistics cruisers receive to repairer range makes both of these cruisers excellent at repairing from a distance, and these bonuses do not depend on pilot skill level. Repair rate, on the other hand, is very sensitive to pilot skill. Unista logistics pilots are encouraged to target "Intermediate" skills before flying Tech I logistics cruisers.
Tech I logistics cruisers offer more flexibility in fitting than logistics frigates. Pilots with different skill levels may find that they need to fit their ships differently. (As a result, you should expect to modify any campus re-ship logistics cruiser you purchase on corp contracts. The pre-made fit you buy may not be appropriate for your skill level.) The fits and data in the charts above illustrate some of the relationships between tank, capacitor, repair capability and pilot skill for solo logistics ships. The Scythe fit sacrifices some capacitor for tank, by filling its mid slots with shield modules. This results in a ship with greater eHP, but that is chronically short on capacitor, especially for low-skill pilots. A low-skill Unista flying this Scythe might need to constantly cycle modules on and off, choosing what not to activate at any given moment, depending on circumstances. In this way, a Tech I logistics cruiser can be more challenging to fly than a damage-dealing ship; it is not always possible to simply activate everything at once.
The Exequror fit appears to address this problem, by using both a capacitor booster and a capacitor battery in its mid slots. (Capacitor boosters provide more cap, in general, but capacitor batteries offer inherent resistance to enemy neutralizers and Nosferatus.) Sure enough, the Exequror shown above is cap stable even with all modules active, and would probably be easier to fly. But this Exequror has a different problem, in that it has significantly less tank than the Scythe fit. This is particularly bad for logistics ships, because they are typically the initial primary target of enemy fleets; once an E-UNI fleet's logistics is broken, it is much easier to destroy the rest of the fleet. As a result, low-skill logistics pilots often have to make an uncomfortable choice between capacitor and tank, and that choice affects how easy it is to fly the ship. Higher-skill logistics pilots, on the other hand, often get the best of both worlds. They have the luxury of fitting plenty of tank, and still having enough capacitor to activate all modules simultaneously.
Unista logistics pilots are encouraged to use out-of-game fitting programs, like EFT or Pyfa, to explore the logistics fits that work best for them.