FC VG Cribsheet

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Revision as of 05:23, 24 January 2023 by Olly Wakwako (talk | contribs) (I find these kind of things to be pretty helpful when getting into FCing. This hadn't been updates in 5 years and I was in the mood to write something up. I tried my best to update it to current best practices, but I haven't proof read it particularly thoroughly so there are probably a bunch of inconsistencies in formatting/grammar. Regardless I believe this is an improvement.)
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Introduction

This tool is intended for Fleet Commanders who are already familiar with their role. It is a memory aid and is not intended as a learning tool. If you are learning about incursions, be sure to start with Preparing for Incursions and study all of the pages in the Preparations list. If you are an aspiring FC, then study ALL of the Incursion Links pages. Doing the various incursion roles (Roles in Incursions) is a recommended learning process and provides a first hand perspective of the various tasks.


Initial Prep

  1. Are all of the key roles filled? (Logi, Booster, Vindi, DD, FC)
  2. Is there a dropper available? If not, is Logi fit with an afterburner, and does the fleet have spare Lyavite?
  3. Do any extra roles need to be assigned? (WL manager, DB, Scout/Picket, Hacker, Tagger)
  4. Does the fleet have the correct number of people? Is the booster paid or unpaid? Does the fleet have sufficient webs?
  5. Update MOTD with roles, give Fleet Boss to WL manager.
  6. Are all of the fits okay? (Tank, Ammo, Scripts, Drones)
  7. Is this a fleet which would benefit from warping fast? (No if there are new members in the fleet) If yes, determine warp speed cutoff and get members to exempt. Ensure Booster, Logi, and FC are not exempted.
  8. Undock. Spinners and Hardeners on, Safety green. Warp to first site.
  9. Check everyone has landed.
  10. Confirm site is clear.
  11. Align down gate, call for boosts.
  12. Confirm Logi has boosts.


When preparing to take the gate

1. Is the gate clear? DScan at 1AU.
a. If not clear, check wrecks. If a contest is viable, proceed as normal.
b. If a contest is not viable, call gate RED, broadcast new align and bounce.
2. If in warp, call for boosts. If boosts are recent enough (>1:30 remaining), call for boosts inside.
3. If booster or Logi is not in the warp bubble OR if boosts are not applied correctly, gate is RED, align down gate on landing.
4. Once boosts are correctly applied and Logi confirms, gate is GREEN.


Near the end of a site

1. Ore run in NMC.
2. Pull Drones if in use.
3. Broadcast align. If fleet has a scout, ensure the next site is clear.
4. Align to the broadcast.
5. All drones in? Fleet paid? Logi and Booster aligned?
6. Fleet warp to next site.


Nation Commander Outpost (NCO)

4 Waves (Sansha's Nation Commander in 3rd wave)
1st wave has frigates and Romi, 2nd wave has frigates and Auga, 3rd wave Nation Commander, 4th wave all frigs.
Core Priorities: 1. Nation Commander, 2. Niarja, 3. Tama.
Secondary Priorities: Romi or Auga for snipers; 4. Schmaeel, 5. Renyn, 6. Eystur for blasters.
Beware high initial DPS, particularly on first wave as fleet enters site.
Payout as soon as the last rat dies in the last wave.


Nation Mining Colony (NMC)

3 Waves. Cloaky dropper begin run once initial aggro is settled, non-cloaky dropper begin run on 3rd wave.
1st wave has the Mara, 2nd has no Auga, 3rd does have Auga.
Core Priorities: 1. Niarja, 2. Mara, 3. Tama.
Secondary Priorities: Romi for snipers; 4. Schmaeel, 5. Eystur for blasters.
If the fleet is full of snipers (preferably marauders) with few blasters, consider prioritizing Eysturs before Romis in first wave.
If another fleet is following you into the site to contest, consider leaving Mara until that fleet lands in the site for extra damage done. (Mara reps)
Payout after dropper deposits ore. Warp once the Lyavite asteroid despawns, as the dropper calls "drop", or as background effects change.


Override Transfer Array (OTA)

IGNORE THE EYSTURs!
3 Waves. If using drones, hold until 5 Eysturs on grid.
All waves the same. Count Deltole wrecks in DScan. 1 means 2nd wave, 2 means 3rd wave.
Core Priorities: 1. Niarja, 2. Tama, 3. Auga, 4. Deltole
In a contest, consider shooting Auga and Deltole first, and shooting Eysturs for blasters that cannot apply to anything else.
Payout is 4 seconds after last non-Eystur rat dies. Warp when 2nd wing of Eysturs enters warp at the end of the site.


New bro speech

1. Have you read the incursions checklist? Any questions?
2. Safety to green. Shield Hardeners always active.
3. Shields/Armor alarms to 95%
4. Auto Target Back to 0, Auto Reject Dual Invitations.
5. Drones on passive & focus fire. (Auto attack off, Focus fire on in Photon UI)
6. Watch list: Recommend Logi, Booster and FC at the top.
7. Broadcasting? (Broadcast “need shields”, once each wave, as soon as yellow boxed. Broadcast "in position" when no longer boxed.)
8. History tab in fleet window. (Align to the broadcast).
9. Aligning down the gate?
10. Battleships DO NOT MOVE in the site.
11. Tag order, meaning of tags, what’s a “J” (don’t kill). Focus fire on tagged targets.
12. Assigning drones to the DB. Delay assignment in OTAs.
13. Abandoning drones in case of emergency. Suggest they do it to disable popup.
14. Combat comms when on gate (no talking). (Open mic at other times).
15. Red/Green gate. Lock as soon as possible, "On Grid and Locking" for the very late pilot.
16. Joining a fleet in progress - warp to FC twice, ask for gate status with Natural Phenomena.


Taking A Contest

1. If a site is dirty, use DScan to determine if a contest is viable. If so, enter the site.
2. Prioritize higher HP targets. Augas, Romis, Deltoles as primary.
3. Ignore Niarjas unless they target a member of your fleet.
4. Consider heating guns, particularly for armour shots on Cruisers and Deltoles.
5. Consider engagement range. If your fleet is better at long range, shoot the frigates before they burn in.
6. Don't be afraid to cut your losses if it is clear that the contest is lost. Ensure that the fleet all gets out safely when bouncing.


Emergency Logi Disconnect (DC) drill

0. Combat Comms.
1. Stop shooting. Lock up the Booster.
2. Abandon any active drones, launch Shield Bots and apply (F) to booster. Unlock Booster.
a. Marauders may lock up whoever is taking damage and provide reps with utility highs.
3. Have one or two remaining enemy tagged as "J". Don't kil!
4. Kill the rest of the wave except tag J.
5. Assess the situation. Wait for FC directions. Maintain combat comms.
6. Assess if logi can rejoin fleet. Be aware that Mumble connection and Eve connection my be exclusive.
7. Is there another logi that can take the DC'd logi's place? If so bring them in.
8. If no replacement logi, then perform emergency warp out.


Emergency Warp Out

Remain calm. Stabilize the situation. Emergency Warp Out can be a hazardous event depending on site and wave. A fleet can complete a site with solo logi supported by drones. The least hazardous choice will depend on site, wave and fleet composition. Sometimes the best choice is to simply finish the site.

0. Tag one remaining enemy as "J". Where possible, not something that scrams. (Remember TOADS: Tama, (Outuni), Auga, Deltole, Schmaeel)
1. Drones are cheap. When in doubt, leave them behind.
2. Is anyone scrammed? Are there scramming ships on grid?
3. If not:
a. Full fleet Align to a broadcast.
b. When no aggro on logi:
i. Pull drones. Reconnect to any abandoned drones and pull.
ii. Wing warp out.
4. If someone is scrammed.
a. Decide if you want to risk pulling the drones in (some or all of them). Drones are cheap compared to losing a ship.
b. Full Fleet Align to a safe location. Verify all ships at speed.
C. When read, destroy the final enemy. IMMEDIATELY wing warp.

Make sure EVERYONE is up to speed before destroying the final enemy. Make sure to Warp Wing or Warp Fleet- now is not the time to make the mistake of warping yourself and leaving the fleet behind. Have Wing Commander (tagger) ready to back you up if in the panic you make an error.