Difference between revisions of "Archive Talk:Logistic Guide"

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(Created page with "== Advice on how to clean it up == A lot of this guide can be handled more effectively on the individual Ship Fitting pages for those boats. Some of these fits also look to be...")
 
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A lot of this guide can be handled more effectively on the individual Ship Fitting pages for those boats.  Some of these fits also look to be theory crafted with their emphasis on maxed fitting skills, implants and expensive rigs rather than experience (specifically the Oneiros fits, and the emphasis on armor repair augmentors rather than cap boosting rigs).  But thats up for a different debate.  The guide also heavily focu's on 0.0 logistic setup theory as opposed to small gang workmanship (scimitar / oneiros). <br><br>  The advice on how to operate a cap chain and general fleet procedures however are fairly accurate.  Cut the majority of the fleet fittings and focus more on the operational side / general utilization theory and this should trim down nicely into a solid guide.  In all I think they mean it feels waaay to cluttered.  -Pat
 
A lot of this guide can be handled more effectively on the individual Ship Fitting pages for those boats.  Some of these fits also look to be theory crafted with their emphasis on maxed fitting skills, implants and expensive rigs rather than experience (specifically the Oneiros fits, and the emphasis on armor repair augmentors rather than cap boosting rigs).  But thats up for a different debate.  The guide also heavily focu's on 0.0 logistic setup theory as opposed to small gang workmanship (scimitar / oneiros). <br><br>  The advice on how to operate a cap chain and general fleet procedures however are fairly accurate.  Cut the majority of the fleet fittings and focus more on the operational side / general utilization theory and this should trim down nicely into a solid guide.  In all I think they mean it feels waaay to cluttered.  -Pat
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=== Suggested Alternative to current skill recomendation ===
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==Skills==
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As with any T2 cruiser hull, the oneiros is skill intensive and is not recomended for low skill pilots.
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The ship description itself gives an excellent starting point:
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* Core Competency - Standard [Certificate]<br>
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* Armor Tanking - Standard [Certificate]<br>
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* Active Shield Tanking - Standard [Certificate] <br>
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* Logistics Chief - Standard [Certificate]<br> <br>
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It is highly recommended that you acquire a few more skill sets before committing a 150 million-isk ship into a combat situation.  Please view the armor skills and shield skills appropriately for the ship you will be fielding<br><br>
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* Logistics IV – The heavy capacitor use of remote repair modules are difficult to overcome without this. <br>
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* Core Capacitor Elite [Certificate] – Capacitor skills are critical to logi pilots <br>
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* High Velocity Helmsman Standard [Certificate] – Allows for the use of Afterburners / Microwarp drives and ensures good align times <br><br>
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Additional Tanking / Fitting skills: <br><br>
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* Ellectronics V - Max out your available Powergrid.
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* Engineering V - Max out your available CPU
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* Hull Upgrades V – To Fit T2 armor tank modules<br>
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* Shield Upgrades V - To save on PG for tight shield fits <br>
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* Shield Management V - To increase the buffer on shield Logis <br>
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* Armor Compensation skills to IV: EM, Thermal, Kenetic and Explosive <br>
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* Jury Rigging III – To fit Cap Control Rigs and Ancillary Current Routers <br>
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* Armor Rigging III – To fit Armor Rigs and diminish their speed drawbacks <br>
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* Shield Rigging III - To Fit Shield rigs and diminish the signature radius penalty<br> <br>
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=== Utility Skills: ===
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* Electronic Warfare IV – To Fit T2 ECCM modules <br>
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* Sensor Linking IV – To fit Tracking Links (uncommon fits) <br>
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* Drones V – To enable a full flight of five drones <br>
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* Electronic Warfare Drone Interfacing II – To use ECCM Drones <br>
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* Repair Drone Operation IV or V – To field T1 or T2 repair Drones

Revision as of 06:39, 29 October 2011

Advice on how to clean it up

A lot of this guide can be handled more effectively on the individual Ship Fitting pages for those boats. Some of these fits also look to be theory crafted with their emphasis on maxed fitting skills, implants and expensive rigs rather than experience (specifically the Oneiros fits, and the emphasis on armor repair augmentors rather than cap boosting rigs). But thats up for a different debate. The guide also heavily focu's on 0.0 logistic setup theory as opposed to small gang workmanship (scimitar / oneiros).

The advice on how to operate a cap chain and general fleet procedures however are fairly accurate. Cut the majority of the fleet fittings and focus more on the operational side / general utilization theory and this should trim down nicely into a solid guide. In all I think they mean it feels waaay to cluttered. -Pat

Suggested Alternative to current skill recomendation

Skills

As with any T2 cruiser hull, the oneiros is skill intensive and is not recomended for low skill pilots.


The ship description itself gives an excellent starting point:


  • Core Competency - Standard [Certificate]
  • Armor Tanking - Standard [Certificate]
  • Active Shield Tanking - Standard [Certificate]
  • Logistics Chief - Standard [Certificate]

It is highly recommended that you acquire a few more skill sets before committing a 150 million-isk ship into a combat situation. Please view the armor skills and shield skills appropriately for the ship you will be fielding

  • Logistics IV – The heavy capacitor use of remote repair modules are difficult to overcome without this.
  • Core Capacitor Elite [Certificate] – Capacitor skills are critical to logi pilots
  • High Velocity Helmsman Standard [Certificate] – Allows for the use of Afterburners / Microwarp drives and ensures good align times


Additional Tanking / Fitting skills:

  • Ellectronics V - Max out your available Powergrid.
  • Engineering V - Max out your available CPU
  • Hull Upgrades V – To Fit T2 armor tank modules
  • Shield Upgrades V - To save on PG for tight shield fits
  • Shield Management V - To increase the buffer on shield Logis
  • Armor Compensation skills to IV: EM, Thermal, Kenetic and Explosive
  • Jury Rigging III – To fit Cap Control Rigs and Ancillary Current Routers
  • Armor Rigging III – To fit Armor Rigs and diminish their speed drawbacks
  • Shield Rigging III - To Fit Shield rigs and diminish the signature radius penalty

Utility Skills:

  • Electronic Warfare IV – To Fit T2 ECCM modules
  • Sensor Linking IV – To fit Tracking Links (uncommon fits)
  • Drones V – To enable a full flight of five drones
  • Electronic Warfare Drone Interfacing II – To use ECCM Drones
  • Repair Drone Operation IV or V – To field T1 or T2 repair Drones