Difference between revisions of "Faction warfare strategy and tactics"

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(Created page with ":''Note: this is a draft page on Factional Warfare strategy and tactics'' = Factional Warfare strategy and tactics = In '''Factional Warfare''' you can fight for one of th...")
 
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== Before joining ==
 
== Before joining ==
Before joining Factional Warfare, you should at least be able to fly a [[frigate]] with a [[MWD|microwarpdrive]], a [[point|scram or warp disruptor]], and a [[web]].  
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=== Skills ===
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Before joining Factionalal Warfare, you should at be able to fly a [[frigate]] with the "holy trinity" of midslot PvP modules (a [[MWD|microwarpdrive]], a [[point|scram or warp disruptor]], and a [[web]]). This will allow you to start looking for and getting into fights.  
  
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A good knowledge of the [[#overview]] and some FW-specific settings, as well as some practice with the [[D-Scan|directional scanner (D-Scan)]] is also helpful. FW provides plenty of PvP opportunities for both solo players and fleets; if you want to try flying in fleets, then it may be worth refreshing your memory of basic fleet operations (see [[The Rookie's Guide To Fleet Ops]] or attend the classes [[Fleets 101]] and [[Fleets 102]]).
  
Apart from the 0.0 standing with the appropriate faction, there are no further in game requirements, apart from not being on a trial account.
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=== Ships, items and ISK ===
Skill-wise, you should be able to fly a frigate with a MWD, scram/disruptor, and web. This correlates with having the Tackling level I certificate and the Navigation level II certificate.
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While it's possible to make a decent income from FW, it's recommended that you stock up on a few ships (including fittings, ammunition), and have enough ISK (or other ways of making ISK) to cover your losses while you get your bearings. Also, it's a lot less frustrating to just jump into a new ship and keep flying if you lose a fight (rather than have to go back to a trade hub and first buy and then fit a new one). Start by bringing smaller ships (frigates and destroyers), and decide later if you want to start flying larger ships.  
Understand the different overview settings
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A fleet movement class will be very useful
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Keep in mind that, once you join FW, about half of [[empire]] space (including two of the four [[Trade Hub|trade hub]]s) will be [[Factional Warfare#Permanent war|very difficult to get to]]; this means that you won't be able to run missions or trade in the "enemy" half of empire space, and that any ships or items you have stored in enemy empire stations will be hard to get to. Therefore, move all the ships and modules you think you want to use out of enemy empire space. Additionally, in the medium term, it may be worth having a [[trading]] or [[Creating an Alt Hauler|hauling]] alt to keep your FW character supplied.
Understand how to operate the onboard scanner (Apocrypha changes not taken into account yet)
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Understanding how to use the star map is not a must, but can be an advantage
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=== Choosing a militia ===
Understand the directional scanner
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Which militia (Amarr, Caldari, Gallente or Minmatar) you choose is very much up to you. Some players choose it purely on role-playing grounds, while others look at the current state of each war zone (specifically, each [[Factional Warfare#Faction tier|faction's tier]]) and try to maximise their profit - although keep in mind that Factional Warfare is highly dynamic, and while a faction may control most of their war zone one month, the picture could look very different the next.  
Apart from that, I suggest being partially self sufficient ISK wise and being able to lose several frigates and cruisers including their fittings.
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Before you join a militia, make sure you don't have assets you need that are too dangerous or too expensive to be moved through the opposing empire's faction space.
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Additionally, there is no limitation on which race' ships you can fly - you could fight for the Minmatar while flying a ship built by their hated enemies, the Amarr. Deciding which parts of empire space you would like to continue accessing can also be a factor - so don't enlist with the Gallente if you want to continue going to Jita (which is a Caldari system)!
Further, check your overview settings and adapt them. Personally, I have a separate tab with opposing militia members just as normal war dec's with a flashy background on overview. I also have neutrals on overview to identify “out of corp” spies in rookie ships.
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You will also want to prepare a few ships before hand to quickly jump into a new one if desired. For Minmatar FW Amamake is a common rally ground, so a base near or in this low-sec system can be handy. For other militias, I suggest looking at the FW Map pack from Ombey's Eve 2D Maps [2].
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Once you have chosen a militia to fight for, move yourself and your ships to a staging system. You can ask in [[#militia chat]] what the common staging systems for your militia are, or, to start off, you can pick a [[high-sec]] system on your faction's border with the war zone (this keeps you reasonably safe from enemy militia, while still being only a jump or two away from the war zone). It may be helpful to pick a station owned by your militia's [[Factional Warfare#Finding.2C_accepting_and_rejecting_missions|NPC corporation]] (e.g. State Protectorate if fighting for the Caldari), as this gives you easy access to your militia's [[#LP store]] and agent(s) for running [[#missions]].  
Having Teamspeak, Ventrilo and Eve Voice ready for usage will help as well. In the Minmatar militia, Eve Voice is commonly used by all corporations, though the corporations usually have an internal TS or Ventrilo server. From hearsay, I heard that the Amarr militia has been using a more or less Amarr militia public Ventrilo server to handle militia fleets.
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I personally prefer Eve Voice as it is available for everybody and you don't need to setup an additional program. Identifying who is talking is also a little easier.
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== Navigation ==
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Gate camps and blobs
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Maps
  
Apart from that, I suggest being partially self sufficient ISK wise and being able to lose several frigates and cruisers including their fittings.
+
what activities are most suitable to high and low tiers
  
 
== Plexing ==
 
== Plexing ==
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communication within militias (chat channels)
 
communication within militias (chat channels)
 
spies and intel
 
spies and intel
 +
For Minmatar FW Amamake is a common rally ground, so a base near or in this low-sec system can be handy. For other militias, I suggest looking at the FW Map pack from Ombey's Eve 2D Maps [2].
 +
Having Teamspeak, Ventrilo and Eve Voice ready for usage will help as well. In the Minmatar militia, Eve Voice is commonly used by all corporations, though the corporations usually have an internal TS or Ventrilo server. From hearsay, I heard that the Amarr militia has been using a more or less Amarr militia public Ventrilo server to handle militia fleets.
 +
I personally prefer Eve Voice as it is available for everybody and you don't need to setup an additional program. Identifying who is talking is also a little easier.
  
 
== Overview settings ==
 
== Overview settings ==
 
overview settings
 
overview settings
 +
 +
Further, check your overview settings and adapt them. Personally, I have a separate tab with opposing militia members just as normal war dec's with a flashy background on overview. I also have neutrals on overview to identify “out of corp” spies in rookie ships.
  
 
== Neutrals in FW space ==
 
== Neutrals in FW space ==

Revision as of 12:50, 28 May 2014

Note: this is a draft page on Factional Warfare strategy and tactics

Factional Warfare strategy and tactics

In Factional Warfare you can fight for one of the four empires against its enemies for control over areas of low-sec. This page gives tips on how to make the most of the PvE and PvP opportunities in Factional Warfare (FW); for a more detailled look at the FW mechanics see Factional Warfare.

Before joining

Skills

Before joining Factionalal Warfare, you should at be able to fly a frigate with the "holy trinity" of midslot PvP modules (a microwarpdrive, a scram or warp disruptor, and a web). This will allow you to start looking for and getting into fights.

A good knowledge of the #overview and some FW-specific settings, as well as some practice with the directional scanner (D-Scan) is also helpful. FW provides plenty of PvP opportunities for both solo players and fleets; if you want to try flying in fleets, then it may be worth refreshing your memory of basic fleet operations (see The Rookie's Guide To Fleet Ops or attend the classes Fleets 101 and Fleets 102).

Ships, items and ISK

While it's possible to make a decent income from FW, it's recommended that you stock up on a few ships (including fittings, ammunition), and have enough ISK (or other ways of making ISK) to cover your losses while you get your bearings. Also, it's a lot less frustrating to just jump into a new ship and keep flying if you lose a fight (rather than have to go back to a trade hub and first buy and then fit a new one). Start by bringing smaller ships (frigates and destroyers), and decide later if you want to start flying larger ships.

Keep in mind that, once you join FW, about half of empire space (including two of the four trade hubs) will be very difficult to get to; this means that you won't be able to run missions or trade in the "enemy" half of empire space, and that any ships or items you have stored in enemy empire stations will be hard to get to. Therefore, move all the ships and modules you think you want to use out of enemy empire space. Additionally, in the medium term, it may be worth having a trading or hauling alt to keep your FW character supplied.

Choosing a militia

Which militia (Amarr, Caldari, Gallente or Minmatar) you choose is very much up to you. Some players choose it purely on role-playing grounds, while others look at the current state of each war zone (specifically, each faction's tier) and try to maximise their profit - although keep in mind that Factional Warfare is highly dynamic, and while a faction may control most of their war zone one month, the picture could look very different the next.

Additionally, there is no limitation on which race' ships you can fly - you could fight for the Minmatar while flying a ship built by their hated enemies, the Amarr. Deciding which parts of empire space you would like to continue accessing can also be a factor - so don't enlist with the Gallente if you want to continue going to Jita (which is a Caldari system)!

Once you have chosen a militia to fight for, move yourself and your ships to a staging system. You can ask in #militia chat what the common staging systems for your militia are, or, to start off, you can pick a high-sec system on your faction's border with the war zone (this keeps you reasonably safe from enemy militia, while still being only a jump or two away from the war zone). It may be helpful to pick a station owned by your militia's NPC corporation (e.g. State Protectorate if fighting for the Caldari), as this gives you easy access to your militia's #LP store and agent(s) for running #missions.

Navigation

Gate camps and blobs Maps

what activities are most suitable to high and low tiers

Plexing

Opened vs unopened plexes (check whether it's on the overview ("visited")) - can decide to warp-and-cancel to make it more difficult to track you down. Share rewards when in fleets D-scan from a distance or from acceleration gate (note that some enemies like to camp the acceleration gate!)

D-scan once inside the plex to spot ships approaching acceleration gate Warp-in spot clearly defined by beacon - either stay close (brawler) or stay away (kiter/sniper)

friendly NPC not much help in a fight - do little damage and no e-war. choose plex size to fight particular ship classes (keep in mind that there is still power difference - eg pirate frigates can enter newbie plexes) plex sniping

Missions

see FW missions page

i Hub bash

25M HP i-Hub bash: SB does about 300-400 dps, battleship 600-800 dps, tier 3 battlecruiser 600-800 dps add time vs dps graph

Making money

Earning Loyalty Points

Defensive plexes that provide very low skilled players with the opportunity to participate and earn Loyalty points. Offensive plexing: more LP! Use maps to find quiet systems

Converting Loyalty Points into cold, hard cash

maximising profit (donating LP, LP rewards scale with tier, cashing out)

Upgrade systems or not

system upgrades rarely worth it for the benefits, definitely worth it for the militia tier

Militias and fleets

communication within militias (chat channels) spies and intel

For Minmatar FW Amamake is a common rally ground, so a base near or in this low-sec system can be handy. For other militias, I suggest looking at the FW Map pack from Ombey's Eve 2D Maps [2].

Having Teamspeak, Ventrilo and Eve Voice ready for usage will help as well. In the Minmatar militia, Eve Voice is commonly used by all corporations, though the corporations usually have an internal TS or Ventrilo server. From hearsay, I heard that the Amarr militia has been using a more or less Amarr militia public Ventrilo server to handle militia fleets. I personally prefer Eve Voice as it is available for everybody and you don't need to setup an additional program. Identifying who is talking is also a little easier.

Overview settings

overview settings

Further, check your overview settings and adapt them. Personally, I have a separate tab with opposing militia members just as normal war dec's with a flashy background on overview. I also have neutrals on overview to identify “out of corp” spies in rookie ships.

Neutrals in FW space

neutral = pirate? (both as a target and a threat)

Travelling through enemy high-sec

travelling through enemy high-sec