Logistics

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On a strategic level, being able to procure, manufacture, supply, and maintain Ivy League Naval (ILN) operations is the mission of EVE University Naval Logistics.

On a tactical level, self-preservation of one’s ship versus the destruction of an opponent’s assets is the goal of pilots and fleet commanders. With effective combat logistical support, a fleet with fewer members on the grid than their opponents can win during an engagement.

This guide is intended for combat logistics ship pilots or those interested in learning how to pilot a combat logistics ship. The guide will begin by attempting to define what combat logistics is and concentrating on Remote Support Services (RSS). Followed by the skills, ships, modules, and tactics one might use in order to be an effective combat logistics pilot.


Logistics Definitions

Logistics is the infrastructure that is tasked with manufacturing, refitting, repairing, and/or resupplying of fleets, ships and/or pilots for EVE University to build and sustain offensive and defensive naval fleet actions. The mission of ILN logistics is to provide friendly fleets, ships and pilots with extended services, in which they would normally be unable to provide on their own.

Logistics Categories

  • Non-Combat Logistics: An encompassing term meaning an organization and procedures for procuring, manufacturing, and transporting the materials needed to build and maintain support services to ILN ships, fleets, and/or pilots. Generally, this support is received during outside combat, with enemy ships off-grid.
  • Combat Logistics: Ship and/or pilots employed in such a manner as to supply positive offensive and/or defensive bonuses to another ship and/or fleet. Support received in a combat environment with enemy forces on-grid or expectations of soon appearing on-grid.
    • Combat Logistics Classes:
      • Direct Support: Where the benefiting ship must be target locked to receive offensive and/or defensive bonuses.
      • Indirect Support: Where the benefiting ship is not target locked, but is receiving positive bonuses.


For information on providing indirect combat logistics via leadership skills, gang link modules, and Fleet bonuses, refer to Command Ship and Leadership. Another indirect non-combat logistics support example would be an Orca providing ship hauling and/or refitting in its maintenance bay and cargoholds. For Fleet Replenishment, or non-combat logistics, see Hauling and Manufacturing. Generally, non-combat logistics will be discussed only in passing.

Combat Logistics

Combat Logistics is often referred to in EVE and on the EVE forums as Remote Repping, RR, or logistics. A more stringent definition of direct combat logistics support is: one ship providing a target-locked ship with a positive benefit, offensive or defensive, via the use of one or more of the following modules:

  • Shield Transporters
  • Remote Armor Repair Systems
  • Energy Transfer Arrays
  • Logistics Drones
  • Projected ECCM
  • Remote Hull Repair Systems
  • Remote Sensor Boosters
  • Tracking Links

Indirect combat logistics support is: one ship and/or pilot providing a non-target fleet, ship and/or pilot with positive benefits via one or more of the following:

  • Gang Link Modules
  • Leadership Skills
  • Target Painter
  • Target Painting Drones

Skills

What skills are required for the Combat Logistics Pilot?

Core Skills

These skills are the minimum to be able to pilot and perform Remote Support Systems (RSS) operations with a Tech 1 logistics ship.

Secondary Skills

While your fitting will depend on what your player skills will allow, the ideal combat logistics pilot should try to balance RSS capability and capacitor stability.

  • Electronics – An increase to a ship’s CPU by 5% per skill level.
  • Energy Grid Upgrades – A skill with a 5% reduction in CPU needs per skill level.
  • Energy Management – A 5% per skill level increase to your ship’s overall energy capacity helps you to remain capacitor stable.
  • Energy Systems Operations – A 5% reduction in cap recharge rate per skill level.
  • Engineering – An increase to a ship’s Power Grid by 5% per skill level.
  • Leadership – provides non-direct RSS bonuses.
  • Long Range Targeting – A requirement to fly Tech 2 logistics ships; and a good idea to target as far out as you can for situation assessment.
  • Repair Systems - Decreases repairer cycle time.
  • Signature Analysis – A 5% per skill level improved targeting speed is beneficial, this skill is also necessary to fly Tech 2 Logistics ships.
  • Targeting and Multitasking - +1 Target per skill level. Being able to keep lock on multiple ships for quicker RSS is essential.

Advanced Skills

These skills are specific to improving the effectiveness of RSS, ship survivability, and use of Maintenance Drones.

Implants

Implants for the pilot are lost if the implant is removed or the pilot is podded. These implants can offer substantial support for RSS when using advanced modules and at higher skill levels.


Slot Implant Bonus Reduced Capacitor Needs
7 Hardwiring - Inherent Implants 'Noble' ZET20 series 1% to 5% remote armor repair system modules.
8 Hardwiring - Zainou ‘Gnome’ KXA500 series 1% to 5% shield emission system modules.
9 Hardwiring – Zainou ‘Gypsy’ KRB-25 series 1% to 5% sensor linking modules.

Ships

Technically speaking, almost any ship could be used for RSS. Ships the size of frigates all the way up to capital sized ships have the ability to be RSS ships if the pilot has the skill to fit and use the logistics modules. However, there are ships designed with special bonuses that are more suited for RSS, and this guide will focus on that category of ships and pilots. The mentioning of non-specific RSS ships will be made for comparison purposes, only.

Tech 1 Logistics Frigates

These Tech 1 frigates have one specific area of RSS, with an increase in support range and a reduction in capacitor usage of such modules. These ships require the racial frigate skill of 1.

Tech 1 Logistics Frigates by Race
Race Ship -10% Cap Usage, 500% Range
Amarr Inquisitor Remote Armor Repair
Caldari Bantam Shield Transporter
Gallente Navitas Remote Armor Repair
Minmatar Burst Shield Transporter

Tech 1 Logistics Cruisers

These Tech 1 cruisers have one specific area of RSS, with an increase in support range and a reduction in capacitor usage of such modules. Also, some ships generally have a minor bonus to a secondary effect. These ships require the racial cruiser skill of 1.

Tech 1 Logistics Cruisers by Race
Race Ship -5% Cap Usage, 1000% Range
Amarr Augoror Remote Armor Repair & Energy Transfer
Caldari Osprey Shield Transporter & Energy Transfer
Gallente Exequror Remote Armor Repair
Minmatar Scythe Shield Transporter

Tech 2 Logistics Cruisers

Tech 2 Logistics Cruisers have two areas of RSS that receive bonuses. They also have a role bonus, uniquely tailored to being RSS ships such as the range in which they can use modules, and the decreased need for CPU and/or power grid. Tech 2 Logistics ships also receive a bonus to specific logistics drones. These ships require the racial cruiser skill of 5 and Logistics 1 skill training.


Tech 2 Logistics Cruisers by Race
Race Ship Primary and Drone Bonus Secondary Bonus
Amarr Guardian Remote Armor Repairer Energy Transfer
Caldari Basilisk Shield Transporter Energy Transfer
Gallente Oneiros Remote Armor Repairer Tracking Link Efficiency
Minmatar Scimitar Shield Transporter Tracking Link Efficiency


Remote Repairing Battleship (RRBS)

The Dominix does not receive any bonuses to repair or support, but is a popular RSS ship. The considerable capacitor recharge with proper rigs and high slots makes this Tech I Battleship a low skillpoint method of gaining access to Large Remote Armor Repairers. Also the Dominix has the ability to field 5 Large Maintenance Bots with considerable range at low skill investment.

Command and Capital Ships

These are giant logistics platforms. They have the ability to store 1,000,000 m3 of assembled ships in their ship maintenance bay so that pilots who lose their ships can quickly pick up a new one. Other ships from the carrier pilot's corporation (or fleet, depending on the carrier's settings) can also use it to refit in space.

A carrier has a 50% per level range bonus to two of the following, depending on which race's carrier it is: capital energy transferers, capital shield transporters and capital remote armor repairers. The Amarr Archon gets cap transfer and armor rep, the Gallente Thanathos and Minmatar Nidhoggur get shield and armor, and the Caldari Chimera gets cap transfer and shield. In addition to that, the Chimera and Archon get a resistances bonus (5% per level to armor for Archon, shield for Chimera), the Nidhoggur gets a capital remote rep amount bonus (7.5% per level to armor and shield repair amounts) and the Thanatos gets a fighter damage bonus (5% per level). All carriers get the ability to control one extra drone per level in addition to the normal five, and the ability to use fighters (but not fighter bombers). They can't fit any guns or launchers at all, so the high slots are usually used for energy neutralizers, smartbombs (for killing drones or small ships) and remote reps or energy transfer arrays.


Carriers by Race
Race Ship Primary and Drone Bonus Secondary Bonus Additional bonus
Amarr Archon Armor Repairer Energy Transfer Warfare Links
Caldari Chimera Shield Transfer Energy Transfer Warfare Links
Gallente Thanatos Armor Repairer Shield Transfer Warfare Links
Minmatar Nidhoggur Shield Transfer Armor repair Warfare Links

Modules and Rigs

  • Shield Transporters: These modules are used to remote repair the shields of another ship. Several Large Shield Transporters can easily fit onto logistics ships like the Basilisk and Scimitar.
  • Remote Armor Repair Systems: These modules are used to remote repair the armor of another ship. Several Large Remote Armor Repair Systems can easily fit onto logistics ships like the Guardian and Oneiros.
  • Energy Transfer Arrays: These modules transfer capacitor energy from one ship to another. A -50% power need for energy transfer arrays on both the Guardian and Basilisk are excellent bonuses and come heavily into play when it comes to keeping a fleet capacitor stable -- spider tanking.
  • Remote Sensor Boosters: These modules remotely boost the target range and scan resolution of a friendly target ship depending on the script fitted. They can use scripts to improve one function at the cost of the other:
    • Scan Resolution script allows you to remotely boost the scan resolution allowing a friendly target ship to lock the enemy faster.
    • Targeting Range script allows you to remotely boost the targeting range allowing a friendly target ship to lock an enemy at a greater distance.
  • Gang Warfare Links: Provides a variety of bonuses to fleet members, or target ships.
  • Projected ECCM: Will boost a target ship’s ECM defenses.
  • Remote Hull Repair Systems: These modules are used to remote repair the hull damage of another ship. No logistics ship receives any bonus for using this module.
  • Target Painter: These modules will increase the locked target’s signature radius. Classed under indirect combat logistics, but covered under EWAR. Refer to [EWAR 101].
  • Tracking Links: These modules remotely boost the turret range and turret tracking speed of targeted ship depending on the script fitted. The Oneiros and Scimitar have bonuses that allow them to use tracking links to a greater efficiency. These modules will only remotely support ships that are using turrets. They will not help in any manner for missile fitted ships.


Hint: Any ship in your gang may fit one or more remote support modules. This is a great use for an open slot if fitting requirements can be met.


Rigs, implants for you ship that are lost if the ship is repackaged or the rig is removed, can offer substantial support for RSS.

The follow three rigs are useful for cap stability and fitting requirements:

Capacitor Control Circuit - Will increase cap recharge rate 15%; Tech 2 = 20%.

Semiconductor Memory Cell - Will increase capacitor size 15%; Tech 2 = 20%.

Ancillary Current Router - Will increase the ship’s power grid 10%; Tech 2 = 15%.


The following two rigs are specific to improving RSS effects:

Remote Repair Augmentor - An armor rig that reduces the capacitor need for a ship's remote armor repair modules at the expense of max velocity. Does not affect capital modules. 20% bonus for Tech 1 and 25% bonus for Tech 2 with 10% velocity penalty each.

Drone Repair Augmentor – A drone rig that increases drone repair amount at the expense of the ship's CPU capacity. 10% bonus for Tech 1 and 15% bonus for Tech 2 with 10% CPU penalty each.

Logistics Drones

Logistics drones, known as Maintenance Bots, come in Tech 1 and Tech 2 varieties, and these drones have light, medium and heavy variants. The advantage of logistic drone usage is, drones do not require power or CPU to provide direct RSS.


Armor Maintenance Bots – Functions as a mobile Remote Armor Repair module that does not use capacitor from the launching ship. The Guardian and Oneiros receive a 20% HP transfer bonus when they utilize Armor Repair Drones.

Shield Maintenance Bots - Functions as a mobile Shield Transfer Array module that does not use capacitor from the launching ship. The Basilisk and the Scimitar receive a 20% HP transfer bonus when they utilize Shield Repair Drones.

Target Painting drones - Enhance tracking by affecting a targeted enemy ship. These are classified under the definition of indirect RSS, but are discussed in the EWAR drone course and beyond the topic of this guide. See the Drones Guide for more EWAR drones information.

Basic Ship Fittings

In broad sweeping generalities, combat logistics ships should be fitted to provide the RSS that they have bonuses for. This is the primary role of any RSS ship, but balancing this is the need to provide a ship that is cap stable and can provide such support under sustained heavy demands. Last, is providing some form of a tank for your ship.

Player vs Environment

  • Tech 1 Logistic cruisers
  • A smaller more sustainable RSS setup is preferred.
  • More priority is given to cap stability.
  • A smaller tank may be used, due to tactics that keep the NPC’s from attacking the logistics ship.
  • Use of Maintenance Bots is preferred.

Player vs Player

  • Tech 1 and Tech 2 Logistics cruisers
  • A larger RSS is preferred, as it may only be used once before bouncing.
  • A lesser emphasis is placed on cap stability, due to the presence of other logistics ships.
  • Generally, a stronger tank to survive being primary and/or jammed.
  • Use of Maintenance Bots is still preferred.

Organization and Tactics

Organization

In a fleet, logistics ships can be grouped into logistics wings and squadrons, or can be assigned to different squadrons as the fleet commander wishes. Be sure to provide the proper support to the proper ships. Remote armor support ships should be assigned to support an armor tanked squadron and or ship. At the highest levels, there could be entire fleets structured to deliver logistics support. This type of structure is beyond this guide. Logistics pilots should have their own fleet convo channel set up to insure maximum RSS efficiency.

Basic Tactics

The basic tactics are for Tech 1 logistics ship operating in Player verses Environment, (PvE).

  • Friendly ship/squadron lands on grid and draws the NPC aggression,
  • Logistics ship warps to optimal range from the friendly ships,
  • Aligns to celestial and adjust targeting range,
  • Faster ship is responsible for maintaining RSS range,
  • Locks as many squadron targets as possible,
  • Begin RRS operations,
  • Provide post-battle and salvage RRS


Capacitor Stable

Be cap stable, meaning you can run all of your remote support modules indefinitely. Running out of capacitor in the middle of an engagement could spell tragedy. Timing can be everything when it comes to RSS. In Empire Space, remote supporting a ship too early might gain you unwanted aggression. However, remote supporting a ship too late may result in the loss of a ship or possibly an entire fleet. Have a clearly defined agreement between the RSS squadron and your friendly targets as to when/why you will begin to support and who will be supported. Practicing your remote support is very important in helping the combat logistics squadron to determine their full potential. Player Owned Stations (POS) can be the recipients of RSS. Typically this kind of support is generally done by Capital Ships fitted with capital sized repair modules. See the article on Carrier support for details.

Aggression

What happens to me when I remote repair someone else? If you remote support someone, you will become aggressed to whomever the targeted ship is currently aggressed to.

Timers

An RSS ship does not obtain a docking timer from a station, or a jump timer at a gate like a ship who is shooting a weapon at an enemy ship. If you are outside a station and within docking range, and you begin to remote support another ship, you have the ability to dock at any time as long as you do not shoot a weapon or any kind of aggressive act like webbing, warp scrambling, nossing, or neuting. The same holds true for offensive gate camping.

Concord

You can also become aggressed to Concord and Sentry Guns if you remote support someone doing something illegal in either Empire space or low-sec space.

Scams

Be wary of who you remote support. A common tactic is for someone in a cheap frigate to ask for remote support. Once you begin to remote support the frigate, he will fire at the station or another ship. The frigate is promptly destroyed for committing a criminal act, and so are you for remote supporting him.

Advanced Tactics

Whereas basic tactics are Player vs. Environment, (PvE), and Tech 1 ship oriented, the advanced tactics are focused on Player vs. Player, (PvP), and Tech 2 ships. These tactics build upon the foundation of the basic tactics.


Multiple RSS Modules

Tech 2 logistics ship can be fitted with two differing type bonus RSS modules and have a larger drone bay. Coordination of those two RSS and use of logistics drones, especially between multiple ships is the purpose of advanced tactics.

Buffer Tanking

Some small fleets use Buffer Tanking with remote repair actively on selected ships. This can ease fitting on DPS-focused ships that have marginal CPU and power grid. Any time the fleet pauses in warp, logistics ships can be tanking other fleet mates.

Spider Tanking

Spider tanking is when several logistic ships will remote support each other. Spider tanking logistic ships using Energy Emission systems can generate more capacitive energy than they are using, thereby gaining energy that can then be transferred to other fleet members. This is an effective way to transfer armor, shield and/or energy at a more efficient rate than one ship would normally need to expend on its own. Spider tanking is highly effective in Capital Ship engagements due to the large bonuses available.

Remote Sensor Boosters and Tracking Links

Remote Sensor Booster could be used to increase the targeting range of a friendly ship. Some ships, fitted correctly would be able to hit a target from a sizeable distance (known as sniping). But perhaps that ship would not have the modules fit to lock a target that far away. For example, a pilot has determined that his Tech 2 Cruise Missiles can hit a target at a distance of 180km. He can’t lock that far however without fitting a Targeting Range scripted Sensor Booster of his own. A Remote Sensor Boosting ship with the correct script could increase this target range even further, thereby allowing him to lock further out without having to give up a mid slot. Scan resolution scripts are important if you think a friendly target ship may want to get a target lock jump on the enemy. One example is, a Battleship has very low scan resolution. Increasing the scan resolution through remote sensor boosters will allow the Battleship to lock an enemy target faster.

Tracking Link module will increase the turret range and the turret tracking speed of the target ship. This module can be fitted with one of two similar scripts to the remote sensor booster’s script. Use of the two modules together – in certain circumstances – may be useful for a sniper BS battling fast ships at long and/or short distances. Especially when combined with the proper scripts being loaded into both the Sensor Booster and the Tracking Link modules.

Example Scenario

You are a Basilisk pilot in a fleet of thirty ships; mostly frigates and cruisers, a handful of battlecruisers and battleships (a typical e-uni fleet), and another logistics pilot. Your scout discovers a twenty ship enemy fleet, which is camped at gate in a nearby low-sec system. The Fleet Commander can choose to send the two logistics pilots in as well as a handful of the tougher ships as bait. Have the bait squadron engage the enemy, point as many as they can, wait until the enemy engage, and bring the rest of the fleet in. The logistics pilots will keep the bait squadron alive, (against the superior odds), long enough for the main fleet to arrive. Or, the FC can simply warp in at optimal with the whole fleet and begin the combat.

A typical engagement will go something like this. The Fleet Commander orders a warp to optimal ranges to engage the gatecamp.

  • If the fight on the gate is at 0, warp to 50-70 km, wherever you feel comfortable. Make sure your energy transfer buddy warps at a similar range. Large transfer modules have a 70+ km range.
  • Target any ships used as bait and activate reps on them. Target your logistics partner and start the cap transfer chain – Spider Tanking. Activate afterburner (if you are using one) and get angular velocity to the enemy fleet, or fight aligned to a celestial. Ideally you want your fleet between you and the enemy.
  • Use the watch list, as well as people announcing in the fleet window that they need shields to judging who needs remote reps. If you have multiple logistics you may wish to look after a squad each, or simply lock when people call for shields. The "fleet announce" button is great for this. Have your fleet mates hit the "need shield" button if they require reps. Tech 2 logistics can handle 10 targets, so pre-locking is a vital tactic if you know who is likely to be primaries.
  • Watch out in particular for your fellow logistics pilot. If one gets too low, either both RSS ships should bounce out, repair to full, then warp back in; or you need to let your partner know you will need repairs as soon as you re-hit the grid.
  • Keep an eye out for enemy EWAR ships in particular - remote sensor damps can increase your lock time and decrease your lock range, you will need to move closer, or even better warp in closer to your fleet if these are present. EWAR ships can break your energy transfer chain and keep your reps from being effective. Logistics ships have naturally high sensor strength and usually fit ECCM, but you aren't invincible to jams, and it only takes one or two to really mess your fleet up if they are relying on you. The FC should know to target these ships first if possible.
  • Keep an eye out for energy neutralizers. The occasional nos or neut is ok, but a dedicated neut ship like a Curse or a Dominix with multiple large neuts is going to cap you out. Inform the FC you are becoming cap unstable and have them jam or direct primaries on these ships.
  • Use your drones as needed. Shield maintenance bots are usually put on the other Basilisk. Warrior II's are launched to attack enemy drones or small ships, (frigates/interceptors etc), harassing you. ECM drones can be used to break an enemy tacklers lock or placed on an enemy EWAR ship or logistics.
  • Keep your FC informed if something is going wrong. The FC will have a plan in mind that takes into account the power of your reps. If you are jammed, that’s vital information. If people are breaking, or the logistics ships are breaking, the FC needs to know, to plan accordingly.
  • Your job isn't over once your fleet is victorious or you scatter. Stick with the regrouping fleet and continue to repair people so re-engagement is possible. You never know when reinforcements might come, you get hit again, or your FC decides to re-engage the enemy fleet.

Remote verses Self Repair Analysis

Ships Modules – The numbers

These charts reflect the minimum skills required to use the Logistics ship and the RSS modules - except where indicated. The numbers are from using EFT.


Medium Remote Armor Repair Modules Armor Repair Module
Module Cycle Activation Costs Amount Cycle Activate Amount
Meta Time Base Pilot Skill T1 Ship T2 Ship HP/Cycle Time Cost HP/Cycle
0 4.5 118 112.1 106.2 85.25 160 9 160 240
1 4.5 118 112.1 106.2 85.25 168 9 160 252
2 4.5 118 112.1 106.2 85.25 176 9 160 264
3 4.5 118 112.1 106.2 85.25 184 9 160 276
4 4.5 118 112.1 106.2 85.25 192 9 160 288
5 4.5 108 86.4 81.0 78.03 192 9 160 320
Max HP 4.5 108 81.0 -- 57.75 192


Medium Energy Transfer Arrays
Module Module Activation Costs Transfer
Meta Base Pilot Skill T1 Ship T2 Ship Amount
0 113 107.35 101.7 81.65 90
1 113 107.35 101.7 81.65 95
2 113 107.35 101.7 81.65 99
3 113 107.35 101.7 81.65 104
4 113 107.35 101.7 81.65 108
5 122 97.6 91.95 82.96 117
Max 122 - - 22.875 117


Medium Shield Transporter Modules Shield Booster Module
Module Cycle Activation Costs Amount Cycle Activate Amount
Meta Time Base Pilot Skill T1 Ship T2 Ship HP/Cycle Time Cost HP/Cycle
0 4.5 132 125.4 118.8 89.76 160 9 60 68
1 4.5 132 125.4 118.8 89.76 168 9 60 71
2 4.5 132 125.4 118.8 89.76 176 9 60 74
3 4.5 132 125.4 118.8 89.76 184 9 60 78
4 4.5 132 125.4 118.8 89.76 192 9 60 81
5 4.5 120 96.0 90.0 81.6 192 9 60 90
Max HP 4.5 120 96.0 -- 22.5 192


Add a Tracking Links chart.


Non-RSS Ship Comparison

As an example of just how effective spider tanking, and by extension remote support can be; a simple analysis is given using a well skilled pilot.

Performance Comparison - Select Gallente Ships
Ship Fitting Armor Tank Shield Tank Remote Armor Shield Transport
Myrmidon Tech 2 188.84 468.25 1152 768
Dominix Tech 2 249.36 270.39 2304 2304
Exequror Meta 4 - - 768 768
Oneiros Tech 2 - - 1536 1536


  • All numbers are in hp/s for effective Damage-Per-Second (DPS), shield tanks at optimal.
  • All shield tanks are passive, omni-tank. All armor tanks are for Thermal/Kinetic.
  • DPS Numbers from EveHQ and EFT. Fittings are from battleclinic.
  • All numbers are calculated with relevant skills at effective level 5.
  • This does not include Repair Bots, to which the Logistics cruisers gain bonuses.

So for example, the Myrmidon can tank around 188 DPS from Serpentis (Thermal/Kinetic) with two Medium Armor Repair II modules but with 6 Remote Armor Repair II modules repair a fellow Myrmidon for 1,152 DPS while being capacitor stable. Also, the huge base repair rate of the Dominix with 6 Remote Armor Repair or Shield Transport Arrays should be obvious.

Logistics Drones – The numbers

Single Repair Drone Ship Amount Single Rig Amount
Size Base HPs Tech 1 Tech 2 Tech 1 Tech 2
T1 Light 12 12.6 25.2 13.86 28.98
T2 Light 14 17.5 31.5 19.25 40.25
T1 Medium 24 26.4 50.4 29.04 60.72
T2 Medium 28 35.0 63.0 38.05 80.50
T1 Heavy 60 69.0 129.0 82.50 158.7
T2 Heavy 72 90.0 162.0 99.00 207.0


  • The transfer amounts use minimum skills and EFT numbers.
  • Rig amounts are for one rig at same tech level as the ship.
  • All logistics drones have a 5 second cycle time.
  • Medium shield drones have a slightly higher transfer amount.

Countermeasures

Like all ships in EVE, logistics ships have ways of being made a non-factor in combat.

Aside from being called primary, shot at and possibly destroyed, a logistical pilot can expect to be jammed from the onset of an engagement to limit their ability to support the fleet. Having several logistical ships in a fleet will make it more difficult for an enemy to jam all of you; making it possible for others to remotely support during your jammed cycle. In Capital ship engagements, Motherships have a special module - the Remote ECM Burst - to jam all ships in range and break this chain of cooperative RSS.

Conclusion

Random Thoughts:

For the pilot, flying Logistics Ships is the ultimate team-player.

These ships are not for the ad-hoc fleet, it requires training and practice to be an effective logistics pilot.

Since Logistics are a force multiplier, they can enable a smaller fleet of skill pilots to take on and prevail over a larger fleet.

There is a place for Tech 1 Logistics, they can be used at the squadron level, or be assigned to shadow and support one or two Damage Dealers and/or EWar ships.

Tech 1 Logistics is where to begin training the new logistics pilots.

Tech 1 Logistics can be used to support missions and small classed wormholes fleets.

Tech 1 Logistics can be used for remote sensor boost and tanking an interceptor on a defensive gate camp.

I have discovered no value in direct combat support roles, for mining.

Could Logistics, be the key to providing ILN ESCORT SERVICES?

  • A logistics ship providing buffer tanking to the transport.
  • This is a tactic/operation to be examined.

Fleet Replenishment, classed under non-combat logistics, was not examined by this author.

  • Orcas flying in mining fleet is the reverse of this concept,
  • This is another tactic/operation to be examined.

Truly, effective Combat Logistics begin with Tech 2 ships and there must be multiples of them to take advantage of the spider-tanking bonuses.

The Spider-Tanking bonus is the real power behind logistics.

Can two T2 Logistics ships Tank AND Cap Stabilize each other to an extent where they can become a fortress. Use shield tanking, projected ECCM, and energy transfers, and still retain enough capabilities to support a fleet, wing, or squadron?

References

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