The Rookie's Guide to Fleet Ops

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A group of E-UNI pilots on wartime patrol.

Fleet Operations happen daily in Eve University, and for rookie pilots, it may be tough to catch on to how we operate and the terminology involved.

While this guide is not intended to replace a proper fleet operations class, its purpose is to:

  • Teach basics of fleet movement
  • Reduce mistakes or blunders common to rookies
  • Serve as a reference to new pilots in operations

Abbreviations

Command

  • FC: Fleet Commander
  • WC: Wing Commander
  • SC: Squad Commander

Movement

  • HOC: Hold On Contact
  • JJJ: Jump Jump Jump
  • JOC: Jump On Contact
  • OGC: Offensive Gate Camp
  • DGC: Defensive Gate Camp
  • A: Align

Identifiers

  • POS: Player Owned Structure
  • WT: War Targets
  • DD: Damage Dealer
  • EW: Electronic Warfare
  • T: Tackler

Mechanics

  • PVP: Player vs Player
  • PVE: Player vs Environment
  • TS: Teamspeak
  • AB: Afterburner
  • MWD: MicroWarpdrive

Pre-Op Checklist

  1. Make sure your medical clone is up to date.
    Having your medical clone set to Aldrat can be helpful during war.

  2. Get ready to be podded.
    If you have Implants, either make sure you can afford to lose them, or get into a jump clone.

    We have enough standing for Jump Clones with one of the Caldari corporations, Wiyrkomi Peace Corps, to access Jump Clones. Do not start a conversation with any agents for Wiyrkomi Peace Corps or Khanid Innovation as we will lose these facilities.

    Template:Jump Clones
  3. Get into a ship you can fly well in PVP, and can afford to lose.
    If you're a rookie, that is probably a frigate. You can fly a frigate and still contribute significantly if you have the skills and modules necessary to tackle or EW. Even if you're young and don't have the skills yet, don't worry about it and come along in a cheap frigate for the experience. Tacklers and EW frigates are effective with cheap tech 1 modules fitted. Destroyers can be used in specialized fleets, but in most Uni fleets a frigate tackler or EW would be preferable if you can't handle a DD cruiser yet. Take note that flying a Damage Dealer ship for PVP requires more skills than for PVE. Flying a DD cruiser well means having the cruiser skill at 4, and the relevant gunnery or missile support skills at 3 or 4. EW cruisers have lower skill requirements than DD cruisers.

  4. Make sure your ship is insured.

  5. Learn to serve a role.
  6. Rename your ship.
    The default ship names are "Player's Name Ship Type". This will make it easier for enemies to find you when scanning, so you should rename it to something that will not be able to associate the ship to your name.

  7. Get over to Aldrat.
    Either docked or at the POS inside the bubble is usually fine. When the FC is ready, he will give instructions on where to rally.
    During wartime, wait for your FC to give instructions on where to rally, or ask your SC. Stay docked until ordered to rally. Do not go AFK if waiting at the POS, nor anywhere else while undocked.

  8. Get on Teamspeak, and move to the Combat Lounge.
    It is absolutely essential, in fact a requirement, for you to be on Teamspeak for fleet operations. If you're not on Teamspeak, you cannot join or follow the fleet. The Fleet Commander (FC) does not have time to type everything out or issue broadcasts.

    Once you are in a fleet, you are to move yourself to the appropriate wing channel in order to hear communications with your fleet. Stay silent until the operation is over and the Fleet Commander declares open mic. Small gangs are often less strict about voice comm discipline; however in large fleets it is impractical for everyone to have authorization to speak. Make sure your Teamspeak settings are set up correctly. This mostly means you have a push-to-talk button (PTT) and not voice-activated.

    Also, make sure your push-to-talk button is not "Ctrl", or any other button you would use for anything else. And remember Alt is often used to Alt-tab out or Alt-Enter for windowed mode. Shift is used for caps so it is another bad choice. The F9 key is not used for anything in the Eve Client, nor for most other software you might operate, so it is a good choice until you can figure out which key would be best. We don't want to have to hear you breathing. We don't want to hear the clicking of your keyboard when you type an email either. Set your push-to-talk key correctly.

    Disable Teamspeak sound notifications. Settings menu > Options > Sound Notifications > check the 'Disable All sounds' box. Sound notifications can be loud and prevent you from hearing the FC, especially with a lot of people in Teamspeak connecting and disconnecting. Also an occasional griefer may be spamming the Docking Bay.

    If you have not properly set up your Teamspeak, please refer to the Teamspeak Guide.

    Voice Overlay can be used if you want to see who's talking on your game screen. Not to be confused with Teamspeak Overlay, which doesn't work well with Vista. Voice Overlay Guide

    Do not talk on Teamspeak unless you have authorization during a fleet op.
    Unless you were given authorization by the FC, you probably don't have it. If you wish to ask for authorization to talk on Teamspeak, type your request in the fleet channel, although it will be ignored if the FC is too busy.

    Do not go into a fleet operation channel unless you are in the fleet.
    If you go into fleet op channels without authorization, you will be unregistered and kicked from teamspeak.

  9. Your overview needs to be set up properly.
    You should have tabs with PVP + Travel and Pod Saver set at least. PVP + Drones can be handy as well.

  10. If you have questions, ask in Chat.E-UNI, not the Alliance channel.
    Questions specifically about fleet formation go in Corp chat.

  11. Disable Auto Lock.
    Press the Escape key to go into the game's configuration panel > general settings > inflight section > Auto target back: select 0 targets.

Fleet Invites

Do not ask in Alliance or Chat.E-UNI if there is a fleet being formed.
If you want to know if a fleet is currently being formed, and what roles are currently being called for, ask in corp chat only if you suspect a fleet is forming. You may not ask if there are any fleets currently out.

Forming a fleet can take awhile.
Usually around 15 to 45 minutes depending on how well organized the command is. The FC needs to figure out how to set up his wings and squads, and make sure the entire fleet gets gang bonuses, and that all his squad leaders know their responsibilities, send out scouts and analyze reports.

The Fleet Commander will ask for different roles in the Alliance Channel.
He'll probably start with Wing Commanders, Squadron Commanders, and Scouts. If you're a rookie, forget about filling any of those roles. Fleet Commanders all have their own way of doing invites, most will ask to X up. This means you get to type "X - Role - Ship type" when he asks for the role you want to fill.

For example, when he asks for tacklers to X up, and your role is tackler and ship type is incursus, you should type:

X - Tackler - Incursus
or
T - Incursus

If you're really new, you might only have a DD frigate to offer. If you want to contribute during war, spending from a few hours to a day or two to train tackling or EW is a good idea. Some FCs may not accept DD frigates during war.

Wait until the FC calls your role before you X up.
Whatever you do, don't spam your X up repeatedly, that would only make the assignments to squads more difficult for the commanders. If you were passed over, be patient. The FC will make a last call before leaving if there is time and space left in the fleet. You can then X up again.

Once you've been invited to the fleet and placed in a squad, your squad leader should invite you into a channel separate from the fleet channel.
The squad channel is where you can chat. If you have questions, or have comments, or whatever, squad chat is where to type it. Not all fleets are strict about this, and there will sometimes be chatter in the fleet channel. But it is usually best to keep the chattering to squad channel.

You should keep the Squad and Fleet channel windows seperate so you can watch both without tabbing.
You can seperate them by clicking the tab and dragging it off. If you wish to watch local during the op, you might want to drag it off in another window as well, tabbing to local will inevitably result in rookie unistas typing in local by accident, which is disgraceful and an embarrassment to the Uni.

Keep all chatter out of the Alliance channel.
If you wish to know if a fleet is currently being formed, which role is being called, or if last call was made yet, ask in the Corp channel.

Fleet Hierarchy View

The fleet roster should be changed to hierarchy view. This can be done by opening the Fleet section in the NeoCom. Click the arrow at the top left of the window, and select "view as hierarchy". If there is only the "view as flat list" option available, the roster is already displayed as a hierarchy.

The squad number displayed in the fleet window title bar is often wrong, due to a persistant bug. Make sure that you always check the fleet hierarchy to make sure you know which squad you are in.

More information about the Fleet window can be found in the Fleetwindow and fleetfinder guide.

The Watchlist

The watchlist is one of the most important tools of navigation during a fleet operation, often used by rookies to warp to the fleet when lost. Your fleet or squad commander will let you know if he wants you to put anyone specific in the watchlist. You may want to add the FC and squad commander to the list and leave other spots open.

You can add people to the watchlist by right-clicking their name in the fleet overview window, then select 'Add to Watchlist'. You can warp to people by right-clicking their name in the watchlist.

During the Op

Sometimes the FC will broadcast commands to the broadcast window, sometimes he wont. Sometimes he'll remind everyone what they're supposed to be doing, sometimes he'll be too busy doing other stuff.

Don't say anything in LOCAL at all during fleet ops, unless your FC gives permission. And usually then only to say 'gf' (good fight) after a battle.

If the FC sets a destination, make sure you have the same autopilot setting. If he doesnt specify, ask in fleet chat if autopilot setting should be 'shorter', 'safer', or 'less secure'. You can change Autopilot setting by pressing F10 to access the map, Autopilot tab, Settings tab.

Don't attack unless the FC gives the order. If you attack when you shouldn't, you could get stuck on the wrong side of a gate if the FC decides he'd rather have the fleet elsewhere. The Primary is the target you should be shooting. The Secondary is usually next in line to get blown up.

Sometimes the FC will give order to attack any flashy at will. During war he may order you to shoot WT flashies, but not Outlaw flashies. Pay attention to icons if so.

If your ship is destroyed, remember the Pod Saver tab in the overview, pick a planet at random, and spam the warp button. Once you're warped out, let the squad commander know you've lost your ship. If you have been podded, let him know as well.

If you get lost, ask your squad commander where to go. If you need to take a quick break due to real life, let your squad commander know, and dock up at the nearest station. The fleet wont stop for you, and if it is possible, your squad commander will instruct you on how to rejoin the fleet, or perhaps he will ask that you plot a course for home and run for it, depending on the circumstances.

After a fight, only loot or salvage if the FC says so. He may want specific individuals to loot. Salvaging T2 wrecks requires the Salvaging skill at 3, so it might be best to let someone with high salvage to do so.

If your client crashes, log back in, and let your squad commander know. X up in alliance with a note saying you crashed also. If you lost connection, you'll need to ask in the fleet chat for a TS drag into the PvP Operations room.

If you go AFK while undocked during wartime, you risk losing your ship and your pod. If the enemy doesnt get you, the FC will.

Fleet Maneuvers

Align
The FC will tell the fleet to align to stargates, and once everyone is aligned, will jump the whole fleet himself. The align button is right next to the 'Warp To 0' button in the Selected Item window. Make sure you don't confuse the two.

Jump On Contact
This means when you drop out of warp, immediatelly jump into the next system when you reach the stargate.

Hold On Contact
This means do NOT jump into the next system when you drop out of warp. The FC may be waiting for additional intel from the scouts.

Offensive Gatecamp
An offensive gatecamp is formed with battlecruiser and larger ships tucked into the gate at 0 and cruiser and smaller craft orbiting the gate between 1000-2000m (easiest to righ-click the gate and select orbit at 1 km, do not select orbit at 2.5 km or you will be thrown out of jump range). The reason this is offensive is that it allows for the fleet to remain mobile, able to jump through the gate in pursuit of an enemy. It sacrifices depth and effectiveness for mobility and flexibility.

This is usually the default order when landing on the gate, hold on contact and establish an offensive gatecamp, unless the FC says otherwise.

Defensive Gatecamp
Mainly used for actual defensive purposes or stationary ambushes, the fleet will set up with tacklers orbiting at 1000-2000m and all other craft spread in a sphere around the gate at their optimal ranges. This puts EW and snipers in their best positions, spreads the fleet out and puts the fleet at 100% effectiveness for range. It is not suited for mobility however, since most ships will require warping to a celestial object and then back in order to jump through the gate. Useful for when you know the enemy is coming to you, such as when the enemy has entered the Aptetter cluster and you are camping the Aldrat gate in Eygfe.

Make Best Speed
This order means the fleet is no longer trying to move as a complete blob. When chasing WTs, the FC could give tacklers the order to make best speed for a destination to catch them, before the slower ships can catch up. The Make Best Speed order can also be given when the op is finished, and destination is set for home.

Warp Out! Get Out!
This is for when things go horribly, horribly wrong. The FC can give the order for the whole fleet to scatter. Go to your Pod Saver tab, select a random planet, and warp out.

There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up.

Hold Cloak
When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else.

Timer Mechanics

There are a variety of timers that anyone involved in PvP should know about. Foremost among these are the 1 minute timer after initiating aggression and the 30 second timer after losing a ship which will prevent docking in stations and jumping through stargates.

Read this wiki's timers and countdowns guide for more information.

Rookie Tackler Tips

A 'point' is a warp jammer. Pointing means activating a warp scrambler or disruptor on a target. A one-point or long-point is a warp disruptor. A two-point or short-point is a warp scrambler. In small gangs, it is usually a good idea to call points on voice comms. However, in the Uni, you should not do so unless instructed by your FC.

Set your default orbiting distance to 7500m. You can do this when undocked, select an object in the overview that is nearby, and the right-click the Orbit button in the 'Selected Item' window. Having a default orbit of 7.5 km will keep you out of most smartbomb range, but within Stasis Web and Warp Disruptor range. If you know that the target has no smartbombs, you can approach to orbit close and increase your angular velocity to be harder to hit. Only battleships and larger ships fit smartbombs usually, so if the enemy is in a battlecruiser or smaller ship, feel free to orbit closer. Some faction smartbombs have a range greater than 7.5 km but they are expensive and usually only fitted on capital ships.

Do not shoot cap while tackling. If you have guns that use cap, dont shoot them while tackling, or if you'll need to tackle soon. Missiles and projectile turrets don't require cap. This advice can be ignored if you have verified you are cap stable with guns blazing.

Don't use AB or MWD while camping a gate, nor when aligning. Use AB and MWD to approach targets, or to get away from them if they have smartbombs. Use MWD while orbiting a target only if you're cap stable with it activated. Using AB should be fine while orbiting a target, but it depends a lot on your skills and the ship you're flying.

If the FC did not give any specific instructions for who tacklers should point, then pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. This will usually insure that the fleet's points are spread relatively evenly among our enemies. Sorting the overview by character name can help in the target selection if it is done this way. Sometimes the FC will give specific orders, for example: "Squad 1 tacklers should point the primary, Squad 2 tacklers should point the secondary, all other tacklers should pick targets at random." If you are trying to point a random target and you notice he is too far away or too fast to catch, use your best judgement, and consider tackling something else instead.

Rookie EW Tips

Target painters should be applied on the primary. Tracking disrutors should be used on turret ships and spread around. ECM and damps should also be spread around, preferrably on non-primary ships if there are enough targets. TD, ECM, and Damps should pick targets the same way tacklers do when they need to point at random; pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. Sorting the overview by character name can help in the target selection if it is done this way. Apply one EW module, then move down the list and try to apply one EW module per target until you run out of targets. Although large ships such as battleships should be prioritized, or battlecruisers if there are no enemy battleships on the field. The target's range, as well as the optimal and falloff of your EW modules should be taken into consideration when selecting targets. Use your best judgement.

With damps, a scan resolution script should be loaded by default and used most of the time. A celestis will have trouble range damping snipers, and can only do so up to 100 km or so for rookie pilots, although this varies with fitting and modules. Some mid-range snipers shoot from within 100 km, and it might be worth loading a range script for those. However damps have a short optimal, and in falloff the chances of damping get lower the further out the target is located. Resolution damping is only useful with some ECM on the field.

With tracking disruptors, which script to use varies with the enemy ship's range from its target, and what type of weapon it has. For example, a blaster-fitted megathron will have a short optimal and mediocre falloff, thus range scripted TD will often be very effective even it is shooting from close range. An abaddon with T2 pulse and scorch ammo can have an optimal over 40 km, and range scripted TD will be useless if it is shooting from close range. When in doubt, you can use your TDs unscripted.

ECM is can be tricky to use. Fit racial jammers only. Multispectrals can be useful for high SP pilots, but for rookie pilots, racial jammers are better. The blackbird has 6 mid slots, one racial jammer of each race should be fitted. If the enemy is known to fly a certain race more often, one or both of the remaining two slots can be fitted with the appropriate racial jammers. Carrying spare racial jammers in the cargohold can be handy if the FC recieves timely intel from scouts and there is enough time for the blackbird pilots to dock and refit. Some pilots like to use the last two slots for a MWD and a sensor booster, other pilots prefer to only fit jammers in their mid slots. The ECM modules should have their auto-cycle function turned off. Enemy ECM ships should be jammed first if possible. Try to match racial jammers to the appropriate racial ships.

War Intel

Do not ask for information about the fleet location, nor destination. Intel is on a need-to-know basis. If you don't know, you probably don't need to.

Do not give out your location in Alliance, Corp, nor Chat.E-Uni channels. You may specify your location in the squad channel, and if the rally point is in a different system, ask your squad commander for instructions.

After the Op

If you got podded, buy a new medical clone before leaving the station.

If you picked up loot or salvage, it is your responsibility to put it in the correct place. Loot picked up during wartime must always placed in the ILN Hangar at HQ.

If you get a killmail, post it to the killboard. As per Ivy League Policy, if you are the recipient of a kill or loss mail, you must comment it. How To Post A Kill Mail

If the FC asked you to change autopilot settings to 'shorter' or 'prefer less secure', make sure you change it back to 'safer'.

Leave the Teamspeak fleet operation channel, move yourself to the Combat Lounge or the Chat Lounge. Leave the fleet only after docking. Leave your squad chat channel.

The FC will sometimes write a report in the After Action Report forum.