Difference between revisions of "User:Antei thantonne/Logistics Guide"

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Each of the four empire factions has a Tech I frigate dedicated to logistics, and these frigates are good starting ships for Unistas looking to begin training into the logistics role. The bonuses for the two Tech I shield logistics frigates—the [[Bantam]] and the [[Burst]]—are identical, as are the bonuses for the two Tech I armor logistics frigates, the [[Inquisitor]] and the [[Navitas]]. The most common fits for the four ships are also very similar. In general, because all four hulls are short on powergrid and capacitor, the [[Burst]] and [[Inquisitor]] are slightly favored over the other two because they have more low slots, where powergrid support and Capacitor Power Relay modules help most, and because of advantages in speed (in the case of the Burst) and tank (Inquisitor).
 
Each of the four empire factions has a Tech I frigate dedicated to logistics, and these frigates are good starting ships for Unistas looking to begin training into the logistics role. The bonuses for the two Tech I shield logistics frigates—the [[Bantam]] and the [[Burst]]—are identical, as are the bonuses for the two Tech I armor logistics frigates, the [[Inquisitor]] and the [[Navitas]]. The most common fits for the four ships are also very similar. In general, because all four hulls are short on powergrid and capacitor, the [[Burst]] and [[Inquisitor]] are slightly favored over the other two because they have more low slots, where powergrid support and Capacitor Power Relay modules help most, and because of advantages in speed (in the case of the Burst) and tank (Inquisitor).
  
Logistics frigates have the least repping power and shortest optimal range out of all the logistics ships, but they do have the advantage of being very inexpensive and difficult to hit (like any other Tech I frigate). The charts below illustrate statistics for Tech I shield and armor logistics frigates piloted by a typical, mid-skill Unista:
+
Logistics frigates have the least repping power and shortest optimal range out of all the logistics ships, but they do have the advantage of being very inexpensive and difficult to hit (like any other Tech I frigate). The charts below illustrate statistics for Tech I shield and armor logistics frigates (using Tech-I-modified [http://fleet-up.com/Fitting/Index Fleet-Up fits] as a model) piloted by a typical, low-skill Unista:
  
 
{| class="wikitable" style="text-align:center;"
 
{| class="wikitable" style="text-align:center;"
 
|+  
 
|+  
 
|-
 
|-
| rowspan="4" width="128px" |[[File:Bantam_128.png]]
+
| rowspan="4" height="145px" width="128px" |[[File:Bantam_128.png]]
 
| rowspan="4" width="128px" |[[File:Burst_128.png]]
 
| rowspan="4" width="128px" |[[File:Burst_128.png]]
 
| rowspan="4" width="340px" style="text-align:left;"|<p><span style="color: yellow">Caldari/Minmatar Frigate bonuses (per skill level):</span></p>
 
| rowspan="4" width="340px" style="text-align:left;"|<p><span style="color: yellow">Caldari/Minmatar Frigate bonuses (per skill level):</span></p>
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<p><span style="color: yellow">Role bonuses:</span> (applies regardless of skill level)</p>
 
<p><span style="color: yellow">Role bonuses:</span> (applies regardless of skill level)</p>
 
300% bonus to Remote Shield Booster falloff<br />
 
300% bonus to Remote Shield Booster falloff<br />
| height="40px" width="120px" | Maximum Shield<br />Boost Rate
+
| height="40px" colspan="2" | Maximum Shield<br />Boost Rate
| width="70px" | Optimal Range
+
| colspan="2" | Optimal Range
| width="65px" | Falloff
+
| Falloff
 
|-
 
|-
| height="20px" | 79 HP/sec
+
| height="20px" colspan="2" | 79 HP/sec
| 4 km
+
| colspan="2" | 4 km
 
| 29 km
 
| 29 km
 
|-
 
|-
| style="border-right-style:hidden; border-bottom-style:hidden;" |
+
| height="10px" width="60px" style="border-right-style:hidden;" |
 +
| width="45px" style="border-right-style:hidden;" |
 +
| width="40px" style="border-right-style:hidden;" |
 +
| width="30px" style="border-right-style:hidden;" |
 +
| width="50px" style="border-right-style:hidden;" |
 
|-
 
|-
| style="border-right-style:hidden; border-bottom-style:hidden;" |
+
| height="40px" | eHP
 +
| colspan="2" | Scan<br />Resolution
 +
| colspan="2" | Speed
 
|-
 
|-
|[[Bantam]]
+
| height="20px" | [[Bantam]]
|[[Burst]]
+
| [[Burst]]
 +
| style="border-bottom-style:hidden;" |
 +
| 4100
 +
| colspan="2" | 1065 mm
 +
| colspan="2" | 500 m/sec
 
|}
 
|}
  
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|+  
 
|+  
 
|-
 
|-
| rowspan="4" width="128px" |[[File:Inquisitor_128.png]]
+
| rowspan="4" height="145px" width="128px" |[[File:Inquisitor_128.png]]
 
| rowspan="4" width="128px" |[[File:Navitas_128.png]]
 
| rowspan="4" width="128px" |[[File:Navitas_128.png]]
 
| rowspan="4" width="340px" style="text-align:left;"|<p><span style="color: yellow">Amarr/Gallente Frigate bonuses (per skill level):</span></p>
 
| rowspan="4" width="340px" style="text-align:left;"|<p><span style="color: yellow">Amarr/Gallente Frigate bonuses (per skill level):</span></p>
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50% bonus to Remote Armor Repairer optimal range<br />
 
50% bonus to Remote Armor Repairer optimal range<br />
 
600% bonus to Remote Armor Repairer falloff<br />
 
600% bonus to Remote Armor Repairer falloff<br />
| height="40px" width="120px" | Maximum Armor<br />Repair Rate
+
| height="40px" colspan="2" | Maximum Armor<br />Repair Rate
| width="70px" | Optimal Range
+
| colspan="2" | Optimal Range
| width="65px" | Falloff
+
| Falloff
 
|-
 
|-
| height="20px" | 78 HP/sec
+
| height="20px" colspan="2" | 78 HP/sec
| 12 km
+
| colspan="2" | 12 km
 
| 19 km
 
| 19 km
 
|-
 
|-
| style="border-right-style:hidden; border-bottom-style:hidden;" |
+
| height="10px" width="60px" style="border-right-style:hidden;" |
 +
| width="45px" style="border-right-style:hidden;" |
 +
| width="40px" style="border-right-style:hidden;" |
 +
| width="30px" style="border-right-style:hidden;" |
 +
| width="50px" style="border-right-style:hidden;" |
 
|-
 
|-
| style="border-right-style:hidden; border-bottom-style:hidden;" |
+
| height="40px" | eHP
 +
| colspan="2" | Scan<br />Resolution
 +
| colspan="2" | Speed
 
|-
 
|-
|[[Inquisitor]]
+
| height="20px" | [[Inquisitor]]
 
|[[Navitas]]
 
|[[Navitas]]
 +
| style="border-bottom-style:hidden;" |
 +
| 6600
 +
| colspan="2" | 1035 mm
 +
| colspan="2" | 415 m/sec
 
|}
 
|}
  
As these tables show, a Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range. In addition, shield logistics frigates operate in falloff (because they have such short optimal ranges), and so they can almost never apply their full repair capacity. Pilots with poor capacitor skills, or low skills in the appropriate racial frigate skill or in [[Skills:Shields#Shield_Emission_Systems]] or [[Skills:Armor#Remote_Armor_Repair_Systems]], will have trouble with capacitor even if they use all "Enduring" meta versions of all active modules. For a freshman Unista, as a result, Tech I logistics frigates demand higher skills than analogous Tech I EWAR or tackle frigates.
+
As these tables show, a Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range. In addition, shield logistics frigates operate in falloff (because they have such short optimal ranges), and so they can almost never apply their full repair capacity. Pilots with poor capacitor skills, or low skills in the appropriate racial frigate skill or in [[Skills:Shields#Shield_Emission_Systems|Shield Emissions Systems]] or [[Skills:Armor#Remote_Armor_Repair_Systems|Remote Armor Repair Systems]], will have trouble with capacitor even if they use all "Enduring" meta versions of all active modules. For a freshman Unista, as a result, Tech I logistics frigates demand higher skills than analogous Tech I EWAR or tackle frigates.
  
Nevertheless, there are a few roles that Tech I logistics frigates fill better than any other ship. Logistics frigates are better than logistics cruisers in gangs of [[Tactical Destroyer|Tactical_Destroyer#Tech_3_Destroyers]] and [[Assault Frigate]] damage dealers, because they have the speed to keep up. And the [[Inquisitor]] (along with the [[Deacon]], described in the next section) is the preferred repair ship for small-ship wormhole PvE. In general, however, logistics pilots fly cruisers much more often than frigates.
+
Nevertheless, there are a few roles that Tech I logistics frigates fill better than any other ship. Logistics frigates are better than logistics cruisers in gangs of [[Tactical_Destroyer#Tech_3_Destroyers|Tactical Destroyer]] and [[Assault Frigate]] damage dealers, because they have the speed to keep up. And the [[Inquisitor]] (along with the [[Deacon]], described in the next section) is the preferred repair ship for small-ship wormhole PvE. In general, however, logistics pilots fly cruisers much more often than frigates.
  
 
===Tech II Logistics Frigates===
 
===Tech II Logistics Frigates===

Revision as of 14:32, 2 June 2016

Introduction is complete and transferred.

Logistics Modules and Mechanics

Complete, and transferred.

I won't be making any more modifications to this section here; all future changes will be made directly to the Logistics Guide page itself.

Logistics Ships

Racial Specializations

Race Armor or Shield? Cap-Chain
or Solo?
Amarr Armor Cap-Chain
Caldari Shield Cap-Chain
Gallente Armor Solo
Minmatar Shield Solo

Each of the four player races specializes in the type of logistics that their ships are naturally tanked for. Caldari and Minmatar ships are ordinarily shield-tanked, and so these two races specialize in shield logistics; and Amarr and Gallente ships are typically armor-tanked, so these two races specialize in armor logistics. In addition, each race either specializes in cap-chain logistics, or not, as shown by the chart at right. It is important to note that capacitor chaining only exists for cruisers and force auxiliaries; all frigate logistics ships, of all races, are "solo" logistics ships.

Tech I Logistics Frigates

Each of the four empire factions has a Tech I frigate dedicated to logistics, and these frigates are good starting ships for Unistas looking to begin training into the logistics role. The bonuses for the two Tech I shield logistics frigates—the Bantam and the Burst—are identical, as are the bonuses for the two Tech I armor logistics frigates, the Inquisitor and the Navitas. The most common fits for the four ships are also very similar. In general, because all four hulls are short on powergrid and capacitor, the Burst and Inquisitor are slightly favored over the other two because they have more low slots, where powergrid support and Capacitor Power Relay modules help most, and because of advantages in speed (in the case of the Burst) and tank (Inquisitor).

Logistics frigates have the least repping power and shortest optimal range out of all the logistics ships, but they do have the advantage of being very inexpensive and difficult to hit (like any other Tech I frigate). The charts below illustrate statistics for Tech I shield and armor logistics frigates (using Tech-I-modified Fleet-Up fits as a model) piloted by a typical, low-skill Unista:

File:Bantam 128.png File:Burst 128.png

Caldari/Minmatar Frigate bonuses (per skill level):

10% bonus to Remote Shield Booster amount
10% reduction in Remote Shield Booster activation cost

Role bonuses: (applies regardless of skill level)

300% bonus to Remote Shield Booster falloff

Maximum Shield
Boost Rate
Optimal Range Falloff
79 HP/sec 4 km 29 km
eHP Scan
Resolution
Speed
Bantam Burst 4100 1065 mm 500 m/sec
File:Inquisitor 128.png File:Navitas 128.png

Amarr/Gallente Frigate bonuses (per skill level):

10% bonus to Remote Armor Repairer amount
10% reduction in Remote Armor Repairer activation cost

Role bonuses:

50% bonus to Remote Armor Repairer optimal range
600% bonus to Remote Armor Repairer falloff

Maximum Armor
Repair Rate
Optimal Range Falloff
78 HP/sec 12 km 19 km
eHP Scan
Resolution
Speed
Inquisitor Navitas 6600 1035 mm 415 m/sec

As these tables show, a Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range. In addition, shield logistics frigates operate in falloff (because they have such short optimal ranges), and so they can almost never apply their full repair capacity. Pilots with poor capacitor skills, or low skills in the appropriate racial frigate skill or in Shield Emissions Systems or Remote Armor Repair Systems, will have trouble with capacitor even if they use all "Enduring" meta versions of all active modules. For a freshman Unista, as a result, Tech I logistics frigates demand higher skills than analogous Tech I EWAR or tackle frigates.

Nevertheless, there are a few roles that Tech I logistics frigates fill better than any other ship. Logistics frigates are better than logistics cruisers in gangs of Tactical Destroyer and Assault Frigate damage dealers, because they have the speed to keep up. And the Inquisitor (along with the Deacon, described in the next section) is the preferred repair ship for small-ship wormhole PvE. In general, however, logistics pilots fly cruisers much more often than frigates.

Tech II Logistics Frigates

In the Frostline patch of Dec 2015, CCP introduced a new ship class: the Tech II logistics frigate. Tech II logistics frigates were designed to improve on their Tech I counterparts in a number of ways. They have considerably more CPU and powergrid, and one more fitting slot, relative to the Tech I frigates above. Tech II logistics frigates also have some unique bonuses relative to Tech I frigates:

Tech I Logistics Cruisers

Tech II Logistics Cruisers

Unbonused and Bonused Battleship Logistics

Capital Logistics: Force Auxiliaries

Recommended Skills for Logistics Pilots

Tech I Logistics Cruiser Skills

Tech II Logistics Cruiser Skills