Difference between revisions of "User:Max Tsero/Sandbox/A Guide to Logistics for the EVE University Incursion Community"

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<li>'''Coordination:''' Join the in-game chat channel “Eve-Uni Logi” and use it as a means to coordinate with your logi buddy within the fleet. As needed, you can also setup a whisper group in mumble to speak to them on voice directly. Depending on the ship type flown, you’ll need to variously discuss capacitor chains, provision of links, and just generally to pass on info if something out of hand happens.</li><br />
 
<li>'''Coordination:''' Join the in-game chat channel “Eve-Uni Logi” and use it as a means to coordinate with your logi buddy within the fleet. As needed, you can also setup a whisper group in mumble to speak to them on voice directly. Depending on the ship type flown, you’ll need to variously discuss capacitor chains, provision of links, and just generally to pass on info if something out of hand happens.</li><br />
<li>'''Add fleet members to watchlist:''' Vanguard fleets are mercifully small, usually consisting of less than 12 pilots so there is no excuse to not have everyone on your watch list, have the right skills to lock them all up at all time when in sites. You can do this from the fleet window quickly and efficiently by right clicking a wing and “add to watchlist”. Make sure to confirm numbers before you undock in case the Fleet Commander (FC) has added anyone without you realising. Confirmation on voice comms of the “number on watchlist” will generally be given – or feel free to ask for confirmation yourself on the undock. When flying, you’ll use the watchlist as you land in site to lock up your fleet mates – so the order of pilots listed in the watchlist is pretty important. It’s also good practice to colour code your watchlist, just to help you recognize who is who and what you’re giving them.</li><br />
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<li>'''Add fleet members to watchlist:''' Vanguard fleets are mercifully small, usually consisting of less than 12 pilots so there is no excuse to not have everyone on your watch list, have the right skills to lock them all up at all time when in sites. You can do this from the fleet window quickly and efficiently by right clicking a wing and “add to watchlist”. Make sure to confirm numbers before you undock in case the Fleet Commander (FC) has added anyone without you realising. Confirmation on voice comms of the “number on watchlist” will generally be given – or feel free to ask for confirmation yourself on the undock. When flying, you’ll use the watchlist as you land in site to lock up your fleet mates – so the order of pilots listed in the watchlist is pretty important. It’s also good practice to colour code your watchlist, just to help you recognize who is who and what you’re giving them.</li>
 
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<li>'''Sort out the cap chain:''' When flying a Basilisk, or in a low-sec armor fleet in an Augoror, you will require a cap chain to be effective. The wonders of cap-transfer technology means that you give more cap than it costs meaning the cap chains generate energy from nothing, helping make unstable fits cap stable. The chain will vary depending on composition so take notes from the Logi or fleet commander as needed. As a general rule however, you want to be receiving at least as many cap transfers as you are giving out. Most fleets will operate a “one up, one down” or a “one down” composition. This will usually refer to the order of logi fleet members in the “Eve-Uni Logi” or “Fleet” chat channel – you just need to ensure you lock them, and pass cap on to the right pilots. The Fleet/Logi Commander will generally test the chain on undock to iron out any kinks. Bottom of the list always wraps to the top of the list and vice-a-versa for chain purposes.</li><br />
 
<li>'''Sort out the cap chain:''' When flying a Basilisk, or in a low-sec armor fleet in an Augoror, you will require a cap chain to be effective. The wonders of cap-transfer technology means that you give more cap than it costs meaning the cap chains generate energy from nothing, helping make unstable fits cap stable. The chain will vary depending on composition so take notes from the Logi or fleet commander as needed. As a general rule however, you want to be receiving at least as many cap transfers as you are giving out. Most fleets will operate a “one up, one down” or a “one down” composition. This will usually refer to the order of logi fleet members in the “Eve-Uni Logi” or “Fleet” chat channel – you just need to ensure you lock them, and pass cap on to the right pilots. The Fleet/Logi Commander will generally test the chain on undock to iron out any kinks. Bottom of the list always wraps to the top of the list and vice-a-versa for chain purposes.</li><br />
<li>'''Organize Tracking Links:''' Links are a valuable support service that logi pilots provide the damage dealers in the fleet. If you’re in a Scimitar you’re likely to have a few to go around. The main thing to remember with links is to provide the best possible overall utility to the fleet from the number available. It’s best practice to ask the pilots of your linked ships what they would like to receive to complement their existing fit and skills, but some general rules of thumb exist also where they’re not the most talkative bunch. The below focuses on the Pirate Hulls which tend to have a higher likelihood of T2 guns (which should always be priority for links given their higher damage capabilities) but the principles listed apply equally to T1 hulls with the same weapon type. Pre-load your scripts as needed.</li><br />
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<li>'''Organize Tracking Links:''' Links are a valuable support service that logi pilots provide the damage dealers in the fleet. If you’re in a Scimitar you’re likely to have a few to go around. The main thing to remember with links is to provide the best possible overall utility to the fleet from the number available. It’s best practice to ask the pilots of your linked ships what they would like to receive to complement their existing fit and skills, but some general rules of thumb exist also where they’re not the most talkative bunch. The below focuses on the Pirate Hulls which tend to have a higher likelihood of T2 guns (which should always be priority for links given their higher damage capabilities) but the principles listed apply equally to T1 hulls with the same weapon type. Pre-load your scripts as needed.</li>
 
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Revision as of 17:55, 11 August 2020

This guide assumes that all pilots have read and are aware of the information found in the EVE University Incursions Community pages on the Wiki, especially the Incursions Checklist and serves as an additional resource focused on Logistics.

Pre-Undock

  1. Coordination: Join the in-game chat channel “Eve-Uni Logi” and use it as a means to coordinate with your logi buddy within the fleet. As needed, you can also setup a whisper group in mumble to speak to them on voice directly. Depending on the ship type flown, you’ll need to variously discuss capacitor chains, provision of links, and just generally to pass on info if something out of hand happens.

  2. Add fleet members to watchlist: Vanguard fleets are mercifully small, usually consisting of less than 12 pilots so there is no excuse to not have everyone on your watch list, have the right skills to lock them all up at all time when in sites. You can do this from the fleet window quickly and efficiently by right clicking a wing and “add to watchlist”. Make sure to confirm numbers before you undock in case the Fleet Commander (FC) has added anyone without you realising. Confirmation on voice comms of the “number on watchlist” will generally be given – or feel free to ask for confirmation yourself on the undock. When flying, you’ll use the watchlist as you land in site to lock up your fleet mates – so the order of pilots listed in the watchlist is pretty important. It’s also good practice to colour code your watchlist, just to help you recognize who is who and what you’re giving them.
  3. Priority Who Colour (suggested) Reasoning
    1 Logi Buddies Blue (Shield Fleets)
    Green (Armor Fleets)
    Generally try to set to match broadcast settings.
    Fleet safety is the most important thing. Getting them locked, cap chained and bots assigned as needed is critical.
    2 Link partners Orange You want to get links up quickly to help damage application, and get priority targets off the field as soon as possible.
    3 Drone Bunny Red Flying in a Battlecruiser hull is inherently squishier than a battleship – and they often get on grid and draw aggro (and harder hitting damage) faster than others.
    4 Aggro Magnets No Colour Some pilots (especially those with T2 guns) will just naturally get aggro more than others and you’ll need to be repping them on the other side of a gate pretty quickly.
    5 Everyone Else Nil. Eventually everyone will receive some Sansha love, there is a randomized element to the switching. So get everyone locked and keep eyes on. Make sure any squishy fleetmates are higher on the list than others if possible also.
  4. Sort out the cap chain: When flying a Basilisk, or in a low-sec armor fleet in an Augoror, you will require a cap chain to be effective. The wonders of cap-transfer technology means that you give more cap than it costs meaning the cap chains generate energy from nothing, helping make unstable fits cap stable. The chain will vary depending on composition so take notes from the Logi or fleet commander as needed. As a general rule however, you want to be receiving at least as many cap transfers as you are giving out. Most fleets will operate a “one up, one down” or a “one down” composition. This will usually refer to the order of logi fleet members in the “Eve-Uni Logi” or “Fleet” chat channel – you just need to ensure you lock them, and pass cap on to the right pilots. The Fleet/Logi Commander will generally test the chain on undock to iron out any kinks. Bottom of the list always wraps to the top of the list and vice-a-versa for chain purposes.

  5. Organize Tracking Links: Links are a valuable support service that logi pilots provide the damage dealers in the fleet. If you’re in a Scimitar you’re likely to have a few to go around. The main thing to remember with links is to provide the best possible overall utility to the fleet from the number available. It’s best practice to ask the pilots of your linked ships what they would like to receive to complement their existing fit and skills, but some general rules of thumb exist also where they’re not the most talkative bunch. The below focuses on the Pirate Hulls which tend to have a higher likelihood of T2 guns (which should always be priority for links given their higher damage capabilities) but the principles listed apply equally to T1 hulls with the same weapon type. Pre-load your scripts as needed.
  6. Hull Link Reason
    Vindicator (Blasters) Optimal Range Blasters are bonused by the Vindicator's hull bonuses and do mega damage, but are naturally short ranged. Increasing optimal ranges allows them to reach further hit the Sansha sooner, increasing efficiency.
    Nightmare (Beam/Tach) Tracking Speed Beam fit Nightmares have superb range and in general will snipe targets with low or no transversal velocity with ease. Extra tracking helps ensure beams land more often (and better hits) when the target is not being compliant and running towards their slaughter.
    Nightmare (Pulses) Tracking Speed and/or Optimal Range “Short Range” Pulses have excellent range and damage application with the right crystals in them, and the optimal window of recommended ammo covers the all spawns in Vanguard sites. Ensuring that the lasers have sufficient tracking to hit closer range targets orbiting the fleet is the priority, but some pilots may appreciate additional range to increase the optimal window of their shorter range ammo in some sites.
    Machariel (Autocannon) Optimal Range and/or Tracking Speed Autocannons are short/medium range weapons systems and benefit from both script types. Standard Machariel fits will have two tracking application mods already fitted, which should enable them to hit most targets at close range – but checking with the pilot is advised here.
  7. Check Fitting: One Vanguard Site (Nation Mining Colony) requires a stack of 255 Lyavite ore to be dropped in a container ~75km from the fleet anchor point. Whilst some fleets run with a dedicated ore dropper as an off-grid role, usually one of the logi pilots will be expected to make the run (generally being faster than a battleship!). As such only one ship needs to have an afterburner fitted to reduce the waiting time to drop the ore. In general, even if you have a dedicated dropper it’s good practice for one logi to have a prop mod fitted anyway just in case the dropper needs to leave, when not using it for ore the afterburner increases you speed when orbiting and helps reduce the hit chance of any incoming fire so it definitely doesn’t hurt to have it.

In-Space

  1. Hardeners: If they aren’t powered, hardeners don’t do anything; so get them spinning as soon as possible on the undock lest you forget. Remember each time you dock or jump system they will power down, so ensure you get them spinning ASAP – especially if you’re transiting through low-sec on the way into a focus.

  2. Gate Protocol: Logi is life. Jumping into a site and realising that one or more of the logi have disconnected in game or are taking a sneaky bio on a long warp between sites can mean fleet losses which we want to avoid. Similarly, if the logi is the only one in a site – things can get hairy with the amount of damage coming your way. Gate Protocols exist to reduce the risk entering a site:

    1. Logi L’s: Your Fleet Commander will want to check that nothing untoward has happened mid-warp and that the Logi are paying attention. As such, when at the end of a warp, once the Acceleration Gate to the site loads in your local instance you should type “L” into the fleet chat. You may hear the FC ask for “Logi L’s” if you’re slow to the mark, which is the prompt to type them in if you’re not paying attention!

    2. Boosts: At the same time the FC will likely check that the On Grid Booster (OGB) is awake and boosting the fleet. You may hear on comms “Boosts are good” referring to the fact that they’ve been triggered. Sometimes if the logi is late to warp (for instance you weren’t aligned to the broadcast in the previous site perfectly) it’s possible for their boosts to miss you. Boosts provide a meaningful increase to the amount of shield repping power you can throw at a fleet mate – so if you don’t have the boost, it’s harder to stabilise your fleet mates. If you don’t have boosts, and are the only logi on grid at the time, it can get hairy fast. If you’re missing the boost – notify your FC on comms and let them make the call.

    3. Align to the gate: When called by the FC, aligning to the gate is simply a case of doubly clicking in space along the axis of the gate you want to take (aiming for the thinner, pointy end of the gate). This gets all the fleet ships moving in the right direction, and gets velocities to the point that when the gate is activated, warp drives engage almost instantly. As a logi you need to be aware that you will align and travel faster than all the other ships on grid – and as such there are a few risks involved:

      1. You can easily travel outside of the range of the gate if there are delays in the fleet being ready to jump or if the fleet has landed awkwardly at the edges of the gate range. Warp mechanics require you to be at 75% speed to engage a jump – so you can manually set your speed lower or even stop entirely by clicking in the velocity indicator below your cap readout to give you a little more time. Keep in range of the gate at all costs.

      2. You can bump the gate if your current trajectory is aiming directly at or near to the gate graphic. Be aware that the hitbox around the gate can be pretty large and awkward so it’s best to avoid getting anywhere near it. Bumping the gate will throw you off course, potentially tangle you, and reduce your speed to nil – all of which means you won’t be on grid with your fleet to give them reps when they need them. Avoiding bumping is always best – so if you think there is any risk, give your course a few degrees of deflection rather than aiming directly down the line of travel. It won’t make any meaningful difference to your transit time as you will align quickly anyway due to the cruiser agility.

      3. Jump the gate a few seconds after the call to do so. Usually the FC will call “Battleships take gate”, this doesn’t mean you. Cruisers will jump, and warp faster than most battleships and you don’t want to be on grid first. Wait until you see the first ships engage warp before you activate the gate yourself to increase the chances that the aggro in the site will have already consolidated onto a fleet mate with a larger EHP!

      4. If you bump the gate on activation immediately deactivate the jump by hitting <CTRL> + <SPACE>. This puts you back in control of your ship. Inform the FC on comms that you were late on the gate, so that they are aware and can manage the situation in site as needed. Target a spot in space away from the gate perpendicular to the direction of travel, and engage your prop mod if you have it. Once you’re well clear of the gate, disengage your prop, align down the gate again, and activate the gate. If done right, you’re only going to be a handful of seconds late into the site which should be no big deal. Uni fleets are inherently cautious and will usually have additional shield bots and remote reppers in their fits to manage the situation should something go wrong. It’s best to not panic, and resolve the issue as quickly as you can.

    4. Landing on grid: Your role on grid should be clear; you’re responsible for identifying fleet members who have aggro from Sansha targets, and keeping them alive. At the same time, keeping yourself alive and well is just as, if not more important overall. Losing a Damage Dealer (DD) in the fleet is a tragedy for that pilot as they see millions of ISK get turned to slag, but losing logi can cause a chain of failures and many more DDs doom. As such, it’s good practice to increase your own relative safety quickly upon entering sites.

      1. Orbit the beacon: Near your landing position there will be a beacon in space. If you’ve setup your overview correctly this will be listed and can be clicked on directly. In comparison to the battleships in the fleet, logistics cruisers have a much smaller signature radius, are significantly faster, but have a fraction of the EHP on paper. As such you want to play to these strengths, get some velocity up and orbit to increase transversal and make it less likely that the Sansha will be able to apply full damage to you. To maximise the effectiveness of your prop mod when turning, an orbit distance of 4500m from the beacon is ideal. You can set this as a default by having the beacon selected in your overview, and right clicking the “orbit” button in the target focus window. Type in the range, set it as default, and then just click to orbit every time you enter sites.

      2. Lock your fleet: As you should be landing on grid after the bulk of your DD fleetmates, check for any broadcast you already have and prioritize locking them and getting a rep or two running. After that, using your watchlist it’s easy to lock up your fleet by simply holding <CTRL> and clicking them in the list. Starting from top to bottom click anyone showing the three shield/armor/hull bars against them indicating that they are on grid with you. If they are still in warp and not actively doing anything, you’ll be unable to lock them, just come back later and lock them up. Prioritize Logi and any remaining Link targets for the second pass of locking - everyone else can wait a while.

      3. Get cap chain up: If you need it, get the cap chain in place. Most fits can run a couple of reps stable, but you need it up ASAP to be safe and sure.

      4. Get links out: Getting early targets off the field fast is a priority – so make sure you’re dishing out the links quickly and efficiently to those that need them. If one of your links is an aggro magnet, you can also apply a single rep as needed.

      5. Establish the initial aggro target: Watch lists will show red as and when people start taking damage, the pilot may well broadcast for reps if they remember to, but also keep an eye on the combat log and messages in the centre of the screen which should give you an early indication as to who Sansha loves most in the site. Usually you’ll see warp scramble or ECM attempts (from the initial Niarja frigates which have a full rack of EWAR gear) pop up indicating who has the aggro – enabling you to lock them and get a single rep down on them early.

      6. Lock the remainder: Pick up any stragglers.

      7. Bots out and engage: Depending on the site, and whether it has been pre-loaded (super scouts who jump into the site early to spawn up the enemy frigates to ensure everyone is there before you land) you may be able to get your bots out earlier than this – but in reality the risk is very low and you can leave it to the end. In high-sec standard practice is to target your bots on your logi buddy. This is usually more than enough repping power to handle any Eysturs which may make their way to your logi-buddy and free up your main reps to apply to more pressing needs. In low-sec incursions, armor bots can be applied as required to any fleet mates given the relatively higher tanking capability present there.