Difference between revisions of "User:Uryence/FGT"

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== Tactical profile ==
 
== Tactical profile ==
  
[intro triad of dps, tank, control]
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Just as solo PvP ships mount tackle, weapons, and a tank, so gangs and fleets typically have control elements, DPS elements, and one or more tactics for defence.
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In a fleet, these functions might be fully distributed between different ships:
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* the damage-dealers could be fitted to fight at beyond normal tackle range.
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* the tackle ships could be purely dedicated to pointing, scramming, and bubbling at closer range.
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* the primary defence could be [[logistics]] ships repairing other fleet members.
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In theory, an FC—or in very large fleets a command team of FC, logi FC, EWAR FC and so forth—uses these different elements much as a solo PvP pilot uses the different aspects of their individual fit; in practice, the experience of FCing rarely feels so collected!
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Most gangs above micro-gang size outsource at least initial tackle and control to ships such as [[interceptors]], [[interdictors]], and [[Frigates#Electronic_Attack_Ships|EAS]]s, because these ships are so much better at holding other ships on grid, often with unique abilities: a damage-dealing battlecruiser is never going to be able to launch bubble probes.
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In EVE's gradually-shifting meta it's not possible to lay down permanent descriptions of fleet or gang types. But it ''is'' often possible to assess fleets and gangs on the three axes of control, damage, and defence.
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It's also possible to think through the following broad archetypal aspects of fleets.
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=== Logistics vs local tank ===
  
 
=== Brawling ===
 
=== Brawling ===
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=== Sniping ===
 
=== Sniping ===
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=== Droppers ===

Revision as of 10:15, 7 August 2022

Just like ships, gangs and fleets also vary wildly in their abilities and tactics. The changing "meta" of EVE and the wide variety of doctrines used by different groups in game makes any attempt to describe precise gang and fleet compositions in detail futile. This page gathers some notes on broader principles, which can help new FCs and scouts assess threats and targets.

Purpose

The most important aspect of any fleet is its purpose. Why is this group in space?

Some fleets have no higher purpose than to find fights and have fun. Such fleets are sometimes more likely to take riskier fights, because their stakes are lower.

Some fleets have no geographically-fixed objective, but do have a strategic purpose:

  • a sovereign nullsec alliance might send roaming fleets into enemy territory to deny ISK-making opportunities and inflict financial and morale damage by destroying PvP and PvE targets.
  • a high-sec corporation at war might send out a fleet to hunt war targets.

Some fleets have both a strategic purpose and one or more geographically-fixed objectives:

  • a nullsec coalition might want to push into some specific systems, contesting the local sovereignty, destroying enemy structures and setting up their own.
  • a wormhole corporation might want to take over or to defend a particular wormhole.

Fleets with a higher goal are less likely to take fights which will put that goal at risk. So, for example, they are unlikely to pause during travel to fight an unrelated fleet simply "for the content". However, they are more likely to put their ships at risk in order to secure that goal: a fleet might accept near-total destruction in order to bring down a particular structure or defend a key asset.

A fleet's likely purpose can be guessed at from the corporations involved, from its size, from the ships involved, and from its direction and nature of travel. A small group of fast, skirmishing ships, piloted by characters from a corporation known to live in a wormhole with a nullsec static for raiding, which emerge from a wormhole and start racing to nearby ratting systems is probably a group of small-gang pilots looking for fights and content, not a strategic assault on the region.

Ship recognition

Crudely, larger ships deal more raw DPS at longer ranges, but can struggle more to apply that DPS to their targets. Larger ships also align and warp more slowly, and therefore have more limited ranges in any given time period when travelling gate-to-gate. This makes them more common in fleets which don't have to travel far or have cyno bridge assistance.

Hull size

Pilots with long experience and good memories can perform very subtle acts of ship-recognition when taking in intel. For newer players, raw subcapital hull size is a good starting-point:

  • Frigates don't take damage well, but can do a lot to avoid taking damage in the first place. They move very fast relative to other hulls, both on grid and between gates. En masse, they can threaten anything.
  • Destroyers are strong against frigates and can pack a punch against anything bigger. They are more vulnerable than frigates to larger weapons, and the Tech 1 destroyer hulls in particular tend to be glass cannons. Tech 2/3 destroyers have strong control and hunting abilities (bubbles, teleportation, combat probes).
    • Frigates and destroyers in a mixed-size gang often make up the gang's fast-response control element.
  • Cruisers can typically deal high DPS or precise DPS with medium weapons, but often have to choose between the two. They have an attractive balance of striking power and speed, but are vulnerable both to smaller ships which punch up, and larger ships which punch down.
  • Combat battlecruisers relate to cruisers a little like destroyers do to frigates: they also use medium weapons, but mount more of them. They can use command bursts and Micro Jump Drives. Unlike Tech 1 destroyers, some Tech 1 battlecruisers can mount tough tanks.
  • Attack battlecruisers are pure glass cannons, mounting large-sized weapons but only ever capable of light tanks.
  • Battleships are slow-moving, slow-locking and cumbersome, but can mount excellent tanks and put out ferocious raw DPS. They can fit Micro Jump Drives.

Ships of special note

While developing ship recognition, key ships to learn to notice are:

  • Force Recon ships (Falcon, Rapier, Arazu, Pilgrim): these are the smallest, cheapest ships which can light a normal ("hard") cyno, and the presence of one can implicitly threaten a capital-ship escalation.
  • Any logistics ships. The presence of logistics ships in a gang indicates a stronger remote active tank, but also indicates which type of tank it will be.
  • Interceptors and interdictors.
  • T1 or T2 EWAR ships.
  • Command destroyers. These are the only ships which can teleport other ships around on grid.

Tactical profile

Just as solo PvP ships mount tackle, weapons, and a tank, so gangs and fleets typically have control elements, DPS elements, and one or more tactics for defence.

In a fleet, these functions might be fully distributed between different ships:

  • the damage-dealers could be fitted to fight at beyond normal tackle range.
  • the tackle ships could be purely dedicated to pointing, scramming, and bubbling at closer range.
  • the primary defence could be logistics ships repairing other fleet members.

In theory, an FC—or in very large fleets a command team of FC, logi FC, EWAR FC and so forth—uses these different elements much as a solo PvP pilot uses the different aspects of their individual fit; in practice, the experience of FCing rarely feels so collected!

Most gangs above micro-gang size outsource at least initial tackle and control to ships such as interceptors, interdictors, and EASs, because these ships are so much better at holding other ships on grid, often with unique abilities: a damage-dealing battlecruiser is never going to be able to launch bubble probes.

In EVE's gradually-shifting meta it's not possible to lay down permanent descriptions of fleet or gang types. But it is often possible to assess fleets and gangs on the three axes of control, damage, and defence.

It's also possible to think through the following broad archetypal aspects of fleets.

Logistics vs local tank

Brawling

Skirmishing

Sniping

Droppers