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training:guides:capitals [2020/07/08 11:27]
muleo
training:guides:capitals [2021/08/18 19:56] (current)
quasihuman Added a few bits about jumping via watchlist.
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 ====== Capitals ====== ====== Capitals ======
  
-This guide assumes you already have experience flying subcap (DPS/logi) fleets and will only explain capital specific mechanics. It also assume you have the doctrine required skills, Jump Drive Calibration V, Jump Fuel Conservation IV, Jump Drive Operation V etc.+This guide assumes you already have experience flying subcap (DPS/logi) fleets and will only explain capital specific mechanics, it also assume you have the doctrine required ​base skills, Jump Drive Calibration V, Jump Fuel Conservation IV, Jump Drive Operation V etc.
  
-You need to [[https://​wiki.pleaseignore.com/​military:​capitals:​apply#​capitals_applications|join the capitals group]] before flying in fleets. Joining the group gives access to capitals discord chat, forum and pings; as well as capital SRP.+You need to [[https://​wiki.pleaseignore.com/​military:​capitals:​apply#​capitals_applications|join the capitals group]] before flying in fleets. Joining the group gives access to capitals discord chat, forum, capital mumble subchannels ​and pings; as well as capital SRP.
  
 ===== General workflow of a capital fleet ===== ===== General workflow of a capital fleet =====
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 ===== General info ===== ===== General info =====
 +
 +=== Fleet warps and ganks ===
 +
 +While capitals are generally powerful, when isolated they make attractive, expensive targets for a gang of subcaps. One of the ways people can trap you is to fleet warp you away to danger by tricking you into joining their fleet, or using a spy in fleet squad commander position to warp you off and kill you. So to avoid this:
 +
 +  - Don't accept fleet invites
 +  - Join fleet before undocking
 +  - Fleet warp exempt if you are in a mixed or generally dicey (free move is on) fleet
 +  - Do not blindly jump to beacons on your own, they are often camped
 +  - Do not blindly jump to cynos in fleet (they might be spies)
  
 === Jump drives === === Jump drives ===
  
-Your ship has a jump drive, capable of instantly ​jumping across multiple systems ​(7 lightyears ​for a regular ​capital ​with Jump Drive Calibration Vto a cynosural field lit by a recon in fleet or to an anchored cynosural beacon. Do not blindly jump to beacons on your own, they are often camped. To jump your ship, right click your capacitor > jump to and select the character or beacon you want to jump to. Several criteria ​need to be met:+Your capital ​ship has a jump drive which can instantly ​teleport you to a cyno in range (7 ly for a capital, 6 ly for a supercapital). Several criteria ​must be met:
  
-  - You have enough isotopes of the correct type on your fuel bay (a 7ly jump uses 12.6k isotopes with Jump Fuel Conservation IV) +  - You are at 'jump cap' ​(>71.25% ​capacitor)
-  - You have enough capacitor ​(71.25% ​with Jump Drive Operation V)+
   - You are not pointed (warp disrupted/​scrambled) or bubbled   - You are not pointed (warp disrupted/​scrambled) or bubbled
   - You are not in siege (more on this later) or cloaked   - You are not in siege (more on this later) or cloaked
 +  - You have no session timer
   - You do not have red jump fatigue timer   - You do not have red jump fatigue timer
   - You need to be in the same fleet as the character lighting the cyno   - You need to be in the same fleet as the character lighting the cyno
 +  - You have enough of the correct racial isotopes for your ship
 +
 +After jumping you will be unable to tether for 30 seconds, which means you can be tackled. Dock quickly to avoid this, this also means you shouldn'​t cyno your capital onto anything smaller than a fortizar (or supercapital on smaller than keepstar) unless you know what you are doing. \\  \\ You will have used up a large chunk of your capacitor so you should start capping up as soon as possible, so you are ready to jump out or use your emergency hull energizer (EHE).
 +
 +{{https://​wiki.pleaseignore.com/​_media/​training:​guides:​rcjt.png?​nolink&​324x334}}
 +
 +Whenever possible, do NOT jump to a Pharolux Cyno Beacon (the anchored upwell structure - aka a 'cyno beacon'​). They are always anchored far from the safety of a tetherable structure, and you will be very vulnerable when warping off. Cyno beacons are often camped and many, many unwary capital pilots have died jumping to anchored beacons. To make matters worse, some //​unscrupulous//​ groups anchor cyno-beacons on common routes and bubble-spam them to catch and kill 
 +
 +
 +With that in mind, it is HIGHLY recommended to add the cyno-character to your watchlist, and jump via right-clicking on the name, then clicking 'Jump to Member'​. This avoids the mistake-prone capacitor-menu'​s Jump-To sub-menu - this menu has all available cyno-beacons in range. If you are lighting a cyno for others - typing '​CCCC'​ in fleet-chat is a common way to identify yourself as a cyno. 
 +
 +If you cannot light your own cyno via a Recon cruiser, you can use a Mobile Cyno Beacon: https://​everef.net/​type/​57319 ​
 +
 +
  
 === Siege (Siege/​Triage/​Industrial Core) === === Siege (Siege/​Triage/​Industrial Core) ===
  
-Dreadnought have the Siege Module, faxes have the Triage Module. These use strontium clathrates to activate and immobilize your ship (preventing travel, warping, jumping, cloaking, docking etc) and prevent remote assistance (you can't be repped or receive capacitor transfer) but in exchange your local active rep gets boosted and your outgoing dps and reps get boosted. Because of the downsides FC will tell you when to siege (siege green) and when to exit siege (siege red). \\ It is important when you first jump in to wait until your speed is lower than 10 m/s before sieging. If you bump and siege, the increased mass from sieging will mean you go flying off.+Dreadnought have the Siege Module, faxes have the Triage Module ​(and rorquals have indy core but whatever). These use strontium clathrates to activate and immobilize your ship (preventing travel, warping, jumping, cloaking, docking etc) and prevent remote assistance (you can't be repped or receive capacitor transfer) but in exchange your local active rep gets boosted and your outgoing dps and reps get boosted. Because of these downsides FC will tell you when to siege (siege green) and when to exit siege (siege red). 
 + 
 +It is important when you first jump in to wait until your speed is lower than 10 m/s before sieging. If you bump and siege, the increased mass from sieging will mean you maintain that speed quite well and you will drift significantly.
  
 === Fleet hangar === === Fleet hangar ===
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 === Useful refits === === Useful refits ===
  
-500mn Microwarpdrive + 3x Inertial Stabilizers:​ Useful while gate travelling, one cycle of 500mn will align you to warp in 10 seconds ​\\ Cloak: Useful for cloaking up after a small hot drop or during move ops \\ Heavy cap boosters: If your fit doesn'​t have a cap booster you can carry extra refit cap boosters. Fit one or more so you can quickly inject capacitor ​\\ Capacitor Flux Coils + Cap Rechargers: Similar to cap boosters, these will let you cap up passively((Flux coils have the added benefit of reducing your total capacitor pool so you can quickly reach jump cap with only a few cap booster injections)) ​  \\ Warp Core Stabilizers:​ Adds warp core strength which might help you escape being pointed+  * 500mn Microwarpdrive + 3x Inertial Stabilizers:​ Useful while gate travelling, one cycle of 500mn will align you to warp in 10 seconds 
 +  * Cloak: Useful for cloaking up after a small hot drop or during move ops 
 +  * Heavy cap boosters: If your fit doesn'​t have a cap booster you can carry extra refit cap boosters. Fit one or more so you can quickly inject capacitor 
 +  * Capacitor Flux Coils + Cap Rechargers: Similar to cap boosters, these will let you cap up passively((Flux coils have the added benefit of reducing your total capacitor pool so you can quickly reach jump cap with only a few cap booster injections)) 
 +  * Warp Core Stabilizers:​ Adds warp core strength which might help you escape being pointed
  
-===== Hull specific info =====+=== Insurance ​===
  
-==== Dreadnoughts ====+In the event of a loss the SRP payout assumes you fully insured your capital, which can mean a ~300m loss if you do not insure. Insurance is actually quite simple, you get a base insurance payout which you get even for not insuring, and if you pay the optional premium insurance, you get back double what you paid if you die before the insurance contract (3 months) runs out. So it boils down to.. **do you believe your chance of dying in the next 3 months is >50%**, if so, insuring is worth it.
  
-The dreadnought ​is the damage-focussed capital classThe Bomb dread is buffer-tanked short-range anti-capital damage dealer dropped right on top of the enemy while the Sniper dread is similar but uses long-range guns and is used at range against capitals ​(or perhaps battleships). The HAW dread is an anti-subcap dread with modest active rep tank.+The reason this is complicated is because if you don't happen to die in those 3 months you have just thrown 300m away, many veterans will tell you about all the isk they'​ve wasted insuring capitalsIt's essentially ​bet, and you need to make that call depending ​on the fight you're jumping in to, what ship you're in, how active you are planning to be (and how many capital fights you expect in the next three monthsetc etc//However don't just insure ​capital as soon as you buy it, wait until there'​s a fight and you undock.//
  
-Often dreads ​do not get into the fight which is why it's suggested ​to use dreads ​on altswhile you have a character flying subcap in the main fleet.+For bomb dreads ​(Moros especially, Phoenixes ​not as much) and faxes in a big capital ​fight it is usually worth insuring (and FC will probably remind you). One trick to ensuring you insure, is to load up the insurance window and drag it on top of your undock button so that when FC calls for undock, you don't forget to insure.
  
-=== Siege ===+Carriers generally don't die as often, so that call is up to you.
  
-The Siege Module is the defining siege module of the dreadnought. Sieging vastly improves your DPS and local active reps.+===== Hull specific summary =====
  
-However sieging immobilizes your ship((Siege prevents moving, warping, jumping or cloaking your ship)) ​ for the cycle duration (5 min) and prevents you from receiving remote reps or cap transfer.((This is why both armor and shield dreads are used together, the tank type does not matter since you cannot receive reps)) ​ FC will tell you when to siege (siege green) and when to end it (siege red), getting this wrong can result in you being unable to jump away with the fleet and being left to die.+==== Dreadnoughts ====
  
-=== Bomb dread ===+The dreadnought is the damage-focussed capital class. The Bomb dread is a buffer-tanked short-range anti-capital damage dealer dropped right on top of the enemy while the Sniper dread is similar but uses long-range guns and is used at range against capitals (or perhaps battleships). The HAW dread is an anti-subcap dread with a modest active rep tank.
  
-The bomb dread is fit with short range weapons and a buffer tank with an emergency hull energizer (EHE). +Often dreads do not get into the fight which is why it's suggested ​to use dreads ​on altswhile you have a character flying ​subcap ​in the main fleet.
- +
-Fit short range ammunition (T2 ammo if you have it) by default and change ​to longer range ammo if you end up being too far from the enemy. +
- +
-Targets will probably be broadcast for dreads, ​follow them in order as you would with subcap ​DPS. Pop pyrolancea drugs for extra damage. +
- +
-If you are primaried however you are probably going to die as you cannot receive reps while sieged. Overheat hardeners and activate your EHE just before you bleed into hull((Doing this correctly can be tricky because of timing and capacitor usage (you are probably being neuted)) , just try to last as long as you can before dying.((If you are near the end of your siege cycle and there are faxes in fleet, it may be worth trying to exit siege and broadcasting for reps. Do not broadcast while you're in siege, you'll just piss off fax pilots.)) +
- +
-=== Sniper dread === +
- +
-This is quite similar to the bomb dread except with long range guns. Your default should probably be T2 LR ammo. +
- +
-=== HAW dread ===+
  
-Soon TM+[[:​training:​guides:​capitals:​dreadnoughts|Further reading for Dreadnought pilots]]
  
 ==== Faxes ==== ==== Faxes ====
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 Faxes (Force Auxiliary) provide capital reps to both capital and subcapital friendlies alike. Fleet fax (buffer fit) are used when the enemy are expected to bring capitals while master fax are used when the enemy is expected to bring subcaps or only a few dreads. Typically the master fax are used if they can tank what the enemy is likely to bring, typically subcap vs subcap fights, while fleet faxes jump in to rep against capitals. Faxes (Force Auxiliary) provide capital reps to both capital and subcapital friendlies alike. Fleet fax (buffer fit) are used when the enemy are expected to bring capitals while master fax are used when the enemy is expected to bring subcaps or only a few dreads. Typically the master fax are used if they can tank what the enemy is likely to bring, typically subcap vs subcap fights, while fleet faxes jump in to rep against capitals.
  
-=== Triage === +[[:​training:​guides:​capitals:​faxes|Further reading ​for FAX pilots]]
- +
-The Triage Module is the defining siege module of the Fax. Triaging vastly improves your remote reps, remote cap transfer and local active reps. +
- +
-However triaging immobilizes((Triage prevents moving, warping, jumping or cloaking your ship)) ​ your ship for the cycle duration (5 min) and prevents you from receiving remote reps or cap transfer. FC will tell you when to triage (triage green) and when to end it (triage red), getting this wrong can result in you being unable to jump away with the fleet and being left to die. +
- +
-=== Fleet fax === +
- +
-You will probably be jumping in together with carriers, supercarriers or titans. Watch broadcast for reps and capacitor. Your job is to keep them alive and provide capacitor against enemy neuts. +
- +
-When you are out of cap and your triage cycle ends, broadcast for capacitor and a friendly fax((At moment of writing this applies to minokawas but not apostles)) , will top you up. When you are full go back into siege (this cuts off the capacitor transfer to you) and continue repping people. +
- +
-If you are primaried however you are probably going to die as you cannot receive reps while triaged. Overheat hardeners, just try to last as long as you can before dying((If you are near the end of your siege cycle, it may be worth trying to exit siege and broadcasting for reps. Do not broadcast while you're in siege, you'll just piss off fax pilots.)) . +
- +
-=== Master fax === +
- +
-This differs from fleet fax in that usually only a handful of master fax are jumped in together. The skill requirements for flying this fit are higher and you have more responsibilities. +
- +
-You will probably take turns going into triage to rep subcaps and/or other master fax, you will also need to take turns capping each other up.+
  
 ==== Carriers ==== ==== Carriers ====
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 Carriers provide fighter support, which are basically suped up, very long range drones. They have their own control system so you should familiarize yourself with them, that is not covered in this guide (yet). Carriers provide fighter support, which are basically suped up, very long range drones. They have their own control system so you should familiarize yourself with them, that is not covered in this guide (yet).
  
-=== Fighters === +[[:training:guides:​capitals:carriers|Further reading ​for Carrier pilots]]
- +
-Light Fighters (LF)These fighters are used to attack other ships. They have a modest dps primary attack as well as a high alpha special missile volley attack with low rate of fire and limited ammo. They also have a microwarpdrive that lets them travel at extremely high speeds (12 km/s) for a limited duration. The four racial light fighters are slightly different and do their racial damage, it is not that important which race you go with. +
- +
-Support FightersThese fighters don't apply any damage but provide EWARneuting, ECM, webbing or pointing. Of these the webbing (Dromi) and pointing (Siren) fighters are the only ones that see any real use. The Dromi have a microwarpdrive like the LFs which the Siren has a slower afterburner. Since a recent patch support fighters can only be launched from regular ​carriers ​not supercarriers. +
- +
-Space Superiority (SS): These fighters are used to attack other fighters. They have a primary attack, as well as a tackle ability which can shut down a fighters prop mod to prevent them running away. They also have an '​evasive maneuvers'​ ability which increases their speed a bit but also lowers their sig radius so they take less damage. +
- +
-Supercarrier fighters: Supercarriers can also use heavy '​fighter bombers'​ (fibo). These are the heavy attack (called SR for short range) which are like the LF but for anticapital use and long range (LR) fighters for shooting subcapitals. LR fighters have a microjump drive instead of MWD and can also launch bombs which are a bit like stealth bomber bombs. +
- +
- \\ When carriers face off against each other an 'SS war' will usually ensue where they try to kill off the other side's fighters to gain fighter superiority. \\ When there are supercarriers on field, carriers can kill their fighter bombers with SS. +
- +
-=== Networked Sensor Array === +
- +
-Carriers also have something called an NSA which is basically a high-slot super sensor booster which increases your scan resolution. However it blocks you from warping, tethering or docking so it is important to only use it when you are supposed to. Getting this wrong can get you killed. +
- +
-=== Links carrier === +
- +
-Links carriers are used together with dreadnoughts,​ dropping with them to provide armor/​shield links.+
  
 ==== Further reading (Old links) ==== ==== Further reading (Old links) ====
training/guides/capitals.1594207638.txt.gz · Last modified: 2020/07/08 11:27 by muleo