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training:guides:capitals [2020/07/08 13:52]
muleo [Faxes]
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 
 + 
 +=== Insurance === 
 + 
 +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 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 capitals. It's essentially a 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 months) etc etc. //However don't just insure a capital as soon as you buy it, wait until there'​s a fight and you undock.// 
 + 
 +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. 
 + 
 +Carriers generally don't die as often, so that call is up to you.
  
 ===== Hull specific summary ===== ===== Hull specific summary =====
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 [[:​training:​guides:​capitals:​faxes|Further reading for FAX pilots]] [[:​training:​guides:​capitals:​faxes|Further reading for FAX pilots]]
- 
  
 ==== Carriers ==== ==== Carriers ====
training/guides/capitals.1594216371.txt.gz · Last modified: 2020/07/08 13:52 by muleo