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training:pvp_ship_roles:support:fleet_logistics [2018/03/05 02:12]
Kryzhius [Tips]
training:pvp_ship_roles:support:fleet_logistics [2018/03/31 20:21] (current)
Kryzhius [Fleet Logistics]
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 ====== Fleet Logistics ====== ====== Fleet Logistics ======
 +**THIS PAGE IS OUTDATED AT THE MOMENT**\\
 +**GO TO THIS LINK**\\
 +**https://​wiki.pleaseignore.com/​training:​fleet_logistics#​how_to_fly_logistics**\\
  
 //This page is about spaceships with repair capabilities. For Sovereignty,​ Space Infrastructure and Maintenance,​ see [[logistics:​start|TEST Logistics]].//​ //This page is about spaceships with repair capabilities. For Sovereignty,​ Space Infrastructure and Maintenance,​ see [[logistics:​start|TEST Logistics]].//​
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 If you're in a AB-fit armor logistics cruiser fighting BC/BS size ships and have neurotoxin control trained, be a good and pop improved X-Instinct before you even start fighting... If you're in a AB-fit armor logistics cruiser fighting BC/BS size ships and have neurotoxin control trained, be a good and pop improved X-Instinct before you even start fighting...
  
-==== Capacitor Management ==== 
-Cap management is one of few things that is SP dependant; it's the reason Logistics V is a requirement to fly T2 Logi; it's the reason why logistics is the hardest role to fill; it's the reason why people respect AT logi pilots. There are two schools of thought for capacitor management in regards to logi: make it as stable as possible, sacrificing everything for the glorious +0.00 GJ/S or to depend on pilot SP and technical skill. While the first is best for newbie alliances flying T1 Logi, the latter has a higher capacity to rep, but more importantly much more survivability. Being able one of these logistics fits is what defines the logi pilot. 
  
-Lets talk skills: **Logistics V**, (and Racial Cruiser V for the T1 variants) provide a huge reduction in capacitor usage and should be high up on your to train list. Next up is **Capacitor Management** (the skill!) as it grants bonus capacitor size, and consequently regeneration,​ followed by **High Speed Manoeuvring**,​ which reduces MWD cap use. These skills should already be to a sufficient level if you've followed the 120 day plan, but maxing them out is always helpful. Lastly, the relevant Remote Repair Skill (**Shield Emission Systems** / **Remote Armour Repair Systems**); while we don't use the T2 variants often, the skill reduces cap usage of your RR modules by another 5pc per level; this is last as the hull bonus is already sufficient enough, and this is the cherry on the cake. 
  
-Technical ability is next, and relies partially on your ability to respond quickly to a changing battlefield environment. First off, **listen to your logi anchor** who will provide calls on when to cycle your MWD; as a safety measure, lock them up, and should they get more than 10km away, pop your MWD for a single cycle. Second is to not run all your reps; your initial rep cycle should be the only time where all your reps are active, and you should only run this for one or two cycles at most. Most pilots will be able to **maintain 1 each of medium and large repairers permanently**,​ and so this should be your aim when the rep target has stabilised. The added advantage of this is that you can swap to a new rep primary more quickly. Next is **drugs**: Mindflood that gives you an increased capacitor pool for no noticeable drawback. Lastly but most risky, especially for those not paying full attention, is to keep your hardeners off and overheated; if and when your are primaried you will need to activate your hardeners to avoid a quick trip back to home. The amount of capacitor saved by keeping hardeners off quickly adds up in demanding situations, and is well worth the risk if you're confident. 
  
----- 
  
-==== Target Management ​==== +==== Moving up the ranks: How to be a logi anchor ​==== 
-A T2 logistics ship can lock up to 10 targetsprovided you have **Advanced Target Management** to Level 2. You will have at least 2 targets locked permanently (the Logi anchor ​and the FC)and an additional 2 if you are in a capchainThe main consideration when managing who you have locked ​is how long you've had them locked for: generally, enemy target callers will go one or two back in their broadcast listbut rarely 5 or 6Fortunately the order in which you locked targets is the order they are across your screen they appearso you can quickly free up space by **Shift-Ctrl-click**ing ​on portraits (default keybinding for unlock target). The second consideration ​is how important they are to the fleet. If they're on your watchlist then you should keep them locked for a little longer as they will be the enemies priority ​targets. Consider unlocking low priority targets first like T1 hulls, or smaller ships (there is a reason we don't like frigates broadcasting for reps). In generalif they are full HP and do not have currently have active reps on themyou can unlock them: aim to have 4-5 targets free in case there is a bomb wave and the primary is not immediately obvious. This is one of the things you get a feel for over time, and will hopefully become something you can do in your sleep.+**Logistic Commander role is earnednot given** - and while there is no distinct space between **Anchor** and **Commander**there is much more to itLogistics anchoring ​is one of the most sought-after technical abilities ​in EVEbesides FC'ingUnlike FC'ing, you're mostly flying blind; little to no intel on when a fight is about to happen, or what you'​re ​about to fight. When on the grid, it becomes ​your responsibility to track the number of ships lost (and update the Main / Logi FC), prioritise rep targets, maximise transversal against the enemy fleet, maximise range (while not losing rep-capability of the T1 ships, or suffering severe falloff penalties). In larger battles it becomes beneficial to split these roles between two experienced pilotsone to anchor, and the other to communicate ​and direct.
  
-----+===Being the Anchor===
  
-==== Survival ==== +Logi Anchor role is the term given to the person in charge ​of positioning of the logistics ​groupPeople will either be orbiting or approaching youand it's your job to manoeuvre them in and (hopefully notout of rep rangeas well as maintaining a safe distance ​and transversal ​to the enemy fleet. ​For this reason ​it is essential you manually pilot your ship, adjusting your direction and reassessing ​the situation often and regularly. A lapse in concentration could lead you to pull the logistics out of rep range, or into 0 transversal at the very edge of the enemies falloff.
-The survival and effectiveness of the logistics wing is the most important aspect ​of fleet management, which is why there is almost always a logistics ​sub channel and logistics commander to forward pertinent information to the overall FC ​Assuming appropriate mainline ships were called forthat they are tanked well enough ​to mitigate being '​alphaed' ​(destroyed in a single volley whereby logistics are irrelevant), and there is an appropriate logistics ​to fleet-size ratio, few if any mainline ships should be lost ​If ​it becomes apparent that the mainline cannot be broken an enemy looking ​to hold the field will almost always try to break the logistics wing next (if they didn't immediately begin targeting logi).+
  
-Your ship does not need to be destroyed to be ineffective. ​ Sensor dampsECMand capacitor manipulation (through neuts or void bombs) ​can also destroy ​the effectiveness ​of a logistics wing When these challenges are confronted, ensure ​the FC is aware and knows the EFFECTIVE number ​of logistics (ie, if 4 of 10 logi are ECM jammed on given cycle, ​you have 6 effective). ​ The logi boss should be coordinating and forwarding that information. ​ If half the wing is sensor damped, make sure the anchor (if your using an anchor) knows.+This requires a experience in controlling your ship, especially when going at 2km/s+ in a MWD fit logistic cruiserhowever you can transfer ​the skills from solo and small gang pvp. One example ​of how to hone your skills is taking out logi frigates or T1 Cruisers on small gangsYou gain all the experience but without ​the responsibility ​of a wing behind ​you.
  
-Insofar as coping with incoming damage goes, best practices are dependent on the fit and circumstances. ​ Mind-flood should already have been taken. 
  
-  - **Broadcast for reps.**  If red-boxed ​and you don't see your fleet locking you, broadcast again. +===Being the Commander== 
-  - **Overheat your resistance module(s).** ​ You have to manage your own heat damage. +The commander is the person in charge of directing ​repsand reporting losses ​to the FCThis means you have to lock every single broadcast ​to assess whether they are Abeing shotB) in rep range and C) worth repairingThis is the primary reason ​the Logi Commander ​is among the most bitter ​of pilots, thanks ​to all the incorrect broadcastsEVE fleet engagementsfrom medium ​to high stake combat environment,​ is an ever changing fieldNew tools from hostiles ​and friendlies are always in research how to break your wing, as such Logi Commander has to be aware of those possibilities ​and take actions to avoid them.
-  - **You should ​have traversal on your overview.** ​ When yellowboxed,​ get your traversal up (hint, align to a celestial that will put you traveling perpendicular ​to the enemy fleet).  Once traversal is increasingpower on and overhead MWD depending on heat damage Yes, this may require going a few KM away from the anchor and not sitting stopped or continuing in a straight line away from the enemy fleet about to kill you.  Hopefully the logi anchor ​is already burning ​the group on a circular traversal-inducing path within rep range of the main fleet). ​ Keep an eye on the logi group and your range to the fleet Burn out of range of the main fleet if necessary; do not burn out of range of other logi. +
-  - **If you're slowly melting and logi can not keep upwarp off and warp back to your anchor / cap buddy once into armor / hull.**  Don't just sit on grid and die like a moron. ​ You absent for the 30 seconds it takes to warp to the nearest celestial ​and warp back is better then you dead and absent for the rest of the fleet.+
  
-If you're in a AB-fit armor logistics cruiser fighting BC/BS size ships and have neurotoxin control trained, be a good and pop improved X-Instinct before you even start fighting... 
  
----- +"Worth repairing"​ is a point of contention, but generally this correlates to the order of requested ships in the fleet ping; special snowflakes such as tackle, Command Ships, ​T3's, the FC, and other logistics will almost always be at the top of your list, while frigates, T1 ewar cruisers and non-doctrine ships will be at the bottom (there'​s a reason we push doctrine conformity!).
- +
-=====Logistics Anchor===== +
- +
-Logistics anchoring is one of the most sought-after technical abilities in EVE, besides FC'​ing. Unlike FC'​ing,​ you're mostly flying blind; little to no intel on when a fight is about to happen, or what you're about to fight. When on the grid, it becomes your responsibility to track the number of ships lost (and update the FC), prioritise rep targets, maximise transversal against the enemy fleet, maximise range (while not losing rep-capability of the T1 ships, or suffering severe falloff penalties). In larger battles it becomes beneficial to split these roles between two experienced pilots, one to anchor, and the other to communicate and direct. +
- +
----- +
- +
-====Anchor==== +
-Anchoring is the term given to the person in charge of positioning of the logistics group. People will either be orbiting or approaching you, and it's your job to manoeuvre them in and (hopefully not) out of rep range, as well as maintaining a safe distance and transversal to the enemy fleet. For this reason it is essential you manually pilot your ship, adjusting your direction and reassessing the situation often and regularly. A lapse in concentration could lead you to pull the logistics out of rep range, or into 0 transversal at the very edge of the enemies falloff. +
- +
-This requires a experience in controlling your ship, especially when going at 2km/s+ in a MWD Scimitar, however you can transfer the skills from solo and small gang pvp. One example of how to hone your skills is taking out logi frigates or T1 Cruisers on small gangs. You gain all the experience but without the responsibility of a wing behind you. +
- +
----- +
- +
-====Commander==== +
- +
-The commander is the person in charge of directing reps, and reporting losses to the FC. This means you have to lock every single broadcast to assess whether they are A) being shot, B) in rep range and C) worth repairing. This is the primary reason the Logi Commander is among the most bitter of pilots, thanks to all the incorrect broadcasts. Adjusting your fit to incorporate a SEBO can help with this too. +
- +
-"Worth repairing"​ is a point of contention, but generally this correlates to the order of requested ships in the fleet ping; special snowflakes such as tackle T3's, the FC, and other logistics will almost always be at the top of your list, while frigates, T1 ewar cruisers and non-doctrine ships will be at the bottom (there'​s a reason we push doctrine conformity!).+
  
 Communicating with the FC and appropriate use of your global PTT key is another highly desired trait. Know what to say, and when to say it. Often you'll be granted priority speaker which gives you the same talk power as the FC and others in the command channel; even if things sound quiet they could be discussing //opsec// or intel and you will interrupt them and possibly derail their train of thought. ​ Communicating with the FC and appropriate use of your global PTT key is another highly desired trait. Know what to say, and when to say it. Often you'll be granted priority speaker which gives you the same talk power as the FC and others in the command channel; even if things sound quiet they could be discussing //opsec// or intel and you will interrupt them and possibly derail their train of thought. ​
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 The exception is if the fleet is being consistently alpha'​d such that you cannot lock targets before they are lost, 5/10/20 ships are good thresholds to remind the FC, but you should try and identify which ships are being lost (look for the locking icon around the bracket, then mouse over the bracket; look at the ship name in the "​locking <ship name>"​ pop up; take the pilot name from the broadcast list and look it up in your overview (this is much easier to do in Tidi). This will prompt the FC to disengage and will hopefully minimise losses. The exception is if the fleet is being consistently alpha'​d such that you cannot lock targets before they are lost, 5/10/20 ships are good thresholds to remind the FC, but you should try and identify which ships are being lost (look for the locking icon around the bracket, then mouse over the bracket; look at the ship name in the "​locking <ship name>"​ pop up; take the pilot name from the broadcast list and look it up in your overview (this is much easier to do in Tidi). This will prompt the FC to disengage and will hopefully minimise losses.
  
-----+===Summary=== 
 + 
 +There'​s a lot to cover here, and no doubt some has been missed. Primarily experience will be the biggest factor, so the best thing to do is go out and practice. If you have aspirations,​ and there is an already experienced logi anchor, ask to take over. They'​ll be more than happy to offer you advice, feedback and if need be, correct your mistakes.
  
-=====Summary===== +Probably the most important part being Logi Commander - psychological traits under pressure while engaged. Calm, calculated, decisive actions that make logistic wing to endureUnderstanding ​the field of battlewhat can harm your wing the mostCommunication with your wing and with FCs.
-There'​s a lot to cover here, and no doubt some has been missedPrimarily experience will be the biggest factorso the best thing to do is go out and practiceIf you have aspirations, ​and there is an already experienced logi anchor, ask to take overThey'​ll be more than happy to offer you advice, feedback and if need be, correct your mistakes+
  
  
training/pvp_ship_roles/support/fleet_logistics.1520215925.txt.gz · Last modified: 2018/03/05 02:12 by Kryzhius