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training:pvp_ship_roles:support:fleet_logistics [2018/03/05 02:12]
Kryzhius [Capacitor Management]
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 +**THIS PAGE IS OUTDATED AT THE MOMENT**\\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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-==== Target Management ==== 
-A T2 logistics ship can lock up to 10 targets, provided 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 capchain. The 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 list, but rarely 5 or 6. Fortunately the order in which you locked targets is the order they are across your screen they appear, so 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 general, if they are full HP and do not have currently have active reps on them, you 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. 
  
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-==== Survival ==== 
-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 for, that 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 logistics wing When these challenges are confrontedensure the FC is aware and knows the EFFECTIVE ​number of logistics ​(ieif 4 of 10 logi are ECM jammed on a given cycleyou have 6 effective).  The logi boss should be coordinating and forwarding that information. ​ If half the wing is sensor dampedmake sure the anchor ​(if your using an anchor) knows.+==== Moving up the ranks: How to be a logi anchor ==== 
 +**Logistic Commander role is earned, not 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'​ing. Unlike FC'ingyou're mostly flying blind; little to no intel on when fight is about to happen, or what you're about to fight. When on the gridit 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 shipsor 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.
  
-Insofar as coping with incoming damage goes, best practices are dependent on the fit and circumstances. ​ Mind-flood should already have been taken.+===Being ​the Anchor===
  
-  - **Broadcast for reps.**  If red-boxed ​and you don't see your fleet locking you, broadcast again. +Logi Anchor role is the term given to the person in charge of positioning of the logistics groupPeople will either be orbiting or approaching you, and it'your job to manoeuvre them in and (hopefully notout of rep rangeas well as maintaining ​safe distance and transversal ​to the enemy fleet. ​For this reason it is essential you manually pilot your shipadjusting 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.
-  - **Overheat your resistance module(s).**  You have to manage your own heat damage. +
-  - **You should have traversal on your overview.** ​ When yellowboxedget your traversal up (hint, align to 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 trainedbe a good and pop improved X-Instinct before ​you even start fighting...+This requires a experience in controlling your ship, especially when going at 2km/​s+ ​in a MWD fit logistic ​cruiser, ​however ​you can transfer the skills from solo and small gang pvpOne 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.
  
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-=====Logistics Anchor=====+===Being the 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. EVE fleet engagements,​ from medium to high stake combat environment,​ is an ever changing field. New 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.
  
-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. 
  
----- +"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!).
- +
-====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.1520215949.txt.gz · Last modified: 2018/03/05 02:12 by Kryzhius