Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
fleet_overview [2025/05/26 22:02] – bastion_riot | fleet_overview [2025/05/26 22:41] (current) – [Fleet Conclusion] bastion_riot | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ====== New Member' | ||
+ | |||
This guide is intended to teach and refresh Bad Bunny operators on the basics of fleet operations: {{ : | This guide is intended to teach and refresh Bad Bunny operators on the basics of fleet operations: {{ : | ||
Line 4: | Line 6: | ||
* Reduce mistakes or blunders common to rookies | * Reduce mistakes or blunders common to rookies | ||
* Serve as a reference to new pilots in operations | * Serve as a reference to new pilots in operations | ||
+ | ====== Abbreviations ====== | ||
==== Command ==== | ==== Command ==== | ||
Line 33: | Line 36: | ||
**MWD**: MicroWarpdrive< | **MWD**: MicroWarpdrive< | ||
**MJD**: Micro Jump Drive< | **MJD**: Micro Jump Drive< | ||
+ | |||
+ | ===== Pre-Fleet Checklists ===== | ||
Line 49: | Line 54: | ||
- **Rename your ship.** The default ship name are "< | - **Rename your ship.** The default ship name are "< | ||
- **Final pre-undock checks.** Your FC might well remember to run through these, but whether or not they do, think " | - **Final pre-undock checks.** Your FC might well remember to run through these, but whether or not they do, think " | ||
- | + | ||
- | - **You must be on discord for fleet operations.** If you're not on discord, you cannot join or follow the fleet. The FC does not have time to type everything out or issue broadcasts. You do not need to have a microphone for some fleet roles, but you must be able to listen. | + | ===== Discord ===== |
+ | You must be on discord for fleet operations. If you're not on discord, you cannot join or follow the fleet. The FC does not have time to type everything out or issue broadcasts. You do not need to have a microphone for some fleet roles, but you must be able to listen.<br> | ||
If you have a mic, make sure your push-to-talk button is set up, and is not any button you would use for anything else. | If you have a mic, make sure your push-to-talk button is set up, and is not any button you would use for anything else. | ||
- | |||
- | Disable Mumble sound notifications: | ||
Once you are in a fleet, move yourself to the appropriate channel in order to hear communications with your fleet. Identify the comms context of your fleet: | Once you are in a fleet, move yourself to the appropriate channel in order to hear communications with your fleet. Identify the comms context of your fleet: | ||
- | In small gangs—roughly, | + | * In small gangs—roughly, |
- | Fleets of any larger size almost always default to combat comms throughout, with line members remaining silent so that the FC, scouts &c can talk. If you're unsure, ask about this in fleet chat. Even in fleets with restricted comms, it is usually fine to talk textually in fleet chat. | + | |
- | Some larger fleets will use a more complex set of subchannels. Do not join the command subchannel in Mumble unless you are in a command position, or otherwise given authorization to join. This is a private Mumble channel which is only for people in command positions, who need information security and clear comms. Joining without authorization may result in you being asked to leave the channel, or in you being kicked from Mumble. | + | |
- | Operational security | + | ===== Joining |
- | Main article: Operational Security Policy | + | |
- | EVE Uni is a fairly open and low-stakes entity compared to a sovereignty-holding alliance, but our policy is that members should: | + | |
- | not discuss fleet movements anywhere other than in fleet chat or other chat channels set up by leadership in the fleet for the purposes of the fleet itself. This includes discussing the current or future location of a fleet, and asking for information about an active fleet. Do not ask in Alliance or Corporation chat about current fleets. | + | ==== Operational security ==== |
- | not join fleet channels in Mumble | + | |
- | have at least a five-minute delay on any streaming of any fleet. Streamers should also ensure that sensitive information, | + | Bad Bunnys is a fairly open and low-stakes entity compared to a SOV alliance, but our policy is that members should: |
- | Forming up | + | |
- | Forming a fleet can take a while, usually around 15 to 30 minutes depending on how well organized the command is. The FC needs to figure out how to set up their wings and squads, ensure everyone is in an appropriate ship, and potentially send out scouts and analyze reports. Be patient, listen carefully, and ask questions textually in fleet chat while forming up: the process can be educational itself. | + | * not discuss fleet movements anywhere other than in fleet chat or other chat channels set up by leadership in the fleet for the purposes of the fleet itself. This includes discussing the current or future location of a fleet, and asking for information about an active fleet. Do not ask in Alliance or Corporation chat about current fleets. |
+ | | ||
+ | | ||
+ | |||
+ | ==== Forming up ==== | ||
+ | |||
+ | **Forming a fleet can take a while**, usually around 15 to 30 minutes depending on how well organized the command is. The FC needs to figure out how to set up their wings and squads, ensure everyone is in an appropriate ship, and potentially send out scouts and analyze reports. Be patient, listen carefully, and ask questions textually in fleet chat while forming up: the process can be educational itself. | ||
For small and medium sized fleets, and some strategic operations: | For small and medium sized fleets, and some strategic operations: | ||
- | Scheduled fleets will have a notice posted in the Combat Fleets forum. | + | * Scheduled fleets will have a notice posted in the Combat Fleets forum. |
- | Scheduled fleets will have a calendar entry in the in-game corp calendar. | + | |
- | Scheduled and impromptu fleets will be pinged in the #ping-pvp channel on Discord and in Alliance chat in-game. | + | |
- | Scheduled and impromptu fleets will normally appear in the Fleet Finder; the FC might also post a link in the Alliance chat channel. Simply click this to join the fleet, then move yourself to an appropriate squad. You do this by right clicking your name in the fleet window and selecting move. | + | |
For very large or complex fleets we may use a fleet-external x-up system. If this happens, it will work as follows: | For very large or complex fleets we may use a fleet-external x-up system. If this happens, it will work as follows: | ||
- | Do not ask in Alliance or General | + | * **Do not ask in Alliance or General |
- | The Fleet Commander will ask for different roles in the Alliance channel. Different FCs all have their own way of doing invites, most will ask to x-up. This means you get to type "x [role] [hull]", | + | |
- | x-ing up does not guarantee an invite By x-ing up you indicate your availability to the FC. They may have limited spaces due to mission requirements, | + | * **x-ing up does not guarantee an invite** By x-ing up you indicate your availability to the FC. They may have limited spaces due to mission requirements, |
- | Wait until the FC calls your role before you x up. Do not spam your x-up repeatedly, as that only makes the assignments to squads more difficult for the commanders. If you were passed over, be patient. The FC should make a last call before leaving if there is time and space left in the fleet. You can then x up again. | + | * **Wait until the FC calls your role before you x up.** Do not spam your x-up repeatedly, as that only makes the assignments to squads more difficult for the commanders. If you were passed over, be patient. The FC should make a last call before leaving if there is time and space left in the fleet. You can then x up again. |
- | You should keep the Fleet channel window separate so you can watch it without tabbing. You can separate them by clicking the tab and dragging it off. | + | * **You should keep the Fleet channel window separate so you can watch it without tabbing.** You can separate them by clicking the tab and dragging it off. |
- | Main article: | + | |
- | Fleet hierarchy view | + | ===== Fleet Interface ===== |
+ | |||
+ | |||
+ | ==== Fleet hierarchy view ==== | ||
The fleet roster should be changed to" hierarchy view". This can be done by opening the Fleet section in the NeoCom. Click the arrow at the top left of the window, and select "view as hierarchy" | The fleet roster should be changed to" hierarchy view". This can be done by opening the Fleet section in the NeoCom. Click the arrow at the top left of the window, and select "view as hierarchy" | ||
Line 93: | Line 104: | ||
Keep this window open on the History tab. There may be broadcasts that appear here that you will need to follow. | Keep this window open on the History tab. There may be broadcasts that appear here that you will need to follow. | ||
- | Watchlist | + | ==== Watchlist |
The watchlist is often vitally useful in a fleet. Your fleet or squad commander will let you know if they want you to put anyone specific in the watchlist. Typically, fleet members might be asked to add the FC, second-in-command pilots, and scouts. You will then be able to warp to these people from the watchlist by right-clicking on their names, provided you are in the same system. | The watchlist is often vitally useful in a fleet. Your fleet or squad commander will let you know if they want you to put anyone specific in the watchlist. Typically, fleet members might be asked to add the FC, second-in-command pilots, and scouts. You will then be able to warp to these people from the watchlist by right-clicking on their names, provided you are in the same system. | ||
Add people to the watchlist by right-clicking their names in the fleet overview window, and then selecting "Add to Watchlist" | Add people to the watchlist by right-clicking their names in the fleet overview window, and then selecting "Add to Watchlist" | ||
- | Sometimes the FC will broadcast commands to the broadcast window, sometimes they won't. Sometimes they' | + | ===== During |
- | If the FC sets a destination and additional waypoints, make sure you have the same autopilot setting. If he doesn' | + | |
- | Don't attack unless the FC orders it. If you attack when you shouldn' | + | |
- | The " | + | |
- | During | + | |
- | If your ship is destroyed, try to podsave. Once you've warped out, report your loss textually in fleet chat ("-1 Keres" | + | |
- | If you get lost, ask how to catch up in fleet chat, specifying your location. If you need to take a quick break due to real life, let people know in fleet chat. It is not always possible for a fleet to wait for you. | + | |
- | After a fight, only loot or salvage if the FC says to do so. He may want specific individuals to loot. | + | |
- | If your client crashes or disconnects (a "soft d/c"), log back in, and rejoin the fleet or ask for a re-invite. In a big fleet, do this silently. In a small fleet, you can briefly report your disconnection on Mumble, speaking in the third person. | + | |
- | If you have a " | + | |
- | You may receive an order referencing the Top / Bottom Station (e.g.: Dock on the top station), this command references the order found by right clicking space and choosing Stations (the same logic is used for Asteroid Belts). | + | |
- | Don't write anything in Local chat during fleet ops unless your FC gives explicit permission. This is typically done only to say ' | + | |
- | While in fleet, pay close attention to and follow the fleet commander' | + | |
- | Warp Yourself To | + | * Sometimes the FC will broadcast commands to the broadcast window, sometimes they won't. Sometimes they' |
+ | * If the FC sets a destination and additional waypoints, make sure you have the same autopilot setting. If he doesn' | ||
+ | * Don't attack unless the FC orders it. If you attack when you shouldn' | ||
+ | * The " | ||
+ | * During war the FC might order you to shoot WT flashies, but not Outlaw flashies. Pay attention to icons if so. | ||
+ | * If your ship is destroyed, try to podsave. Once you've warped out, report your loss textually in fleet chat ("-1 Keres" | ||
+ | * If you get lost, ask how to catch up in fleet chat, specifying your location. If you need to take a quick break due to real life, let people know in fleet chat. It is not always possible for a fleet to wait for you. | ||
+ | * After a fight, only loot or salvage if the FC says to do so. He may want specific individuals to loot. | ||
+ | * If your client crashes or disconnects (a "soft d/c"), log back in, and rejoin the fleet or ask for a re-invite. In a big fleet, do this silently. In a small fleet, you can briefly report your disconnection on Mumble, speaking in the third person. | ||
+ | * If you have a " | ||
+ | * You may receive an order referencing the Top / Bottom Station (e.g.: Dock on the top station), this command references the order found by right clicking space and choosing Stations (the same logic is used for Asteroid Belts). | ||
+ | * Don't write anything in Local chat during fleet ops unless your FC gives explicit permission. This is typically done only to say ' | ||
+ | * While in fleet, pay close attention to and follow the fleet commander' | ||
+ | |||
+ | ====== Maneuvers and Commands ====== | ||
+ | **While in fleet, pay close attention to and follow the fleet commander' | ||
+ | |||
+ | **Warp Yourself To** | ||
The FC will tell the fleet to click the "Warp To Zero" button themselves (or sometimes say "Warp to your optimals" | The FC will tell the fleet to click the "Warp To Zero" button themselves (or sometimes say "Warp to your optimals" | ||
- | Align | + | **Align** |
The FC will tell the fleet to align to celestials (e.g. stargates or stations) or other fleet members, and once everyone is aligned, will warp the whole fleet. The align button is right next to the 'Warp To 0' button in the Selected Item window. Make sure you don't confuse the two. | The FC will tell the fleet to align to celestials (e.g. stargates or stations) or other fleet members, and once everyone is aligned, will warp the whole fleet. The align button is right next to the 'Warp To 0' button in the Selected Item window. Make sure you don't confuse the two. | ||
- | + | **Jump Jump Jump**{{ :: | |
- | Jump Jump Jump | + | |
Jump into next system via stargate. | Jump into next system via stargate. | ||
- | Jump On Contact or Gate Is Green | + | **Jump On Contact or Gate Is Green** |
This means when you drop out of warp on the stargate, immediately jump into the next system. | This means when you drop out of warp on the stargate, immediately jump into the next system. | ||
- | Hold On Contact or Gate Is Red | + | **Hold On Contact or Gate Is Red** |
This means do NOT jump into the next system when you drop out of warp. The FC may be waiting for additional intel from the scouts. If you do accidentally jump, hold cloak and inform your squad commander of your lemming. | This means do NOT jump into the next system when you drop out of warp. The FC may be waiting for additional intel from the scouts. If you do accidentally jump, hold cloak and inform your squad commander of your lemming. | ||
- | Make Best Speed or Freeburn | + | **Make Best Speed or Freeburn** |
This order means the fleet is no longer trying to move as a coordinated fleet through each system. When chasing WTs, the FC could give tacklers the order to make best speed for a destination to catch them, before the slower ships can catch up. The Make Best Speed order can also be given when the op is finished, and destination is set for home. | This order means the fleet is no longer trying to move as a coordinated fleet through each system. When chasing WTs, the FC could give tacklers the order to make best speed for a destination to catch them, before the slower ships can catch up. The Make Best Speed order can also be given when the op is finished, and destination is set for home. | ||
- | Scatter | + | **Scatter |
This is for when things go wrong. The FC can give the order for the whole fleet to scatter. Go to your Pod Saver tab, select a random planet, and warp out. This order can also come in the form of "get out", or "warp out", etc. The FC should normally repeat the order and clarify if it applies to the whole fleet to avoid confusion. | This is for when things go wrong. The FC can give the order for the whole fleet to scatter. Go to your Pod Saver tab, select a random planet, and warp out. This order can also come in the form of "get out", or "warp out", etc. The FC should normally repeat the order and clarify if it applies to the whole fleet to avoid confusion. | ||
There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up. If you're not sure about this, check in fleet chat before you find yourself in a fight. | There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up. If you're not sure about this, check in fleet chat before you find yourself in a fight. | ||
- | Hold Cloak | + | **Hold Cloak** |
When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else. In most fleets, most of the time, the default order if nothing is said after jumping through a gate is to hold cloak. | When you jump into a system through a stargate, you stay cloaked for 60 seconds (or seemingly less if you took a long time to load the grid). It is important not to move until the FC gives the order to align, orbit, or whatever else. In most fleets, most of the time, the default order if nothing is said after jumping through a gate is to hold cloak. | ||
- | Rolling Safe | + | **Rolling Safe** |
This order is given to make it harder to probe down fleet and attack it. A fast ship is assigned as the anchor and everybody warps to the anchor as soon the anchor is 150 km away. It requires you to pay attention to the distance of the anchor and repeatedly warping to his ship as soon the minimum distance for warp (150 km) is reached. | This order is given to make it harder to probe down fleet and attack it. A fast ship is assigned as the anchor and everybody warps to the anchor as soon the anchor is 150 km away. It requires you to pay attention to the distance of the anchor and repeatedly warping to his ship as soon the minimum distance for warp (150 km) is reached. | ||
- | EWAR Only | + | **EWAR Only** |
Aggress the target called, but only with tackle and EWAR modules, not with any damage-dealing modules or drones. Gangs and fleets normally do this if the combat situation is stable and they want to make sure that less combat-focused ships, such as logi, are able to get onto the killmail. | Aggress the target called, but only with tackle and EWAR modules, not with any damage-dealing modules or drones. Gangs and fleets normally do this if the combat situation is stable and they want to make sure that less combat-focused ships, such as logi, are able to get onto the killmail. | ||
- | + | **" | |
- | + | " | |
- | " | + | |
- | " | + | |
Select the stargate with a name beginning " | Select the stargate with a name beginning " | ||
- | " | + | **" |
Select the stargate in your overview and click the " | Select the stargate in your overview and click the " | ||
- | " | + | **" |
Select the stargate in your overview and click the " | Select the stargate in your overview and click the " | ||
- | " | + | **" |
That person' | That person' | ||
- | " | + | **" |
When your ship lands at the acceleration gate (warp to the scout at 10km ideally), select the acceleration gate in your overview, then click " | When your ship lands at the acceleration gate (warp to the scout at 10km ideally), select the acceleration gate in your overview, then click " | ||
- | "Lock the Merlin, EWAR only guys." | + | **"Lock the Merlin, EWAR only guys."** |
Lock on and target the flashy merlin in your overview, then click your ewar module(s) only (warp/ | Lock on and target the flashy merlin in your overview, then click your ewar module(s) only (warp/ | ||
- | " | + | **" |
Turn off all of your ship's offensive modules and recall your drones. Deaggressing allows your ship's 1-minute ' | Turn off all of your ship's offensive modules and recall your drones. Deaggressing allows your ship's 1-minute ' | ||
- | "Burn back to gate / Crash gate" | + | **"Burn back to gate / Crash gate"** |
When your ship enters a new system via a stargate, "Burn back to the gate" means select the stargate your ship just entered system from, then click the " | When your ship enters a new system via a stargate, "Burn back to the gate" means select the stargate your ship just entered system from, then click the " | ||
- | Main article: | + | ====== Rookie |
- | Note: Assuming that your overview is set up correctly as per the Overview Guide, a tackler' | + | |
- | Lock enemy targets by holding down CTRL and left-clicking on the overview. Holding CTRL down also has the advantage of locking the overview sorting display in its current order: new targets will appear at the bottom, existing targets no longer on grid will be greyed out. | + | |
- | A " | + | |
- | If using a warp scrambler, set your default orbiting distance to 7500 m. You can do this when undocked: select an object in the overview that is nearby, and the right-click the Orbit button in the ' | + | |
- | Manage your capacitor while tackling: your main purpose in the fleet is holding the opponent down, not destroying them. If you have guns that use cap (energy or hybrid turrets), don't fire them while tackling, or if you'll need to tackle soon. Missiles and projectile turrets don't require cap. This advice can be ignored if you have verified through simulation that you are capacitor-stable with guns blazing. | + | |
- | Don't default to using AB or MWD while sitting on a gate, nor when aligning. Use AB and MWD to approach targets, or to get away from them if they have smartbombs, and use them in out-of-battle movement if the FC calls for it ("prop mods on, burn" | + | |
- | If the FC did not give any specific instructions for who tacklers should tackle, or orders you to " | + | |
- | In a small ship, with survival depending on speed, unless you have just jumped through a gate and are holding cloak or are waiting for orders at an Upwell structure, you should try to stay in motion. If you are holding at a gate then you should orbit it at 500; if you are around a planet or somewhere else then you should be orbiting one of the larger (BC/BS) ships outside of smart bomb range. This can be anywhere between 7.5km to 30km. | + | |
- | When in doubt, ask questions textually in fleet chat! | + | |
+ | | ||
+ | |||
+ | ====== EWAR ====== | ||
+ | |||
+ | * Check the optimal range on your EWAR modules (not on any weapons fitted, which are less important), and try where possible to enter fights at that range. This might entail warping in at a different range than the damage-dealing part of the fleet. | ||
+ | * EWAR ships are often high-priority targets for opponents. In most fleets, it's acceptable and encouraged for you to " | ||
+ | * Check with your fleetmates before the fight if you're unsure about this. Don't worry about leaving your allies: by repeatedly diving in and out and forcing the enemy to re-target you, you will be highly disruptive. | ||
+ | * To help you bounce when targeted, pre-align to something so you're ready to warp out | ||
+ | * The specific sections below offer some advice on target selection, but if you're very new to the game and have no idea what you're doing: | ||
+ | * EWAR that is not target painting can pick targets the same way tacklers do when they need to point at random: pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. Sorting the overview by character name can help in the target selection if it is done this way. | ||
+ | * EWAR that is not target painting can be spread among targets: hit one target with one module and then move on to the next. | ||
+ | * Target painting can be applied to the primary target | ||
+ | ===== Target painters ===== | ||
+ | |||
+ | * Target painters should be applied to the primary target | ||
+ | * Your role is to make the primary target easier to lock, hit, and damage for your fleetmates | ||
+ | * If your fleetmates are burning enemies down quickly and you have multiple painters, try getting ahead of your allies by locking up and painting the secondary called by the FC as well | ||
+ | ===== Weapon disruptors ===== | ||
+ | |||
+ | * Weapon disruptors should usually be applied to the largest hostile damage-dealing ships other than the primary target (which should, all being well, die soon anyway) | ||
+ | * Tracking disruptors should be applied to ships which use turrets; guidance disruptors should be used on ships which use missile launchers | ||
+ | * It is worth learning some common damage-dealing ship types so you can tell what to apply to what | ||
+ | * Pay attention to the range at which the two fleets are fighting to help you pick or swap between scripts: | ||
+ | * If the damage-dealing parts of both fleets are within 10–20km of each other, tracking speed disruption and missile precision disruption are likely to be most useful. | ||
+ | * If the two fleets are fighting at longer range, range disruption is likely to be more useful. | ||
+ | ===== Sensor dampening ===== | ||
+ | |||
+ | * Unless otherwise instructed by the FC / EWAR squad commander, the following is a decent target prioritization: | ||
+ | * Enemy logistics ships, if present (damping these makes a whole fleet easier to defeat) | ||
+ | * Enemy EWAR ships, if present | ||
+ | * The largest class of enemy damage-dealing ships present, avoiding jamming the general fleet' | ||
+ | * Pay attention to the range at which the two fleets are fighting to help you pick or swap between scripts: | ||
+ | * If the damage-dealing parts of both fleets are within 10–20km of each other, scan resolution dampening might be most helpful. | ||
+ | * If the two fleets are fighting at longer range, targeting range disruption is likely to be more useful | ||
+ | * If enemy logistics ships are flying close to the rest of their fleet, scan resolution dampening will work best on them | ||
+ | * If enemy logistics ships are flying at a distance from the rest of their fleet, targeting range disruption might be most useful on them. | ||
+ | ===== ECM ===== | ||
+ | |||
+ | * ECM can be tricky to use. Make sure you listen to recorded classes and read guides to be better prepared. | ||
+ | * Fit racial jammers only. Multispectrals can be useful for high SP pilots, but for rookie pilots, racial jammers are better. | ||
+ | * Carrying spare racial jammers in the cargohold can be handy if the FC receives timely intel from scouts and there is enough time for the ECM pilots to dock and refit. | ||
+ | * The ECM modules should have their auto-cycle function turned off. | ||
+ | * Unless otherwise instructed by the FC / EWAR squad commander, the following is a decent target prioritization: | ||
+ | * Enemy logistics ships, if present (jamming these makes a whole fleet easier to defeat) | ||
+ | * Enemy EWAR ships, if present | ||
+ | * The largest class of enemy damage-dealing ships present, avoiding jamming the general fleet' | ||
+ | * If you're still learning ship types and names, don't worry: some jams somewhere are better than nothing. Your fleetmates might be able to advise before the fight on priority targets, and in some battles the FC or another officer might have time to call EWAR targets. | ||
+ | * Try to match racial jammers to the appropriate racial ships. You can do this easily by matching the color of the jammer to the color of the background of the small ship image in the locked target icon. For example, Minmatar ships always have a red background in their locked target icon, and the jammers with a red-colored button in your HUD work well against them. | ||
+ | * Never jam the primary target if it is within docking range of a station or jumping range of a stargate. Doing so can cause them to deaggress fully by pulling in their drones and waiting out their timer to dock or jump away from the fight. | ||
+ | |||
+ | ====== Fleet Conclusion ====== | ||
- | Main article: Electronic warfare | ||
- | Check the optimal range on your EWAR modules (not on any weapons fitted, which are less important), and try where possible to enter fights at that range. This might entail warping in at a different range than the damage-dealing part of the fleet. | ||
- | EWAR ships are often high-priority targets for opponents. In most fleets, it's acceptable and encouraged for you to " | ||
- | Check with your fleetmates before the fight if you're unsure about this. Don't worry about leaving your allies: by repeatedly diving in and out and forcing the enemy to re-target you, you will be highly disruptive. | ||
- | To help you bounce when targeted, pre-align to something so you're ready to warp out | ||
- | The specific sections below offer some advice on target selection, but if you're very new to the game and have no idea what you're doing: | ||
- | EWAR that is not target painting can pick targets the same way tacklers do when they need to point at random: pick a target that has a character name that starts with the same letter as your own character name, or as close to possible in the alphabet. Sorting the overview by character name can help in the target selection if it is done this way. | ||
- | EWAR that is not target painting can be spread among targets: hit one target with one module and then move on to the next. | ||
- | Target painting can be applied to the primary target | ||
- | Target painters | ||
- | Target painters should be applied to the primary target | ||
- | Your role is to make the primary target easier to lock, hit, and damage for your fleetmates | ||
- | If your fleetmates are burning enemies down quickly and you have multiple painters, try getting ahead of your allies by locking up and painting the secondary called by the FC as well | ||
- | Weapon disruptors | ||
- | Weapon disruptors should usually be applied to the largest hostile damage-dealing ships other than the primary target (which should, all being well, die soon anyway) | ||
- | Tracking disruptors should be applied to ships which use turrets; guidance disruptors should be used on ships which use missile launchers | ||
- | It is worth learning some common damage-dealing ship types so you can tell what to apply to what | ||
- | Pay attention to the range at which the two fleets are fighting to help you pick or swap between scripts: | ||
- | If the damage-dealing parts of both fleets are within 10–20km of each other, tracking speed disruption and missile precision disruption are likely to be most useful. | ||
- | If the two fleets are fighting at longer range, range disruption is likely to be more useful. | ||
- | Sensor dampening | ||
- | Unless otherwise instructed by the FC / EWAR squad commander, the following is a decent target prioritization: | ||
- | Enemy logistics ships, if present (damping these makes a whole fleet easier to defeat) | ||
- | Enemy EWAR ships, if present | ||
- | The largest class of enemy damage-dealing ships present, avoiding jamming the general fleet' | ||
- | Pay attention to the range at which the two fleets are fighting to help you pick or swap between scripts: | ||
- | If the damage-dealing parts of both fleets are within 10–20km of each other, scan resolution dampening might be most helpful. | ||
- | If the two fleets are fighting at longer range, targeting range disruption is likely to be more useful | ||
- | If enemy logistics ships are flying close to the rest of their fleet, scan resolution dampening will work best on them | ||
- | If enemy logistics ships are flying at a distance from the rest of their fleet, targeting range disruption might be most useful on them. | ||
- | ECM | ||
- | ECM can be tricky to use. Make sure you listen to recorded classes and read guides to be better prepared. | ||
- | Fit racial jammers only. Multispectrals can be useful for high SP pilots, but for rookie pilots, racial jammers are better. | ||
- | Carrying spare racial jammers in the cargohold can be handy if the FC receives timely intel from scouts and there is enough time for the ECM pilots to dock and refit. | ||
- | The ECM modules should have their auto-cycle function turned off. | ||
- | Unless otherwise instructed by the FC / EWAR squad commander, the following is a decent target prioritization: | ||
- | Enemy logistics ships, if present (jamming these makes a whole fleet easier to defeat) | ||
- | Enemy EWAR ships, if present | ||
- | The largest class of enemy damage-dealing ships present, avoiding jamming the general fleet' | ||
- | If you're still learning ship types and names, don't worry: some jams somewhere are better than nothing. Your fleetmates might be able to advise before the fight on priority targets, and in some battles the FC or another officer might have time to call EWAR targets. | ||
- | Try to match racial jammers to the appropriate racial ships. You can do this easily by matching the color of the jammer to the color of the background of the small ship image in the locked target icon. For example, Minmatar ships always have a red background in their locked target icon, and the jammers with a red-colored button in your HUD work well against them. | ||
- | Never jam the primary target if it is within docking range of a station or jumping range of a stargate. Doing so can cause them to deaggress fully by pulling in their drones and waiting out their timer to dock or jump away from the fight. | ||
If you picked up loot or salvage, it is your responsibility to put it in the correct place: | If you picked up loot or salvage, it is your responsibility to put it in the correct place: | ||
- | Loot items from the wrecks of E-Uni pilots' ships should be returned to their owners | + | * Loot items from the wrecks of BABS Pilot's ships should be returned to their owners |
- | Loot items from the wrecks of enemies are typically either donated to the University | + | |
- | Different campuses might have different hangar and loot can arrangements for sorting loot, so talk to your fleetmates and FC to find out what to do. | + | |
- | Often, the FC will debrief on Mumble | + | Often, the FC will debrief on Discord |
- | The FC will sometimes write a report in the After Action Reports forum. Such reports can offer a lot of useful perspective on what was happening, especially if the fleet was too busy or too high-stakes for the FC to make it clear what was going on during combat. | + | The FC will sometimes write a report in the # |
- | Two administrative things to do: | + | **Two administrative things to do:** |
If the FC asked you to change autopilot settings to " | If the FC asked you to change autopilot settings to " | ||
If you have returned to high security space from lowsec, nullsec, or wormhole space, you might have a training clone which you want to hop back into after combat. | If you have returned to high security space from lowsec, nullsec, or wormhole space, you might have a training clone which you want to hop back into after combat. |