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fleet_overview [2025/05/26 22:23] – bastion_riot | fleet_overview [2025/05/26 22:41] (current) – [Fleet Conclusion] bastion_riot | ||
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- | 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. |