Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
fleet_overview [2025/05/26 22:24] bastion_riotfleet_overview [2025/05/26 22:41] (current) – [Fleet Conclusion] bastion_riot
Line 135: Line 135:
 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**{{ ::dont_jump.gif?nolink&600|}}
 Jump into next system via stargate. Jump into next system via stargate.
  
Line 187: Line 187:
  
  
-Main article: Tackling +====== Rookie Tackling ====== 
-Note: Assuming that your overview is set up correctly as per the Overview Guide, a tackler's job is to tackle any target that shows up as soon as you are ordered to attack. + 
-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. +  Note: Assuming that your overview is set up correctly as per the Overview Guide, a tackler's job is to tackle any target that shows up as soon as you are ordered to attack. 
-A "point" is a warp disruptor; a "scram" is a warp scrambler, which has a shorter range than a disruptor but shuts down its target's MWD as well as preventing warp. In small gangs, it is usually a good idea to call out the fact that you have point or scram on voice comms, especially if you are making initial tackle. In a larger fleet you should not do this unless explicitly requested by the FC. +  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. 
-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 'Selected Item' window. Having a default orbit of 7.5 km will keep you out of most smartbomb range, but within warp scrambler and webifier range. If you know that the target has no smartbombs, you can approach to orbit close and increase your angular velocity to be harder to hit. Only battleships and larger ships usually fit smartbombs. If the enemy is in a battlecruiser or smaller ship, feel free to orbit closer. Some faction smartbombs have a range greater than 7.5 km but they are expensive and usually only fitted on capital ships. +  A "point" is a warp disruptor; a "scram" is a warp scrambler, which has a shorter range than a disruptor but shuts down its target's MWD as well as preventing warp. In small gangs, it is usually a good idea to call out the fact that you have point or scram on voice comms, especially if you are making initial tackle. In a larger fleet you should not do this unless explicitly requested by the FC. 
-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. +  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 'Selected Item' window. Having a default orbit of 7.5 km will keep you out of most smartbomb range, but within warp scrambler and webifier range. If you know that the target has no smartbombs, you can approach to orbit close and increase your angular velocity to be harder to hit. Only battleships and larger ships usually fit smartbombs. If the enemy is in a battlecruiser or smaller ship, feel free to orbit closer. Some faction smartbombs have a range greater than 7.5 km but they are expensive and usually only fitted on capital ships. 
-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"). In battle, you can leave an AB on while orbiting a target. Having an MWD active makes you an easier target, so most tacklers should not orbit targets with MWD active in a T1 frigate. Interceptors can leave the MWD on. +  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. 
-If the FC did not give any specific instructions for who tacklers should tackle, or orders you to "spread tackle", then 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. This will usually ensure that the fleet's points are spread relatively evenly among our enemies. Sorting the overview by character name can help in the target selection if it is done this way. Sometimes the FC will give specific orders, for example: "Squad 1 tacklers should point the primary, Squad 2 tacklers should point the secondary, all other tacklers should pick targets at random." If you are trying to point a random target and you notice he is too far away or too fast to catch, use your best judgment, and consider tackling something else instead. +  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"). In battle, you can leave an AB on while orbiting a target. Having an MWD active makes you an easier target, so most tacklers should not orbit targets with MWD active in a T1 frigate. Interceptors can leave the MWD on. 
-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. +  If the FC did not give any specific instructions for who tacklers should tackle, or orders you to "spread tackle", then 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. This will usually ensure that the fleet's points are spread relatively evenly among our enemies. Sorting the overview by character name can help in the target selection if it is done this way. Sometimes the FC will give specific orders, for example: "Squad 1 tacklers should point the primary, Squad 2 tacklers should point the secondary, all other tacklers should pick targets at random." If you are trying to point a random target and you notice he is too far away or too fast to catch, use your best judgment, and consider tackling something else instead. 
-When in doubt, ask questions textually in fleet chat!+  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 "bounce", that is, warp off to a nearby point when you are targeted and then warp back in to the engagement. 
 +  * 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's primary target 
 +  * 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's primary target 
 +  * 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 "bounce", that is, warp off to a nearby point when you are targeted and then warp back in to the engagement. 
-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's primary target 
-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's primary target 
-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'ships should be returned to their owners 
-Loot items from the wrecks of enemies are typically either donated to the University or gathered to be sold off, with the proceeds going to everyone who participated in the fleet+  Loot items from the wrecks of enemies are typically either donated to the Bounty Chest or gathered to be sold off, with the proceeds going to everyone who participated in the fleet.
-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 after a fleet, reviewing what went well and what didn't. If things happened during the fleet which you didn't understand, feel welcome to ask for more details. If the fleet went well, you can discuss what worked. If the fleet went badly, resist the temptation to distribute blame, and restrain yourself from saying anything harsh if you feel yourself getting heated. In such situations it is sometimes best to take a break from comms and return to pick over what went wrong dispassionately later.+Often, the FC will debrief on Discord after a fleet, reviewing what went well and what didn't. If things happened during the fleet which you didn't understand, feel welcome to ask for more details. If the fleet went well, you can discuss what worked. If the fleet went badly, resist the temptation to distribute blame, and restrain yourself from saying anything harsh if you feel yourself getting heated. In such situations it is sometimes best to take a break from comms and return to pick over what went wrong dispassionately later.
  
-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 #aar-reports discord channel. 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.
  
-Two administrative things to do:+**Two administrative things to do:**
  
 If the FC asked you to change autopilot settings to "shorter" or "prefer less secure", make sure you change it back to your preferred setting. If the FC asked you to change autopilot settings to "shorter" or "prefer less secure", make sure you change it back to your preferred setting.
 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.