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Dual boxing logi?

Author
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#21 - 2015-09-29 13:45:54 UTC
If the choice is between people dual boxing and not having logistics at all, you're better off dual boxing, particularly if people are experienced at it.
Lloyd Roses
Artificial Memories
#22 - 2015-09-29 15:28:06 UTC
Dual boxing logistics is well doable if you're set up correctly. YOu got the one you fly/pilot and the other you anchor up on the first. As long as you are using identical hotkey bindings for both, it's just a matter of executing the same commands on each.

Set up your fleet history or watchlist correctly and there won't be mch issue, as logi is after a time easy to run correctly. Personally, my main issue is running the second logi's rep heated most of the time and sometimes switching between windows to early, accidentally racking up massive amounts of heat damage where I wouldn't have needed to.

Difficulties emerge when you encounter heavy jamming or damping, forcing you to constantly relock or reestablish the cap chain for caldari/amarr, drastically lowering your reaction times compared to two unique pilots. But else, the tankier your gang, the easier it becomes.
Presidente Gallente
Best Kept Dunked
Wreckflix and chill
#23 - 2015-09-29 16:38:32 UTC  |  Edited by: Presidente Gallente
I tried triple boxing with two Guardian and a Stratios. It needs some training but works very well. I am running with a second monitor with the two alt clients. But this needs a strict prep routine.

What I do:
- Fleet: Main (AB/DPS/Tackle) = Wing, Logis = Squad Commander + Member
- Watch List for each char
- additionally it makes sense to use a short cut for turning on the defensive Logi mods
- Logis should be ECCM and AB fitted and using EC-300 drones to jam targets

I decided for a Stratios to have one cloaky forward scout not to run blindly into a random gatecamp or fleet. I also used a Proteus but cloaky fitted for roaming with mods and Mobile Depot in cargo to refit for full DPS in case I have targets.

You run forward with your main followed by the logistics using squad warp.

The Proteus is usually a better choice when attacking targets because the buffer tank gives you enough time to bring the Guardians and setup the chain.

I stick to a rule to fight at gates only with AB instead of MWD. Reason: you can crawl back to the gate when you get short pointed and bumped. Somewhere in space on grid is usually suicide depending what you will face. The triple boxing style will not really allow you much freedom without losing control.

Usually I warp at zero to a gate on top of a camp. You have just two options to bring the logistics: close or at optimal. Close means: orbitting the gate or main at 500 with full AB or at optimal where the Squad Member logi is anchored to the Squad Command logi. Problems are ECM, dampeners and neuts of course.

It will need decent training to get into a routine. Never fly without a proper fleet and watchlist setup. This setup is fun but it's really hard to PvP against smaller fleets expecially when they are able to switch to ships like an Armageddon or they have ECM. Once your chain is broken you will definitely lose control over the fight because you have to leave the main alone to deal with the chain. If you lose the fight you might AB back to the gate and jump to rescue the logistics but in reality you might lose all three ships.

Well ... you have to try it to find our for yourself. Cool
Kinete Jenius
Republic Military School
Minmatar Republic
#24 - 2015-09-29 22:58:26 UTC
Lloyd Roses wrote:
Dual boxing logistics is well doable if you're set up correctly. YOu got the one you fly/pilot and the other you anchor up on the first. As long as you are using identical hotkey bindings for both, it's just a matter of executing the same commands on each.

Set up your fleet history or watchlist correctly and there won't be mch issue, as logi is after a time easy to run correctly. Personally, my main issue is running the second logi's rep heated most of the time and sometimes switching between windows to early, accidentally racking up massive amounts of heat damage where I wouldn't have needed to.

Difficulties emerge when you encounter heavy jamming or damping, forcing you to constantly relock or reestablish the cap chain for caldari/amarr, drastically lowering your reaction times compared to two unique pilots. But else, the tankier your gang, the easier it becomes.
Two in a pvp fight isn't that big of a deal especially in the larger battles. Sure it can get kind of hectic with swapping out modules on the carriers but generally it's manageable. You just have to set a mental routine where you have preset priorities for your attention. Small scale cruiser level of PVP is less of a challenge in some ways as you can set to orbit the anchor/FC/whatever and focus purely on keeping the reps/cap chain up. Locking time is quite short on the cruiser logi so recovering from a jam (eccm should be there) isn't too bad.


Now there generally isn't much room for error when running multiple logi. On top of the quoted post above I recommend the OP try running one logi at first for a while so they can get a feel for how PVP battles flow. When stepping up to two logi he might want start by trying something like a +70% influence incursion. Running scout sites with poorly tanked friends might get him trained on the concept some. If he has enough friends then running vanguards would give him a decent start on figuring out how to react to sudden damage spikes and changes. Get comfortable with that and then it's time to step up to the PVP fights :P








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