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Incursion: Logistic ship how to

Author
The Djego
Hellequin Inc.
#1 - 2013-06-01 10:23:12 UTC  |  Edited by: The Djego
Vanguards will be your best place to start since it doesn't require broadcasts or any logi fcing. You will nearly always have 2 logis, if you are new to flying logi you should announce it to the other logi, so he can adjust a bit. A good logi in a ok fleet can nearly do it alone, so don't worry this much if not everything is done 100% right at the start.

Watch list setup:

Logis always on top(you can drag the name up in the watch list), the reason for this is that you see instantly if it disconnects or is not on grid and can adjust/instantly point it out to the FC on voice/chat.

How to use reps:

- if the target is already under 80% all at once
- if the target is before that stagger reps(1-2s delays between them) to smooth out damage spikes and the cap hit if you fly a scimi/oni
- once the target is stable and at full health, remove reps one by one, by this you will always have reps that are not stuck in a cycle and can react quickly, it is also important if you fly a oni/scimi to prevent you from capping out
- make sure you stop using more than 1-2 reps once the FC tells you to align in a Oni/scimi, to prevent you from being low on cap once the warp starts and getting capped out by it
- use heat as soon as you feel the other logi(s) is slacking or a target is more squishy than it should be, be warned, you need to watch your reps, if they burn out you will be useless for your gang

Check list before jumping into a site:

- Update the watch list(right click on the logi and dps squad and click add squad members to watch list). Most of the FCs announce ship changes before or during the sites, but sometimes people make mistakes. Since you lock and rep mostly by watch list, you can quickly fall into a situation where you become basically helpless without it. People when in stress make mistakes and shouting "need reps" or "help" on coms instead of using the broadcast or link up in fleet chat to give a way to get quick lock on them instead looking at the grid what ship gets damage/is not locked or spending a few seconds to do a watch list update.

- Cap chain(Logi 4/5 adjustments to) or tracking links/remote sensor booster use should be sorted out

- the other Logi(s) should be on grid and not afk, in most gangs you simply put a "L" into the fleet chat as logi to confirm that you are not afk once you land on grid

- if you are late on the gate or did fall behind during warping between the sites always make a 30 degree scan on the site, to confirm your gang is in it, before you jump. The issue is not so much that you can lose your logi(you can easily get out if you are quick and didn't jump in a nco) but losing 60-90s to get to the right site what can royally **** your gang that might be stuck in another site, leaving the other logi in a situation where he got to do everything on his own and also can die.

Vanguards:

Once on grid, lock up everything from your watch list, since grid lag from the warpin can make your target unlock able at start, repeat this every few seconds, till you have everything locked. Put up 3 reps on the first ship that gets damage, after this, sort out cap chain, then sensor or tracking links. Now you have around 20s till agro changes, that can be used to put out RR drones or damage drones and assist them, lock up ships you still miss and set 2,5km orbit on a anker or any BS(preferable one with cap transfer and or RR, so you are always close enough if you have a logi disconnect). If you see the other Logi disconnecting, don't panic, tell it the FC in voice or chat and broadcast yourself as RR target, so BS with RR can lock you up quickly and request broadcasting, so any BS with RR that didn't set up the watch list can react(if you have 1-2 RR for you and to help you out with the damage on other hulls it isn't a big issue).

If you do ore drops in NMCs, I general prefer a AB and start moving a few seconds before the last wave spawns, don't worry slipping out of cap transfer range. You can still use 2-3 reps even without cap chains and the wave is light on the damage.

Assaults:

You will most likely got a logi FC at this point, that will handle it a bit different, but her is what I did as Logi FC:

We used 3 oneiros(scimis for shield) and 2 Guardian(Basilisks for shield), you keep the logis on top of your watch list. Guardians should be heavily tanked, so the Oni don't have to keep permanent lock on them(you lock them up as they start flashing on the watch list) and only lock other onis. Guardians take BS in the watchlist, Oni take T3 and other smaller hulls in the watch list, so you can be sure you have a logi keeping a eye on every hull all the time. If a BS takes heavy damage without requesting reps guardians rebroadcast it for Onis, Onis can handle the smaller hulls on her own, no broadcasts needed.

By this a Oneiros got 5-8 free slots to lock targets and a Guardian 8-9, making tracking link/RSB use and cap chaining while shuffling around the locks a lot easier and preventing situations where late posters or no posters become a issue. You should all the time have at least one free target slot to lock up a logi or emergency quick without wasting 3-5s to unlock a target first.

While you can run the sites without a Logi FC, it is generally a good thing if you have one, to smooth out the hole thing, till it becomes like VGs where people rarely have to post herself and you don't lock/unlock every few seconds. The logi FC should fly a Basi/Guardian because he can also broadcast, and got the BS on the watch list. If the gang doesn't use a Logi FC, you should make sure to have the anker on the watch list or at least memorize the name and ship type, so you can find him easy on the grid after warpins.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

The Djego
Hellequin Inc.
#2 - 2013-06-01 10:23:55 UTC  |  Edited by: The Djego
As for NCN split sites, where BS and sub BS hulls split up, you use something like BL(battleship logistic) and CL(cruiser logistic) or LL(left side logistic) and RL(right side logistic) to confirm you know on what side you will fly and that you are ready. If you don't know what side to chose, you have to ask your FC or logi FC, they will tell you(it can vary a bit depending on the logi count and type you got in fleet).

Logistics split up in 2-3 for the the cruiser site(oni or scimi) and 3 for the BS site(guardians/basilisk and one third). The reason for this is that if you have serious neuting in the BS stages and it can slow the fleet down a lot if amarr or gallente hulls cap out, so as a guardian or basilisk you not only put your reps on the primary but also the spare cap chain to keep the fleet running. If you are in a guardian/basilisk nothing changes for you in the split site but if you are the extra scimi/oneiros on the BS side you should flush your watch list and add the BS instead of the smaller hulls. Before you jump into the last pocket, you flush it again and add the smaller hulls.

HQ:

Make sure you have a logi FC. Without it, it will be pain in the ass for every logi involved, planning comes down to each FC, but doing something similar as for Assaults works(you split logis in 2 groups, but stop to keep the other logis in the watch list). The biggest problem is that you can't have everyone in logi watch list and you will to some amount being forced to look at the grid or trust in broadcasts. It is generally a good idea to adjust watch list over time, adding people that often get damage, being squishy or simply posting late and removing some that are well tanked, post quick or simply not get targeted often.

As for cap chains with so many logis, it is most of the time easier to do pairs( I use "name <-> name") instead the one up one down, because in random fleets, logis often switch between the HQ sites and it can get confusing quick if the Logi FC don't sort it out before each new site. If your cap buddy disconnects(or dies), reduce your reps to 2-3(while keeping the cap around 33%), state this with your name and ship type(example "name guardian logilevel need new cap buddy") in logi chat and give the logi FC a short notice on voice, so the Logi FC can sort you out quick. In high damage situations, you also can broadcast for cap but I wouldn't advise this because it creates a lot more spam in the logi chat and on voice to confirm that it is sorted out, what can take attention of the other logis away from repping to reading chat/questions in voice in a high damage situation, what isn't a good thing.

Edit:

A few extra points:

- never assume people do everything right, mistakes happen and you should be prepared to compensate for them(updating watch lists, keeping late posters permanently locked, repost people that are late on the broadcast) even if this is not your fault, the easiest way for you and your fleet is when you go the extra mile and smooth it out on your end

- you are only human, you can make mistakes to and you should not accept to take the full blame for situation X, because most of the time it is a mix of multiple mistakes/factors when loses happen, ships can be under tanked, people post late, watch list and UI bugs happen, other logis can be slow to, it is very rarely you fault alone if something goes wrong

- if you have issues or ideas for improvements, don't be shy to point it out to the fc and your gang, logistics are a important part of incursion gangs and there is no reason your job should be a lot harder than it needs to be, I seen chaotic situations in HQ sites more than once and at least at this scale, some more planning and coordination is required to keep it fun for everybody involved

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Lipbite
Express Hauler
#3 - 2013-06-01 12:33:58 UTC  |  Edited by: Lipbite
Thanks for interesting post / article! Nice timing considering fleets are getting many new pilots in June.

Small addition. Descent into non-preloaded TCRC HQ site is the most complicated experience for logis. First few waves spawn one by one and attack new ships resulting in 3+ ships receiving damage at the same time. Avoid to use more than one repper on each ship during these spawns (unless you see ship goes down). When you see target's shield goes up - start to turn off reppers. It will replenish your capacitor and you'll be ready to start repairs immediately after next broadcast. Try to keep at least 2 reppers free because after certain amount of time (1 minute?) all spawned waves - full room - switch onto single target and that ship will pop in seconds unless logis have idle reppers available immediately. It happens with 4th or 5th target. Be ready to put / switch all 4 reppers onto that "alpha ship" + watch closely following broadcasts because other logis may miss them while being distracted / frightened with amount of incoming DPS (~17k) and broadcasts for cap.

Also NRF HQ sites are somewhat tricky: after few easy waves last spawn has a lot of battleships and massive DPS output. At this point logis usually trying to not to fall asleep and may miss broadcast if LC/FC did not specifically warn them. Be ready to overrep / broadcast your (dying) target.
Vince Snetterton
#4 - 2013-06-02 00:54:26 UTC
This thread should be stickied.
Vince Snetterton
#5 - 2013-06-02 00:55:37 UTC
Lipbite wrote:
Thanks for interesting post / article! Nice timing considering fleets are getting many new pilots in June.



Why many new pilots?
Lipbite
Express Hauler
#6 - 2013-06-02 02:00:08 UTC
Vince Snetterton wrote:
Why many new pilots?


Summer break / vacations.
Paikis
Vapour Holdings
#7 - 2013-06-02 02:49:24 UTC
Specifically for Armour pilots in Vanguards:

1. Watch for notifications of webs/scram. If you see the same person getting webbed/scrammed by 5 different rats, that person is about to take agro and you should start staggering your reps on that person.
2. Turn ALL of your reppers off when the last rat dies and a new wave spawns. This gives you 4 recharged reps ready to go when someone starts taking damage, instead of having to wait the 2-3 seconds for the current cycles to finish.
3. Always stagger your reps. With the amount of over-tank I see in armour gangs, you will NEVER need all 4 reps to hit instantly, and if you're following steps 1 and 2, you should have plenty of time to get it setup on the target taking damage.
Zeus Zed
Federal Navy Academy
Gallente Federation
#8 - 2013-06-13 13:57:30 UTC  |  Edited by: Zeus Zed
wrong thread, sorry
Emily Jean McKenna
The Scope
Gallente Federation
#9 - 2013-08-09 03:01:41 UTC
Excellent thread
ShadowMarshaller Kahoudi
SkyMarshaller Corp
#10 - 2013-08-09 03:41:59 UTC
As a wannabee logi pilot, thank you very much for your excellent post.



I've run, VG Assault & HQ sites as DPS. I've always enjoyed watching (as far as one is able to) the logi pilots (especially the good ones) do their thing.



I already have the skills to fly a Scimitar to VG standard - just haven't had a chance to make it to a focus before it dies.



Would you mind answering a couple of questions I have about related matters.



Firstly, I already have Logistics at 5 as well as L5 in most of the relevant electronic & engineering sklils. What skills (if any) should I prioritise getting to L5 - eg hacking?



Secondly, what implants (if any) would be useful to a Scimi pilot.
The Djego
Hellequin Inc.
#11 - 2013-08-09 10:49:43 UTC  |  Edited by: The Djego
Core Skills:

Logistics 5
One of the few skills in eve that completely change the options you have, once on 5. A logi 5 Guardian\Basilisk can cap other hulls up and a logi 5 Oni\Scimi can fit tracking links to improve the performance of dps hulls.

Energy Management \ Energy Systems Operation 5
Vastly improves the cap on your logistic and any other hull.

Hull Upgrades / Mechanics 5
Core skills that give you more hull and armor, even if it is not your tanking layer, the extra buffer can help and the skills are useful on any kind of hull.

Shield Operation / Shield Management 5
Core skills that give you more shield and quicker shield recharge, even as a armor logi, the extra buffer and the better recharge can be useful and it works with any hull you fly.

Remote Armor Repair / Shield Emission Systems 5
Vastly reduces the capacitor need of your remote repair modules, crucial for Oneiros and Scimitar.

Energy Emission Systems 4
For using a Basilisk or Guardian effective, it also helps to generate cap while chaining between dps hulls and prevents you from getting drained out when you cap chain with a logi(when you fit a T2 for the range while the logi uses a meta 4 for the fitting).

Engineering \ Electronics 5
Power grid and CPU are something you can't have enough and the major limiter of most logistic fittings(most logistics fit T2 power grid rigs).

Targeting 5 / Multitasking 3
With this you can lock 10 targets in your logistic, what makes live a lot easier in Vanguards. Flying in HQ/Assault fleets without that is a nightmare, since you will constantly unlock and relock targets.

Sensor Linking 4
Lets you fit T2 tracking links and remote sensor boosters and reduces her cap use by 20%, what is huge since they are a constant cap drain, even while your remote rep modules are not in use.

Shield Upgrades 4
Reduces the power grid use for shield extenders, since power grid is always short, it will help a lot(I got it to 5 for a few fittings).

Energy Grid Upgrades 5
Reduces the CPU use of PDUs and reactor controls, it also allows you to use the T2 RCU what is used in a few logi fittings(can by worked around by using a faction one).

Armor Compensation Skills 5
Essential on most armor logis that use membranes or platings for her tank.

Navigation Skills
There are various navigation skills that provide more speed(what improves your survivability) or vastly reduce the cap use of AB/MWD on your logi, what further improves your run time. You should get them up at least to 4. Armor Honeycombing 4 also helps a lot with the speed if you often fly armor logistics.

Good to have:

Remote Armor Repair Systems / Remote Hull Repair Systems 3
Even if you don't fly armor logis, it is generally a good idea to carry a few medium ones in your dps/logi to fix up ships that got armor/structure damage between sites(refit at a Orca or at station), just let a dps ship fit 1-2 cap transfers and rep them up.

Thermodynamics 5
Longer overheating can be very useful in some situations(it can vastly improve your tank or rr ability's), it also saves you ISK on a daily basis with dps hulls(where you overheat webs and guns a lot) and reduces the time frame you need for repairing them(since they will take less damage, meaning less damage to fix after overheating).

Nanite Operation 4
Reduces the amount of nanite paste you need to repair your modules, what saves quite a bit of ISK.

Nanite Interfacing 4
It vastly helps to repair your modules quickly between sites or pockets, it is even more important than Nanite Operation, since you can't use your module while you repair it, so getting it fixed quick is quite important in a logi.

Cybernetics 5
Gives you access to a lot of good implants and the pirate implant sets.

Repair Drone Operation 5
A full wing of T2 logistic drones with the skill at 5 reps around 30% more than a full wing with T1 logistic drones at skill level 4, the T2 drones also travel a lot quicker between targets on the grid(very good in HQs) or to pull them back in.

Sensor Linking 5
This one is often overlooked, if you use 4 or 5 tracking links it can give 20-50% more runtime, since it reduces the constant cap drain on your fitting.

Shield Rigging 5
This one further increases the survivability of most logi fittings and also dps fittings that use shield rigs by reducing her signature.

Jury Rigging 4
Lets you fit T2 powergrid and cap rig's, that are often used on logis on your own hull or rig hulls for other people.

Fuel Conversation / High Speed Manoeuvring 5
Depending on the fitting(ab/mwd) it saves a lot of cap in HQ fittings.

Acceleration Control 5
A very useful skill, not just for logi but every fitting with a prop mod, since it increases speed and reduces the damage you take.

Multitasking 5
It is a very useful skill if you run dps heavy for VGs or Assault/HQ since it provides 2 extra targeting slots in combination with a signal amplifier, meaning less shuffling targets around, especially on a Scimitar or Oneiros, where you will have 3-5 targets permanently locked to give out the links.

Leadership 4/5
You need it to pass the bonuses of links to your squad, even when other logi pilots are often squad leaders, it is good if you have it in case of a logi disconnect and the FC simply swapping a random logi into the squad command role to make the bonuses work again. Also getting the other basic leadership skills at least to 3 can be done relative quick and help a lot if you happen to fill the position.

Most fleets rather use a separate small hacking ship or the blockade runner that does the ore drop for the hacking. However it is also useful for exploration so the SP are not really wasted and it you often do it it might be a good idea.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

The Djego
Hellequin Inc.
#12 - 2013-08-09 11:23:02 UTC
Implants:

Slot 1-6
Halo or Slave sets are very good in providing extra survivability(halo works for both, slaves are better for pure armor). Genolution implants offer extra fitting and cap, what also makes them a often used choice. Snake sets work to, but offer less if you got 1-2 webs on you.

Slot 6
EO-601-606
Offers 1-6% more cap recharge, what improves the run time on your fitting.

EG-601-606
Offers 1-6% more power grid, what can be very useful for a lot logistic fittings.

NN-601-606
More like the pvpers choice, offers 1-6% more speed what improves survivability on logis and works with every hull.

Slot 7
RA-701-706
1-6% less cap need for remote armor repairers can be very useful on a Oni.

SM-701-706
1-6% more shield, what can be quite good on the scimi fittings with 5 links.

This slot also got the tracking implant for dps pilots.

Slot 8:
EM-801 - 806
Slot 8 Implant that gives 1-6% more capacitor, what is quite useful on the Scimi/Oni and the Nightmare to.

SE 801-806
Reduces cap use of remote shield transporters, what is very good for the scimitar, I generally prefer the EM, because it also improves armor logis and other fittings that use cap.

Zor's Custom Navigation Hyperlink
Again more of a pvpers choice, 5% more mwd and ab speed help with the survivability on logis.

This slot also got the damage implant for the medium turrets.

Slot 9:
SL-901-906
Reduces the capacitor need of Tracking links, what can make a massive difference with the runtime.

Most people will use the SS-901-906(1-6% damage with all turrets) or RF-901-906(1-6% rof with all turrets).

Slot 10
HG-1001-1006
1-6% more armor, can be handy on a armor logi.

This slot also got all large turret damage and the missile ROF implants, I and most other people might go with them. It also is the slot for mind links.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

ShadowMarshaller Kahoudi
SkyMarshaller Corp
#13 - 2013-08-09 19:29:01 UTC
Thank you for the time & effort that you have put into this thread & your most recent reply especially.
I appreciate it immensely & I'm sure others will too.
Ireland VonVicious
Vicious Trading Company
#14 - 2013-08-09 19:36:05 UTC
Two big things can make your first logi experience much easier.

Have the other logi be experienced pilots. (( Practice cap chaining ahead of time. ))

Use a rattlesnake as the tank/anchor. (( NOS/ECM/DPS will hold the aggro like mad ))

You will find your work load and emergency factors reduced. (( Never had a member in a VG pop with a RS anchor ))
Goldiiee
Bureau of Astronomical Anomalies
#15 - 2013-08-09 20:47:41 UTC
Ireland VonVicious wrote:
Use a rattlesnake as the tank/anchor. (( NOS/ECM/DPS will hold the aggro like mad ))

You will find your work load and emergency factors reduced. (( Never had a member in a VG pop with a RS anchor ))

Surprised I didn't know anyone was still using this tactic.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.