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Warfare & Tactics

 
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Gallente Militia Quickstart Guide Version 2.5

Author
Mekhana
The Scope
Gallente Federation
#1 - 2012-12-21 16:33:53 UTC  |  Edited by: Mekhana
The militia sure has changed for the past year. This guide is for the people considering joining the Almighty Frog Armada or have already and found themselves lost. Don't worry, we've all been there. I've tried to keep this guide as simple as possible for advanced and specialized stuff look elsewhere.


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▓▓▓▓▓▓▓▓▓▓▓▓░░░░░░ Better dead than squid.

(Bonus points when you paste that in local after a particularly good fight with the squids.)

The Slightly Updated List of Militia Jargon:

FW = Us and them. Not a particular person or organization but rather all of factional warfare and it's mechanics.
Supers = Anything larger than caps. (warp out)
Dread = Dreadnaught
Cap = capital ships, mostly used in plural [caps] (carriers and dreads mostly)
Sub cap = Anything smaller than caps.
BS = Battleship
BC = Battlecruiser
Frigs = Frigates
Dessies = Destroyers
HACs = Heavy Assault Cruisers (Also AHACs for the armor variety)
HICS = Heavy Interdictors
Cyno = cynosural field, allows capitals to jump into its location and enables titan bridging
Hard cyno = a ship with hopefully a strong tank that can keep a cyno 'lit' while under fire
Soft cyno = expendable cheap ship that lights cynos, pretty much its only purpose.
Bridge = Titan bridge. A cyno is lit and the titan bridges the sub cap fleet over long distances.
WT = War target.
Squids = The Caldari. Direct all pew pew and local smack talking towards these guys
Minnies = The Minmatar are great allies and they never turn down a good fight
Pie = Pirate
Eyes = A pilot with visual confirmation of a fleet's identity, composition, destination. Also called a scout. There's also the Cloaky variety.
Cloaky = A ship with a cloak.
Shiny = Expensive ships. Best bait.
+1= The pilot that stays one jump ahead of the fleet for scouting purposes.
-1 = Alternatively the pilot that stays one jump behind.
Long point = Warp Disruptor
Scram = Warp Scrambler
Fleet Tackler = Properly fitted Ares or Stilleto.
Points hot = Prepare to point target (overheat)
Hold Point = Do not point. Generally for interceptors and other frigates to avoid aggression and jump after the target.
Force him through = One person should point the target and force the target to jump through the gate.
Secondary Point = Indicates another fleet member has pointed the target. This also means the person that had the initial point is clear do disengage.
Gate Activation = When the gate lights up when someone jumps through with hopefully something the fleet can gank
Gate is hot = The gate has hostiles
Deagress = Cease aggression. Generally used when you or the fleet is planning to jump out of combat.
Yellowbox = Locking/Being locked
Redbox = Attacked/Attacking
Comms = Ventrilo, Teamspeak
Vent= Ventrillo
TS, TS3 = Teamspeak
Battlecomms = Alternative way of telling people to shut up
Intel = Information regarding a system or targets. Comes in the good, old and bad variety.
Friendly Intel = Is intel regarding a friendly player or fleet. Avoid doing this at all costs. If in doubt, best zip it.
Intel Channel = If you've been invited to one then it means you've shown yourself to be slightly trustworthy. The enemies have eyes everywhere though, so be careful
Booster = Provides useful boosts to the fleet it's in
FC = Fleet commander. While you are in his fleet you should listen fully to everything he says and follow his commands to the letter. A little organization and obedience is worth it for a good fight, also important to win it.
Target Caller = Exactly what it means. This guy is responsible for calling targets when the FC has too much on his hands
Primary = This is your target. Shoot it. Primaries will be called either by name or ship type or a combination of both. Secondary and tertiary come next
Logi= AKA Logistics. AKA people that keep you alive. Any ship with logistic bonus such as armor repping and shield xfering are legit logi these days, especially when plexing.

Important Systems:

Dodixie: The Militia's favorite location for quick shopping. Pricing of modules can be from competitive to ridiculous sometimes, depending on how exotic are the things you are looking for.

Villore: Your last stop before low sec. The system also has some useful things for sale if you can't get to Dodixie. A 0.5 system like Villore is the easiest high sec for you to be ganked in. You will get ganked if you are not careful, I have warned you. People like to spend their hard earned LP here and use an alt to ship their earnings out, as should you.

Old Man Star: Generally your next jump. I strongly urge you to not jump into Old Man Star from Villore unless you are in a fast ship or have done some propper reconnaissance beforehand. Villore gate is generally camped by pirates or squids.

Heydieles: This used to be the nerve center of our militia but these days we're more spread out. Still a good place to live in until you find your clique as in someone like you that is just starting out.

Nisuwa: There are old tales in the militia about the bitter vets and drunkards that reside in Nisuwa.

Nennamaila: One of our deepest hubs in Caldari space. Good if you like having constant view to the action.

Tama: The Squid equivalent of Old Man Star. The pies around here are a lot more ballsy than the OMS offspring.

Aeschee: The last militia haven until Minmatar space. The area is populated with well organized pirates some friendly and some not, so be on your toes.

Vide longe er eros di Luminaire VII, uni canse pra krage e determiniex! Sange por Sange! Descanse bravex eros, mie freires. Mortir por vostre Liberete, farmilie, ide e amis. lons Proviste sen mort! Luminaire liber mas! 

Mekhana
The Scope
Gallente Federation
#2 - 2012-12-21 16:34:56 UTC
Keep in mind:

1) Plexing has become serious business for the Gallente Militia, even more serious than the poor squids. Expect a lot of the small to mid scale action to be here.

2) Caldari and Amarr NPC navies will attack you in their respective high sec systems. They will not point you but will web and neutralize your capacitor. Their deadliness is dependent on the security of the system. 0.5 lowest to 1.0 as highest. Keep in mind Gallente and Minmatar navies will also engage you if your security rating isn't suitable for that location. I also strongly recommend AGAINST docking in these situations, unless you are in a very fast ship or know what the hell you are doing.

3) Concord space tends to be popular space for ganks. Combat between FW pilots there can happen uninterrupted.

4) Hang out in low sec long enough and you'll feel like that its safer than high sec. With good reason.

5) Squids generally only engage if they are sure they will win. Plan accordingly.

Tips:

1)All pvp and low sec advice also apply to factional warfare.

2)Listen to the Fleet Commander if you want to win.

3)Even if you can only fly something small, we'll be more than glad to have you fighting along side us.

4)All the Fleet Commanders have different tactics and tastes when it comes to fleet composition and combat. Becoming familiar with your militia and your enemies is a great way to succeed.

5)Join a corporation! The NPC corp is generally mistrusted. This will open many doors to you.

6)The Militia channel is full of trolls and Squid alts. Take advice and intel there very lightly.

How to join a fleet:

All currently available fleets to you should be in the fleet finder or you'll either need to click the fleet link in chat or x yourself up. You'll receive invites or get accepted at the fleet commander's discretion. It is advisable to ask the ship types the fleet is in or what the fleet requires. If the fleet is too far away from your location it is encouraged for you to avoid flying in something slow.

You've joined a fleet - what to bring?

1)Something you can afford to lose.

2)Something you find fun.

3)The ship type the FC requests from you.

4)Something that doesn't make the lossmail terribly embarrassing for the rest of your career.

5)A ship that is not stabbed.


If the fleet has logistics it is strongly encouraged to bring ships with tank of the same type though the fleet generally doesn't turn down any kind of help. Just don't complain if you get primaried for bringing a Drake in an armor fleet and get no rep love from the logi.

Fleet Etiquette:

1)Friendliness and respect goes a long way, especially towards your fleet commander and the other corporations in the fleet. People playing support and high pressure roles like logistics, ewar and fleet tackle, some of them even get to lose out on kills to make sure you stay alive or actually have something to shoot.

2)All the loot is split among the members equally if there are no losses, if there are logistics in the fleet they'll get a bonus or the same goes to fleet member that has performed heroically. In case of losses, the loot will be spread to minimize financial loss to all involved and if there's any leftover ISK then it will be spit equally as normal. T2 salvage falls under this category. Fleet looting logging is always enabled.

3)If you loot a fleet member's wreck, return it to him when possible. Don't be shy to ask for yours too.

4)When the fleet is in travel mode, only jump and warp when told to. This is really important and it's the difference from getting a kill or not sometimes.

5)You don't need to tell the fleet you are dead or dying. Seeing your pod in the middle of a blue flash of light is enough information for us.

Intelligence - the key to victory:

The militia does not function without intelligence. You are strongly encouraged to report suspicious activity, targets of opportunity or anything worth of mention to your fleet or the rest of the militia. You are clear to report intel on the enemy at your own discretion unless told otherwise. Friendly intel is giving out information about a friendly or fleet. This should be avoided at all times.

Good things to train (feel free to follow this at any possible order):

Work on your core skills
Work on your preferred tanking method skills (Armor or Shield)
Preferred racial frigate to 5
Both preferred racial guns light to V, then specializations to 4
Preferred cruiser trained to 4
Preferred medium guns trained to 5, then specializations to 4 (If Gallente start on T2 scout, ECM and T2 medium drones now)
Interceptor, Assault Frigate and Steath Bomber trained (Minimal Torpedo and Target Painter training) to IV
Train Battlecruisers to 4
Train for T2 Scout Drones, ECM Drones
Work on advanced turret or missile control certificates
Spread your training into the other race's ships, preferably into something your current skills would compliment best
Train on the alternate tanking method
Train for ships that compliment new method
Train for Battleships

Standings:

You'll meet many people across your stay in EVE and is always important to set standings towards the people you meet. If you are in a corporation you'll already have standings automatically set toward certain people, corporations and alliances. You should ask for your corp about their standings policy. You should however set your own personal standings to people and if warranted report this person to your corporation so all members are more aware of this person. Additionally you can use the notes tab.

Vide longe er eros di Luminaire VII, uni canse pra krage e determiniex! Sange por Sange! Descanse bravex eros, mie freires. Mortir por vostre Liberete, farmilie, ide e amis. lons Proviste sen mort! Luminaire liber mas! 

Mekhana
The Scope
Gallente Federation
#3 - 2012-12-21 16:37:20 UTC  |  Edited by: Mekhana
Overview settings: How to make a warzone a lot less confusing!

A properly set overview is very important. Not only it will help you sort through your targets better will also avoid accidents such as friendly fire.

Open your overview settings and uncheck these options:

Pilot is in your alliance
Pilot is in your corporation
Pilot is in your militia
Pilot is in your fleet.

Your overview will only display pilots that are either neutral or aggressive towards you now. In case you want to see your comrades on your overview you can make a new tab with these options checked and other options unchecked. A quick way to inspect the fleet you are with. Don't be shy to make as many tabs as you'd like. I personally use a 'Travel', PVP, Drones, Fleet and Mission tabs. Using your PVP tab while directional scanning with active overview settings check will make it less confusing as well. You can optionally also uncheck targets that have good standing to you or your corp.

When you are very satified with your overview settings remember to save them. You never know when you might need them again. This will save you a lot of time and make you feel a little bit less naked at your next undock.

Shaalira D'arc's Intel Tips:

One thing I'd like to add: a format for reporting intel in fleets. I actually picked this up from an Agony Unleashed class, so credit goes to them. It's worked fairly well in FW.

When reporting intelligence to your FC, it's useful to include certain details. The following should be included:

- Who is speaking (when you're reporting over voice)
- Where you are (system and gate/station/celestial)
- Local count. This includes the # of WTs and Pies in local.
- What's on grid.
- What's on scan. (This will take some discretion and experience, as a lot of your scan results will be POS'ed up, no threat, or are ships that are always in system.)

To make life easier on the FC, it's good to be consistent in how you report it. Giving the above details in that order every time is a good way of keeping comms clear, especially when multiple scouts are reporting intel from different systems. Too often, precious time is wasted by back-and-forth questions like "Who's speaking?" or "Where are you?" Blurting out randomly "I've got a bunch of WTs here" is next to useless.

Examples of good reporting:

"Bob here in Oinasiken on the Pyne gate. Ten war targets in local. Three drakes and a dram on grid. Nothing else on scan."
"Jane in Kedama on the Nisuwa gate. Three in local, one pie. Nothing on grid. Hurricane on scan towards the Hirri gate."

Examples of bad reporting:

"Uh, I've got a bunch of reds here on gate with me. They're shooting."
"Some war targets just jumped."
"****, there's a gatecamp."
"Check! Check check check .... I'm dead."

Certain details can be ommitted sometimes. For example, if a system is empty, there's usually no need to report that nothing's on grid or on scan. Example:

"Bob here. Abune's clear."

When giving intel, be prepared for follow-up questions. The FC, for example, will often ask about the corporation that the WTs or Pies belong to. The FC may also ask you to check another gate or direct your scans somewhere specific.

Lastly, and this is easier said than done, try not to panic. It's usually not just the FC hearing your report but the entire fleet. Shouting and cursing won't help fleet organization any. Giving calm, level-headed reports goes a long way to keeping fleet comms efficient.

Vide longe er eros di Luminaire VII, uni canse pra krage e determiniex! Sange por Sange! Descanse bravex eros, mie freires. Mortir por vostre Liberete, farmilie, ide e amis. lons Proviste sen mort! Luminaire liber mas! 

Mekhana
The Scope
Gallente Federation
#4 - 2012-12-21 16:39:35 UTC
reserved for possible expansions

Vide longe er eros di Luminaire VII, uni canse pra krage e determiniex! Sange por Sange! Descanse bravex eros, mie freires. Mortir por vostre Liberete, farmilie, ide e amis. lons Proviste sen mort! Luminaire liber mas! 

Darvaleth Sigma
Imperial Security Hegemony
#5 - 2012-12-21 20:07:05 UTC
Nice thread. Gallente seem to be handling things rather well anyway, but nice thread all the same. Smile

Give a man a match and you warm him for a day.

Set a man on fire and he's warm for the rest of his life!

Doctorkaba
Brutor Tribe
Minmatar Republic
#6 - 2012-12-22 13:25:58 UTC
very nice guide mek!

Most important thing to read is that overview setting part xD!

Want some pvp help? Like to fly small and fast frigates? Then join the in game channel Tenori_Tigers!

Ctzn Snips
The Scope
Gallente Federation
#7 - 2012-12-23 16:01:09 UTC
Another tip that might be useful for new players is neutrals coming into plexes. If someone that isn't in your militia, or the enemy militia, comes into your plex. They aren't lost. They aren't exploring. They aren't there to be your friend. They aren't there to buy you a beer. They're there to kill you. Either shoot first, get out, or die.

I suppose the same could be said with friendly militia you don't know, with all the AWOXing that people have been complaining about.
Mekhana
The Scope
Gallente Federation
#8 - 2012-12-23 16:19:34 UTC
Also no one respects leechers. Some people will be running a medium for over 20 minutes, if you warp in at the last minute it's a good way to make people dislike you and some might even shoot you.

Vide longe er eros di Luminaire VII, uni canse pra krage e determiniex! Sange por Sange! Descanse bravex eros, mie freires. Mortir por vostre Liberete, farmilie, ide e amis. lons Proviste sen mort! Luminaire liber mas! 

Shaalira D'arc
Aliastra
Gallente Federation
#9 - 2012-12-24 07:39:24 UTC  |  Edited by: Shaalira D'arc
FW in a Nutshell

Introduction

Faction war is PvP with objectives. When you join FW, you join a militia affiliated with one of the four major nations of EVE. The goal of your militia is to defend friendly territory and conquer enemy territory. Sounds simple, right? Read on for the details.


The Warzone

Not all of each empire's territory is up for grabs. The systems that the militia fight over are all within low-sec space. These systems are collectively known as the 'warzone.' Warzones are located at the border between opposing nations. Currently, the active warzones are:

- Caldari State versus Gallente Federation
- Amarrian Empire versus Minmatar Republic

There are two ways of viewing the warzone. The first uses the starmap filters. The second uses the Faction War UI available in the EVE Menu.


The Starmap and FW

The World Map Control Panel is one of the default menu buttons - "Map." You can also access it by pressing F10. If you're not already familiar with it, I suggest getting to know it well. It's one of the most useful in-game tools you have.

Open the map and make sure you're in the Star Map (as opposed to the Solar System Map). Go to the Star Map tab, then the Stars sub-tab. Scroll down to the Sovereignty folder and you'll find a variety of filters in the Factional War subfolder.

These filters will allow you to view the warzone systems, whether in their entirety or by specific faction. The size of the colored dot marking each system reflects how contested that system is. More on this later.


The Faction War UI

Faction War comes with its own information panel. To access it, open the EVE Menu (the EVE icon that is, by default, in the upper left of your screen). Faction War is located under the Business folder. You can make this button one of the default menu options if you so choose.

There are three tabs to the Factional Warfare panel: Warzone Control, Statistics, and Rules of Engagement. The first tab - Warfare Control - is the most useful, and we'll focus on that. But before we dive into it, let's cover some basics about system occupancy, control, and the tier system.


System Occupancy

A system starts out as 0% contested, a state known as 'stable.' This means that the owning faction exerts total control over the system.

As the opposing side begins 'contesting,' or attempting to conquer, the system, this value rises gradually up to 100%. This is done through 'plexing.' The defending side can attempt to reduce the contested state, bringing it back closer to 0% or stable. This is called 'deplexing.'

Each faction war system has an I-Hub (sometimes referred to by its older name of 'bunker'). Normally, this structure is un-targetable and invincible. When the system's contested state reaches 100%, the system is 'vulnerable.' When that occurs, the I-Hub is targetable and can be shot. The structure has a fair amount of HP and usually requires a fleet's DPS to reduce below peak shield recharge.

Once an I-Hub is reduced to structure, it goes invincible again. At that point, the system is 'Lost.' After the next downtime, it will change ownership to the conquering faction and reset as Stable, or 0% contested.


Plexing and Deplexing

Pushing a system's contested state one way or another involves running faction war complexes. Doing this to conquer a system is generally known as 'offensive plexing' or just 'plexing.' Defending a system controlled by your faction is 'defensive plexing' or 'deplexing.'

Faction war complexes (predictably shortened to 'plexes') are deadspace areas with acceleration gates. Tactical warping is not possible either on grid of or beyond the accel gate, nor is warping to a fleet member from outside the deadspace area (you always arrive as if warping to the gate). You can, however, warp to a complex at range, thus landing a distance outside the accel gate.

If all of the above paragraph was greek to you, don't worry too much about it at this point. Just make a mental note to read up on dead space and tactical warping - it will come up sooner rather than later.

Capturing a plex involves activating the acceleration gate, and staying within 30km of the outpost within until the timer runs down to 0. If you are offensively plexing, you need to destroy the defending NPC, otherwise the timer will not run down. If an enemy militia member is also within range of the outpost, the timer will not run down; you must drive them off or destroy them. Remember: If you are defensively plexing, you need not destroy the defending NPC. In fact, it will help you (a tiny, tiny bit) against enemy militia members.

The default warp-in after activating the acceleration gate is within 10km of the outpost structure. Once you've entered, take note of the beacon marking that spot.

The length of the timer depends on the 'size' of the complex. The size of the complex also determines what ships can activate the acceleration gate. Larger plexes also have more powerful defending NPCs, which have significant active tanks.

The plex sizes are as follows:

  • Novice Complex - 10 minute timer. T1 and Faction frigates only. Defended by a weak frigate NPC.
  • Small Complex - 15 minute timer. All frigates, including T2, and destroyers permitted. Defended by a destroyer NPC.
  • Medium Complex - 20 minute timer. All ships sized cruiser and smaller may enter (but not T3). Defended by a cruiser NPC.
  • Large Complex - 25 minute timer. Unrestricted in access. Defended by a battlecruiser NPC (note: 300 or more DPS required to get past this NPC's active tank)


The larger the complex, the more Loyalty Points you will earn upon completing them. However, all complexes regardless of size affect a system's contested state equally.
Shaalira D'arc
Aliastra
Gallente Federation
#10 - 2012-12-24 07:39:44 UTC  |  Edited by: Shaalira D'arc
Finding a FW Plex

Factional Warfare Complexes, or just 'fw plexes,' spawn as anomalies within the warzone. They do not require probes to scan down; you can scan for FW plexes just by using your on-board ship scanner.

Once a complex is spawned, they show up as beacons on the navigational overview. This means anyone can warp to an active plex whether or not they've scanned it down. A complex is spawned once any individual initiates a warp-to to a scanned FW plex.

Helpful tips:

  • The on-board ship scanner takes 10 seconds to complete. You can finish this within the safety of your post-jump gate cloak, which takes 30 seconds to expire. FW regulars often take advantage of the remaining time by utilizing directional scans to assess where the other PCs are in the system.
  • If you don't know what 'directional scans' are, look it up and learn. Like, right now.
  • Warping to a FW Plex at 0 sometimes gets you tangled on the acceleration gate. To avoid this, warp to a plex at 10. This will still ensure that you land within activation range of the accel gate.
  • If a plex is already open, make sure to use directional scans to see what's inside it before you warp to it or activate the gate.
  • If the enemy has run down the timer before your arrival, that time will be added to the amount of time that you will need to run down in order to finish the plex. If you like, you can picture it as a game of tug-of-war where you have to undo the enemy's progress before reaching the goal line.



FW Plex Spawning

Faction war plexes spawn randomly and regularly. Regular plexes have the 'outpost' suffix. For example, a regular novice complex in a Caldari system will be called 'Caldari Novice Outpost.' These plexes respawn in the same system they were finished, roughly 30 minutes after they were finished. Each system has a regular Novice, Small and Medium plex.

Other plexes spawn randomly. Once finished, they respawn in a random system in the warzone. If they were to respawn in a system controlled by the opposing side, they appear after downtime.


System Upgrades

There are two big benefits to controlling a system in FW.

  1. Denying the enemy faction docking rights. You may not dock at a station within a warzone system controlled by the enemy faction.
  2. Being able to upgrade that system with various benefits.


System upgrades confer bonuses to anyone making use of that system's stations. As of writing, these upgrades include cheaper clones, more industrial slots, and reduced market broker costs.

However, the biggest reason the FW militias upgrade their system is to accumulate points and reach a higher tier. This is detailed in the next section.

In order to upgrade a system, warp-to the I-Hub in a system that your faction controls. Right-click on it, and you'll be able to upgrade the system.

Upgrading a system costs militia Loyalty Points. The higher your militia's tier, the more expensive the upgrades. This means a set of diminishing returns at higher tiers.

Note that offensive plexing slowly degrades a system's upgrades, so a much fought-over system will need more than one infusion of LP points to stay upgraded. Of course, if a system is lost, all of its upgrades are lost with it.


Tiers, Upgrades and the Factional War Panel

Remember the Factional War Panel? Let's return to that now. Seeing it will help in the explanation of the 'tier' system, which rates a militia's overall progress in the war front.

Militias that do well in FW are rewarded with higher tier ratings. Higher tier ratings translate into a greater rate of LP earned from all FW sources. This includes plexing, destroying ships of the enemy militia, etc. Naturally, the better your militia is doing, the better you do.

The FW Panel helps track the tier system. In the Warzone Control panel, you will see a progress bar at the top. This bar tracks both your progress and the enemy's progress. Progress is measured in points.

Militias get one point for:

  • Each system that faction controls.
  • Each upgrade level of each system that faction controls.


Since there is a maximum of five upgrade levels, this means that a single system can potentially provide 6 points to a militia. Also note that this is a zero-sum game. Because there are a limited number of systems in the warzone, both sides cannot achieve a high tier at the same time. Improving your side's tier comes at the expense of the enemy.

On the upper right of the warzone panel, you can see stats which help illuminate the overall progress your side has made.

On the lower right, you have a system list. Here, you can sort the systems in the warzone by contested state or jumps from your current location. This makes it easy to find a contested system near you. Right-click to set your destination, and head out in a PvP ship to fight for your faction.

Good luck.
Shaalira D'arc
Aliastra
Gallente Federation
#11 - 2012-12-24 07:40:48 UTC
( Thanks for keeping this guide updated, Mekhana. I threw together a new section for the Post-Retribution era.)
Mekhana
The Scope
Gallente Federation
#12 - 2012-12-24 13:01:46 UTC
I'll add your input in the next version, thanks for the help Shaalie.

Vide longe er eros di Luminaire VII, uni canse pra krage e determiniex! Sange por Sange! Descanse bravex eros, mie freires. Mortir por vostre Liberete, farmilie, ide e amis. lons Proviste sen mort! Luminaire liber mas!