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low sp 7-10 player doctrine ?

Author
Tung Yoggi
University of Caille
#21 - 2016-08-23 15:14:03 UTC  |  Edited by: Tung Yoggi
Seconding Tsukino on this; kitchen sink is horrific, know that you can bring "******" ships and yet have synergies and consistency.

Also it's better to have a consistent engagement range and DPS type rather than a rainbow of weird weapon systems that turn a focused fire into a spaghetti laser show.

Try RLML caracals, a tackler, and possibly some cheap ewar (celestis / bellicose). A doctrine is better for an aspiring FC, as well as for a bunch of guys with various levels of game mechs knowledge.
Alaric Faelen
Republic Military School
Minmatar Republic
#22 - 2016-08-23 15:50:25 UTC
Yeah, we wouldn't want to be effective or anything.

Fleet composition? Forget that...better to run kitchen sinks and die repeatedly. Rather than say, form a fleet of co-operative and effective ships each performing their own roles. Why would anyone want to specialize in a role and explore deeper gameplay or tactics when you can just spam whatever failfit modules you slap on? Makes perfect sense.Roll

You can tell these people are not FC's and would fail if they tried. Much like any real military, an FC often counts on knowing his own force's capabilities. This is why real military units do not rely on people bringing their own personal gear to war. You are issued identical gear, that performs similarly and works within the confines of given tactics.

Ship speed, engagement ranges, time to warp, etc are all important for an FC to know so he can know what to engage and what not to. It drives the on field tactics needed to succeed.
Anyone can fly around in a kitchen sink fleet and die miserably. Just ask anyone in the failed Live Event a couple years ago where huge numbers of high sec pilots flying in run-what-ya-brung fleets died to a handful of well organized and effective null sec fleets.

Logi..you know, a specific fleet role with entire ship classes for it...better to ignore that and just die in a fire. Or....a specific and critical fleet role that is often the difference between victory and defeat. Much beloved by fleet members and usually primary for the enemy to shoot. Engagement range and speed similar to the main body are critical here. You are no good to your main body if your ship can't keep up with them and you are out of rep range.
EWAR..force multiplier that can easily allow small gangs to punch above their weight, or often times simply escape a bad situation. Turning the tables on a smug enemy fleet is one of life's great joys.
T3's....versatility. Gee, who would want that in a small gang? The ability to take on larger fleets with solid tanking, fight as either brawlers with tank, or kiters with speed...or counter either..yeah, just terrible. Roll

Or, just fly around failfit and un-coordinated and wonder why your PvP experience is losing constantly.

The OP is right for trying to be GOOD at this game. Working with other people, flying in a fleet designed to be more than just the sum of it's parts. That's why in a short amount of time his KB will be far better than the pack of scrublords telling him to ignore game mechanics, fleet synergy, and useful tactics.
RavenPaine
RaVeN Alliance
#23 - 2016-08-24 05:31:19 UTC
All kitchen sinks don't die repeatedly. That's a load of crap.
A competent group of pilots, in ships they fly well, can be just as effective as a doctrine fleet.
You can still bring Logi, E-war, recons and what have you to do those jobs, but it's NOT a requirement to have fun.
Most kitchen sink fleets fly till they die. They take any and all fights, and they don't run away so they can preserve a kill board ratio.
It's a different mindset.


The problem with doctrines, is they make the fleet members feel like sheeple. Train this! Fly this! Fit like this! Shut up on comms!
It's not all that much fun for most people.
The reason it works, is an FC can herd his sheep easier, but it doesn't necessarily make them better pilots. It ruins the game for many of them.




Every new FC is going to lose fights. Most won't be good until they fly in a hundred or more fights.
Experienced fighters is what turns fights. Get your guys out there shooting and flying.
10 experienced pilots will beat 15 sheeple every day.



Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#24 - 2016-08-24 06:09:58 UTC
RavenPaine wrote:
A competent group of pilots, in ships they fly well, can be just as effective as a doctrine fleet.



we are talking about a bunch of new players, not Chessur and his gang.
Autism Intensifies
some random local shitlords
#25 - 2016-08-24 12:31:53 UTC
Tsukino Stareine wrote:
RavenPaine wrote:
A competent group of pilots, in ships they fly well, can be just as effective as a doctrine fleet.



we are talking about a bunch of new players, not Chessur and his gang.



Guess how the elite pvp guys learned to fly good.

Hint: Not by flying a Doctrine Caracal pressing F1 on broadcasted targets, orbitting their Anchor at 2500.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#26 - 2016-08-24 15:09:50 UTC
elite pvpers had to start from somewhere too.

Being in a small dessy gang in no way relegates you to being an F1 monkey just because you're all flying the same fit. This might be the way you fly in the first few fleets because there's just no way to deal with the information overload other than to hand some of the job to someone else (like anchoring).

Even the elite in gangs they use a lot of fleet pvp mechanics that you see in large scale blob warfare like broadcasting targets.

You're just delusional if you think that everyone just started out as some pvp prodigy with no such training at all. Some people do solo only (like Fintarue) but it shows very clearly whenever he streams himself in a fleet that he's nowhere near as comfortable as someone like Chessur who regularly flies micro-gang
Serendipity Lost
Repo Industries
#27 - 2016-08-25 16:08:11 UTC
I've pvp'd doctrineless my whole eve career. I don't think I've done all that bad. A player flying a ship that he likes to fly and fies well will always be better than the same pilot flying some doctrine ship he was shoehorned into and doesn't enjoy flying.

That being said....

Kitchen sink is relative. Here's how it works in my corp:

1. Be it pve or pvp fits, we're all in corp together and spend a lot of time discussing our fits and everyone elses. They get worked and reworked almost constantly. The good fits get passed around and maybe saved in corp fittings and the bad ones get helped until they can make muster.

2. We have no doctrines, but we do have a general requirements for each fleet we go with. An example of that would be that if we call for an armor fleet w/ no logi then cap stability needs to be considered for the fit you're bringing. If an armor fleet is called and you bring a curse then cap stability is still important (oneiros logi) or not as important (guardians that can hand out some cap as needed). Knowing the difference and knowing that you have to speak up and let the logi pilots and the FC both know you're in a cap fragile curse fit before you head out to fight are both important.

3. Our pilots need to understand what each kitchen sink requires. Again, armor or shield, logi supported or not. We may even ask for local rep ships and not even care about shield or armor with the understanding that each man on that particular fight is responsible for his own survival.


If you look closely at who is saying what some things will become evident. Executive Outcomes is a big fat poorly staffed sov null outfit. The don't have the luxury of allowing all X-thousand of their members discuss fits - one reason being their sheer numbers - 500 guys can't talk about a caracal fit at the same time. Small gang groups lean toward the kitchen sink for reasons I've mentioned above.

So, the first fitting choice you have is what type of fleets you want to fly in. You make that choice at the corp join window, not the fitting window. If you want to be told what to train, be handed a ship, told where to warp, when to warp, who to anchor up on, who to shoot, when to reload and much much more - then Executive Outcomes (or any other such very large outfit) is the place for you. If you want to do small gang and hot drop shenanigans and the occasional large scale fight, there are some pretty awesome LS corps I can send you towards. If you want to shoot defenseless noobs on the Jita undock, there is a this for that also. Big picture, who you join has the most influence on what and how you fly. That's the first choice.

Once that decision is in the rear view mirror and you settle in with your mates, then all this discussion applies. AND the group you're flying with will dictate if you end up F1ing caracals at max tidi while elite pilots wait to see if the aeon they attacked 15 minutes ago died or warped off or whatever or if you're in an equally boring brick t3 armor gang with 6 guardians, 2 link boats and 6 jamgus supporting you or you're flying in a nirvana kitchen sink fleet that fits together but allows for personally creativity and style.

In conclusion. Listen to these boobs as a source of input and assign your own value amounts to what they say. Just because some know it all stooge has been in a SOV null F1 monkey fleet his whole life doesn't mean that's the correct way to fly in all cases. Eve gives you room to find and perfect your own sense of style and elite pvp.

Do you think 2 sliepnirs, 1 cerb, 3 cyclones, 1 malediction, 1 drake and a bifrost is a kitchen sink fleet? In some cases it is and in others it isn't. Not all brains are big enough to realize that.

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#28 - 2016-08-25 16:14:50 UTC
in almost all cases, if opposing fleets have pilots of equal skill level in terms of piloting and sp, the fleet who has a cohesive and well thought out doctrine will win.

Take rooks and kings in their prime for example, winning fights outnumbered sometimes well over 2:1, do they fly kitchen sink? Hell no
Soel Reit
The Scope
Gallente Federation
#29 - 2016-08-25 16:19:41 UTC
Serendipity Lost wrote:
In conclusion. Listen to these boobs as a source of input...


i've woken up at this last words!
may be worth to copypasta them at the start of your post Cool

jk Cool

good suggestion btw! Roll
Serendipity Lost
Repo Industries
#30 - 2016-08-25 16:43:38 UTC
7 Gate wrote:
hello iam planning to start fcing and iam wondering what ship / doctrine would you appropriate for 7 / 10 player with relatively low sp and isk i have been thinking of destroyer or t1 cruiser with maybe some maulus what ship do you think i should use ? Brawl kiting sniping ? I have eft corax and talwar i have a nice 1100 alpha with t1 missile launcher but the dps is bad and i dont think it could alpha any ship with only 10 of them
So what do you think i should use for have the best chance of getting kill ? Training t2 weapon and having 1 or 2 week of skill needed for ship is not a problem just nothing much
Thank



Based on your supplied details:

You're on the right track with cruisers and destroyers. Looks like you're OK with filtering through the gobs and gobs of Eve 'good ideas' that are available.

The part where you are considering 1100 volley damage X10 giving you 11000 worth of bang is kind of fuzzy math. If you're using rails/blasters and I'm in an assault frigate w/ 95% resists to kin/therm damage you have to take 2 zeros off your fleet volley damage and dial it down to 110. If I'm moving your tracking goes down (a good bit if you don't have the support skills) and your alpha goes down even more. If you're moving too then transversal might be horrible and your group may combine for 50 damage.

If you're in a blaster thorax fleet and I'm orbiting you at 20km - you'll only be doing drone damage to me as blaster won't reach. If you're rail fit I may move in under your guns to minimize damage.

My point? The truth of EFT numbers vary from some to greatly in the face of combat. So do the volley and dps numbers. They are indicators and don't actually reflect reality.

My real fitting advice to guys just starting out. Consider getting in with an established group that does the kind of pvp you want to do. Act like a sponge and just absorb all they have to offer. If you guys are determined to go it alone and work all that stuff out on your own - great!!, but understand that you'll lose ships and keep your focus on learning and getting better and not on winning and losing. Celebrate the wins, but keep the focus on what did and didn't work. Point out who did what right and wrong and keep going. When groups pvp to win only, then it gets pretty unfun pretty quickly.

Keep your expectations realistic. Winning a fight may mean you took down one opposing Cerberus AND got all your pods back home safely.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#31 - 2016-08-25 16:50:18 UTC  |  Edited by: Tsukino Stareine
generally when you're talking about damage it's better to deal with effective hp rather than try and figure out resists and how it affects your raw hp.

1100 alpha is 1100 alpha, the ehp you have against such an alpha however is the thing you need to calculate.
Serendipity Lost
Repo Industries
#32 - 2016-08-25 17:13:07 UTC  |  Edited by: Serendipity Lost
Tsukino Stareine wrote:
generally when you're talking about damage it's better to deal with effective hp rather than try and figure out resists and how it affects your raw hp.

1100 alpha is 1100 alpha, the ehp you have against such an alpha however is the thing you need to calculate.



My point is don't bother. In PVP more alpha does more damage is the only truism you can pull from alpha numbers. The only pvp where alpha matters is if you're going to suicide gank someone. It comes into play with larger risk averse kiting fleets and the really large null serious business fleets, but with the OP given size of 10... again.... don't bother worrying about it.

To all those that want to wade into the equation that spits out your final damage number there are some fascinating (overly detailed and super nerdy) threads on the topic. I don't know that it is of prime importance (OK I know it for sure isn't) to getting the OP and his band of beginners out there and having fun.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#33 - 2016-08-25 17:23:12 UTC
That's not true in the slightest, three main strengths of alpha:

1. You don't give time for logi to lock and rep
2. You don't give the target the time to cycle local reps (especially true against armour)
3. You remove opposing ships faster, so if targeting dps they will have less dps to reply to you
Serendipity Lost
Repo Industries
#34 - 2016-08-25 18:22:01 UTC
Tsukino Stareine wrote:
That's not true in the slightest, three main strengths of alpha:

1. You don't give time for logi to lock and rep
2. You don't give the target the time to cycle local reps (especially true against armour)
3. You remove opposing ships faster, so if targeting dps they will have less dps to reply to you



The post is about 10 new bros.

All you say is true, but it's not what 10 new bros dipping their toes in the pvp pond need to form a fleet around. In the context of this thread - alpha is worthless. It will get their fleet destroyed when they assume they will be handing out 11000 hp vollies based EFT numbers. Explaining what a local spike is probably has more value than that their identical ships have a volley damage of 1100.



OP - part of being a good FC is to think on the fly and adapt as new information is provided. I hope you're taking all facets of this discussion into account. Focus on what is being portrayed as an absolute and what is being given as food for thought. FC is really all about how the data is processed and prosecuted.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#35 - 2016-08-25 18:40:12 UTC
And knowing exactly what your fleet are flying contributes greatly to being able to assess a situation, hence doctrines ;)
Autism Intensifies
some random local shitlords
#36 - 2016-08-25 21:23:05 UTC
You'd probably take out a "doctrine" on a 3 man roam with your friends, eh?
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#37 - 2016-08-25 22:27:02 UTC
Why not? Tackle DPS and ewar.
elitatwo
Zansha Expansion
#38 - 2016-08-26 00:19:25 UTC
Serendipity Lost wrote:
...It comes into play with larger risk averse kiting fleets...


Ouch!

I thought risk is pressing "undock". Kiting may be "risk averse" for you but ganking a few buddies of mine with 802758067561563 t3 cruisers is not "risk averse" since that poor rapier could kill your "fleet" all at once.

Be careful what you are saying, my eyes and ears are everywhere in New Eden.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Serendipity Lost
Repo Industries
#39 - 2016-08-30 11:04:37 UTC
elitatwo wrote:
Serendipity Lost wrote:
...It comes into play with larger risk averse kiting fleets...


Ouch!

I thought risk is pressing "undock". Kiting may be "risk averse" for you but ganking a few buddies of mine with 802758067561563 t3 cruisers is not "risk averse" since that poor rapier could kill your "fleet" all at once.

Be careful what you are saying, my eyes and ears are everywhere in New Eden.



I'm not sure what you are getting at.... Be careful about what???
Fade Azura
Weaponized Autists Cartel
#40 - 2016-09-01 17:34:59 UTC
kitchen sinks frigs to start is always fun =)
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