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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.06 12:44:00 -
[1]
Edited by: Kage Toshimado on 06/07/2009 12:54:00
Currently this guide is intended for Logistic Ship pilots or those interested in learning how to pilot a Logistic Ship. To begin, this guide will start off by attempting to define in laymenÆs terms what exactly Remote Support Services are. Followed by the skills, ships, modules, and tactics one might need in order to be an effective Remote Support Service Technician.
Section 1 - What are Remote Support Services (RSS)
Often referred to in EVE and on the EVE forums as Remote Repping, RR, or logistics, a more accurate moniker for the logistical profession is Remote Support Services (RSS).
A clear and simple definition of Remote Support Services is: One ship (or ships) providing another ship (or ships) with remote support.
A more extensive definition would be providing a target friendly ship with support via shield transporters, armor transfer arrays, energy transfer arrays, remote sensor boosters, remote tracking links, and/or remote hull repair systems. Player owned stations (POS) can also be the recipients of RSS, although typically this kind of support is generally done by Capital Ships fitted with capital sized repair modules.
The goal of RSS is to provide friendly ships with extended support which they would normally be unable to provide on their own. My belief is that self preservation of oneÆs ship in EVE is generally the end goal of most combat engagements. The secondary goal; is the destruction of an opponents assets, such as a ship or POS. With proper logistical support, a fleet with fewer members on the field than their opponents can win during a hasty or well prepared engagement.
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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.06 12:45:00 -
[2]
Edited by: Kage Toshimado on 06/07/2009 12:53:17
Section 2 û Skills wanted or needed to effectively Remote Support
Pre determination of the ship you intend to fly for your future or current remote support needs (*see Section 4) goes a long way in setting up your skill planning. This guide is not going to list the requirements needed for specific ships. That can be figured out simply by reading the skill requirements in game. However, the basic skills that all Remote Support pilots may want to have trained and why are:
Electronics û An increase in ship CPU by 5% per skill level, this skill is designed to help fit your ships better.
Engineering û An increase in ship Powergrid by 5% per skill level, this skill is designed to help fit your ships better. It is also needed to install Capacitor Batteries, Cap Rechargers, and a variety of other engineering modules.
Targeting & Multitasking - The more ships you can target the better. Being able to keep a constant lock on friendly ships for quiker remote services is essential.
Long Range Targeting û While not only a requirement to fly logistics ships; and even though you may not be able to use some remote support services as far as you can target, it is always a good idea to be able to lock a target as far out as you can for situation assessment.
Energy Management û A 5% increase to your ships overall energy capacity helps your ability to remain capacitor stable.
Energy Grid Upgrades û A skill necessary to install capacitor batteries and cap rechargers, with a 5% reduction in CPU needs per skill level.
Science - This skill is necessary to install capacitor batteries and cap rechargers, and to use Shield Maintenance Logistics Drones. Capacitor batteries can help your ship maintain capacitor stability.
Energy Emission Systems û This skill is necessary to utilize Energy Transfer Arrays. *The Guardian and the Basilisk have bonuses suited for Energy Transfer Arrays.
Shield Emission Systems û This skill is necessary to utilize Shield Transfer Arrays. *The Basilisk and the Scimitar have bonuses suited for Shield Transfer Arrays.
Remote Armor Repair Systems û This skill is necessary to utilize Remote Armor Repair Systems. *The Guardian and the Oneiros have bonuses suited for Remote Armor Repair Systems.
Sensor Linking û This skill is necessary to utilize Remote Sensor Boosters. *The Oneiros and the Scimitar have bonuses suited for remote sensor boosters.
Remote Hull Repair Systems û This skill is necessary to utilize Remote Hull Repair Systems. This skill is not utilized very often in EVE but is necessary if you want to remote repair the hull of another ship or pos.
Signature Analysis û A 5% improved targeting speed is beneficial, this skill is also necessary to fly Logistics ships.
-Drones, Drone Durability, Repair Systems, and Repair Drone Operation
-Armor Repair Drones û Repair Systems and Mechanic skills are needed to use Armor Repair drones. The Guardian and Oneiros receive bonuses when they utilize Armor Repair Drones.
-Shield Repair Drones - The Basilisk and the Scimitar receive bonuses when they utilize Shield Repair Drones.
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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.06 12:45:00 -
[3]
Edited by: Kage Toshimado on 06/07/2009 12:55:47
Section 3 - Remote Support Services Modules
Remote Armor Repair Systems: These modules are primarily used to remote repair the armor of another ship that would generally be considered an armor tanking vessel, like a Megathron for example. Several Large Remote Armor Repair Systems can easily fit onto Logistics Ships like the Guardian and Oneiros.
Shield Transporters: These modules are primarily used to remote repair the shields of another ship that would generally be considered a shield tanking vessel like a Raven for example. Several Large Shield Transporters can easily fit onto Logistics Ships like the Basilisk and Scimitar.
Energy Transfer Arrays: These modules transfer capacitor from one ship to another. A -50% power need for energy transfer arrays on both the Guardian and Basilisk are excellent bonuses and come heavily into play when it comes to keeping a RSS fleet capacitor stable.
Remote Sensor Boosters: These modules remotely boost the target range and scan resolution of a friendly target ship depending on the script fitted to it.
The Scan Resolution script allows you to remotely boost the scan resolution allowing a friendly target ship to lock the enemy faster.
The Targeting Range script allows you to remotely boost the targeting range allowing a friendly target ship to lock an enemy at a greater distance.
These modules are important if you think a friendly target ship may want to get a target lock jump on the enemy. One example is a Battleship which has very low scan resolution. Increasing the scan resolution through remote sensor boosters will allow the Battleship to lock an enemy target faster.
Another example Remote Sensor Boosters could be used for is to increase the targeting range of a friendly ship. Some ships, fitted correctly would be able to hit a target from a sizeable distance (known as sniping). But perhaps that ship would not have the modules fit to lock that far away. For example, a pilot has determined that his Tech II Cruise Missiles can hit a target at a distance of 180km. He canÆt lock that far however without fitting Target Range Sensor Booster(s) of his own. A Remote Sensor Boosting ship with the correct script could increase his target range for him allowing him to lock further out without having to give up a mid slot.
Tracking Links: These modules can remote boost the turret range and turret tracking speed of targeted friendly ship. The Oneiros and Scimitar have bonuses that allow them to use tracking links to a greater efficiency. These modules will only remotely support ships that are using turrets. They will not help in any manner for missile fitted ships.
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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.06 12:46:00 -
[4]
Edited by: Kage Toshimado on 06/07/2009 12:57:31
Section 4 - Which ship types should I use for Remote Support Services
Technically speaking, almost any ship could be used for RSS. Ships the size of frigates all the way up to capital sized ships have the ability to be Remote Support Ships if the pilot has the skill to use the modules. However, there are ships designed with special bonuses that are more suited for RSS. Cruisers such as the Amarr Augoror, the Caldari Osprey, the Gallente Exequror, and the Minmatar Scythe each have unique abilities when it comes to RSS. Another one of the more often used ships is a remote support Dominix. However, this guide is going to concentrate on the Logistics Ships since they have greater role bonuses uniquely tailored to being RSS ships such as the range in which they can use modules, and the decreased need for capacitor and CPU/PG.
Listed below are the 4 Logistics Ships for each Race and their specific role bonus:
Amarr: Guardian û Utilized for Armor and Energy Transfer
Caldari: Basilisk û Utilized for Shield and Energy Transfer
Gallente: Oneiros û Utilized for Armor Transfer and Tracking Link Efficiency
Minmatar: Scimitar û Utilized for Shield Transfer and Tracking Link Efficiency
While I do have my own personal opinion of which Logistics Ships I believe are "better", my opinion may not necessarily suit your needs. It is my personal belief that RSS pilots will get more use out of a Guardian and/or Basilisk, than they would from the Oneiros and Scimitar. To me and to the fellow logistical pilots I have flown with, most of us have come to the consensus that the Guardian and Basilisk bonuses towards Energy Transfer is more helpful when it comes to larger fleet sustainability. The Tracking Link Efficiency bonus does not come into play for us very often.
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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.06 12:46:00 -
[5]
Edited by: Kage Toshimado on 06/07/2009 12:58:12
Section 5 - To rep... or not to rep, that is the question? (When to remote rep)
Timing can be everything when it comes to RSS. In Empire Secured Space, remote supporting a ship too early might gain you unwanted aggression. However, remote supporting a ship too late may result in the loss of a ship or possibly an entire fleet.
Have a clearly defined agreement between the RSS squad and your friendly targets as to when/why you will begin to support and who will be supported. Practicing your remote support is very important in helping the RSS squad determine their potential (half glass full) or limitation (glass half empty).
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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.06 12:46:00 -
[6]
Edited by: Kage Toshimado on 06/07/2009 13:00:53
Section 6 - What happens to me when I remote rep someone else?
- If you remote support someone, you will become aggressed to whomever they are currently aggressed to.
Here is an example scenario:
You are flying around in the Renyn system, hitting different asteroid belts in your Guardian minding your own business. You happen upon another pilot who is blue to your corporation 50km away from you. We will call this blue pilot ôJoeö. You see Joe in his Rifter fighting someone we will call ôPeteö who is flying a Thorax. You decide to lock both targets to assess the situation. Pete has Joe warp scrambled and you see your friend losing armor. The destruction of JoeÆs Rifter seems imminent. After mulling it over you decide to remote support JoeÆs Rifter with armor and energy transfers. The moment you begin to remote support Joe, you become aggressed to Pete and your ship will start flashing red to him. Now, Pete has the right to fly towards you and engage your Guardian if he so chooses.
You will also become aggressed and begin flashing red to any corporation and/or alliance that Joe is currently at war with. So if Joe is at war with PeteÆs corporation, PeteÆs entire corporation also has the right to engage your Guardian.
- You can also become aggressed to Concord and Sentry Guns if you remote support someone doing something illegal in either Empire space or low sec space. So be wary of who you remote support. A common tactic (or trick) is for someone in a cheap ship such as a frigate to ask for remote support. Once you begin to remote support the frigate, he will fire at the station or another ship. The frigate is promptly destroyed for committing a criminal act, and so are you for remote supporting him.
- A Remote Support ship does not obtain a docking timer from a station, or a jump timer at a gate like a ship who is shooting a weapon at an enemy ship. If you are outside a station and within docking range, and you begin to remote support another ship, you have the ability to dock at any time as long as you do not shoot a weapon or any kind of aggressive act like webbing, warp scrambling, nossing, or neuting.
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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.06 12:47:00 -
[7]
Edited by: Kage Toshimado on 06/07/2009 13:00:09
Section 7 - Random bits of information
Skill Implants beneficial to remote support pilots:
Slot 7 û Inherent Implants æNobleÆ Zet20/ Zet200/ and Zet2000 give a pilot a 1%, 3%, and 5% reduced capacitor need for remote armor repair system modules.
Slot 8 û Hardwiring Zainou æGnomeÆ KXA500 / KXA1000 / and KXA2000 give a pilot a 1%, 3%, and 5% reduced capacitor need for shield emission system modules.
Slot 9 û Hardwiring û Zainou æGypsyÆ KRB-25/ KRB-50 / and KRB-75 give a pilot a 1%, 3%, and 5% reduced capacitor need for sensor linking modules.
Like all ships in EVE, logistics ships have ways of being made a non-factor in a combat. Aside from being shot at and possibly destroyed, a logistical pilot can expect to be jammed from the onset of an engagement or from time to time to limit their ability to support their fleet. Having several logistical ships in a fleet will obviously make it more difficult for an enemy to jam all of you; making it possible for others to remotely support during your jammed cycle.
Spider tanking is when a several ships will remote support each other. This is an effective way to transfer armor, shield and/or energy at a more efficient rate than one ship would normally need to expend on its own.
While your fitting will depend on what your player skills will allow, the ideal logistic ship should try to be capacitor stable. Meaning you can run all of your remote support modules indefinitely. Running out of capacitor in the middle of an engagement could spell tragedy.
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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.06 12:48:00 -
[8]
Edited by: Kage Toshimado on 06/07/2009 13:04:19
This guide has been put together based on readings from modules and personal game play experiences. There are many more things that I (and others) can and will contribute to keep it updated. I hope this helps players understand the ABC's of remote support, and helps lead them to learning the XYZ's during their gameplay.
- Kage Toshimado
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Shinnen
Caldari Northern Intelligence
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Posted - 2009.07.06 13:05:00 -
[9]
Originally by: Kage Toshimado It is my personal belief that RSS pilots will get more use out of a Guardian and/or Basilisk, than they would from the Oneiros and Scimitar. To me and to the fellow logistical pilots I have flown with, most of us have come to the consensus that the Guardian and Basilisk bonuses towards Energy Transfer is more helpful when it comes to larger fleet sustainability. The Tracking Link Efficiency bonus does not come into play for us very often.
I don't agree, Oneiros and Scimi are much better than either of the others in small gangs, mainly as you can have them MWDing and RRing cap stable without the need of a second Logistics ship. (I.e. 2 Basilisks and 2 Guardians are pretty much mandatory if you don't want to cap out during the fight and still have a decent buffer tank)
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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.06 13:10:00 -
[10]
Thank you for your constructive post. Players obviously won't agree on which ships are always better especially in certain scenarios. It was purely a matter of opinion and I hesitated to even put my opinion in there. But I felt I would be remiss if I didn't say which ships I prefered.
.
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VaderDSL
Deep Core Mining Inc.
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Posted - 2009.07.06 13:33:00 -
[11]
Very nice guide I'm maxed in all 4 logistics ships and find the guide very concise.
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Hatsumi Kobayashi
Caldari Corporation 12345 Minor Threat.
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Posted - 2009.07.06 14:25:00 -
[12]
Nice guide.
Maybe you could add a section dedicated to fitting examples, and add the roles and situations that suit each Logistics ship the best? ______
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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.06 15:23:00 -
[13]
Thank you for the comments so far. We can certainly post some fits in here for ships as examples. I'll post a few of mine own and hope others will share as well.
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Regat Kozovv
Caldari Alcothology
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Posted - 2009.07.06 17:26:00 -
[14]
Looks pretty good. I'd check the section on Remote Sensor boosters though, as I think you have it incorrectly stated that the Onieros and Scimitar get bonuses to them (though it would be nice if they had them!)
I'd maybe put in a line informing people that Logistics V is really, really encouraged. IV is sufficient if you want to make a cap stable ship (assuming other RR skills are at IV or better) but V is really a must if you want to have at least some sense of buffer tank.
My Gallente character has Logistics V and flies this:
[Oneiros, Fleet Support] Power Diagnostic System II Capacitor Power Relay II Damage Control II Energized Adaptive Nano Membrane II
Tracking Link II, Optimal Range Tracking Link II, Optimal Range Cap Recharger II Cap Recharger II 10MN Afterburner II
Large Remote Armor Repair System II Large Remote Armor Repair System II Large Remote Armor Repair System II Large Remote Armor Repair System II
[empty rig slot] [empty rig slot]
Medium Armor Maintenance Bot I x5
I usually prefer to go all out RR (no weapons) and as such, use most of my slots for making it cap stable. I prefer the AB to the MWD as I find it's usually more than enough to keep up with other ships, and give me some kind of speed tank. I keep it to the rear as far from the action as possible, flying perpendicular to the line of advance and keeping up a high speed. It's work intensive, but it gives the most support to your teammates. The benefits of the Tracking Links are debated, I find they're most useful when given to smaller ships for use against other small targets.
Here's a Basilisk:
[Basilisk, Fleet Support] Capacitor Power Relay II Damage Control II
Y-S8 Hydrocarbon I Afterburners Cap Recharger II Cap Recharger II Cap Recharger II Large Shield Extender II
Medium Shield Transporter II Medium Shield Transporter II Medium Shield Transporter II Medium Shield Transporter II Large Partial E95c Power Conduit Large Partial E95c Power Conduit
[empty rig slot] [empty rig slot]
Light Shield Maintenance Bot I x5
Again, V is required here. You can use rigs and then fit more of a tank, but I figure there's a high chance I'm gonna lose it anyways.
Don't take this as the necessary preferred setup in all instances, I tend to skimp on armor and weapons in favor of sheer RR ability, but this is certainly one approach one could take. (It's certainly nice when someone puts a cap recharge beam on you assuming that you need it, and then replying, "no thanks, cap stable". 
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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.06 18:21:00 -
[15]
Originally by: Regat Kozovv I'd check the section on Remote Sensor boosters though, as I think you have it incorrectly stated that the Onieros and Scimitar get bonuses to them (though it would be nice if they had them!)
It would be nice indeed! I did make that error, thanks for catching it, it has been removed.
Originally by: Regat Kozovv I'd maybe put in a line informing people that Logistics V is really, really encouraged.
Done (put in Section 7) and I agree with you. I have two pilots, one that still has Logistics trained to 4, and the other trained to 5. The one who is trained to 5 is much better. The difference is quite notable.
Thanks for sharing some of your fits too.
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VaderDSL
Deep Core Mining Inc.
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Posted - 2009.07.06 19:31:00 -
[16]
Edited by: VaderDSL on 06/07/2009 19:36:13 Edited by: VaderDSL on 06/07/2009 19:32:39 For a dual, or more, Guardian support ship I have used this before, requires a 3% PG hardwire, or dropping to a named AB and using the 1% PG upgrade.
[Guardian, Dual Support] 1600mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Reactor Control Unit II
10MN Afterburner II Conjunctive Radar ECCM Scanning Array I
Large 'Solace' I Remote Bulwark Reconstruction Large 'Solace' I Remote Bulwark Reconstruction Large 'Solace' I Remote Bulwark Reconstruction Medium 'Solace' I Remote Bulwark Reconstruction Large 'Regard' I Power Projector Large 'Regard' I Power Projector
Trimark Armor Pump I Trimark Armor Pump I
ALso if I am not roaming/moving I will drop the AB and stick an extra ECCM on.
I used to enjoy flying my Scimitar, haven't flown in ages so not sure how they're setup now, but maybe I'd go down this route, perma run all of it bar 1 large remote rep.
[Scimitar, Fast Support] Power Diagnostic System II Power Diagnostic System II Capacitor Power Relay II Capacitor Power Relay II
10MN MicroWarpdrive II Sensor Booster II Conjunctive Ladar ECCM Scanning Array I Large Shield Extender II Invulnerability Field II
Large S95a Partial Shield Transporter Large S95a Partial Shield Transporter Large S95a Partial Shield Transporter [empty high slot]
Capacitor Control Circuit I Capacitor Control Circuit I
For an Oneiros I might go :
[Oneiros, Gang Rep] 800mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II
Y-T8 Overcharged Hydrocarbon I Microwarpdrive Sensor Booster II, Scan Resolution Conjunctive Magnetometric ECCM Scanning Array I Shadow Serpentis Tracking Link Medium Electrochemical Capacitor Booster I, Cap Booster 800
Large Remote Armor Repair System II Large Remote Armor Repair System II Large Remote Armor Repair System II [empty high slot]
Ancillary Current Router I Trimark Armor Pump I
Just bear in mind I haven't flown them for a while, so I apologise if the setups are extremely poor. Also I have all skills to 5 in terms of all support and primary skills.
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Elly Gartner
Caldari Stellar Research Incorporated DEFI4NT
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Posted - 2009.07.06 19:33:00 -
[17]
I really like the following fit myself. It will be cap stable with one large energy transfer on you (and it needs a buddy). On the other hand, it does have a somewhat nice buffer tank. It does need good skills (Logistics 5, remote reps 4 or 5).
[Basilisk, Basilisk] Power Diagnostic System II Power Diagnostic System II
Cap Recharger II Large F-S9 Regolith Shield Induction Invulnerability Field II Photon Scattering Field II Y-S8 Hydrocarbon I Afterburners
Large S95a Partial Shield Transporter Large S95a Partial Shield Transporter Large S95a Partial Shield Transporter Large S95a Partial Shield Transporter Large S95a Partial Shield Transporter Large 'Regard' I Power Projector
Core Defence Field Extender I Core Defence Field Extender I
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VaderDSL
Deep Core Mining Inc.
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Posted - 2009.07.06 19:35:00 -
[18]
Thing I have found though sadly is that with dual support ships, like the Guardian and Basilisk is you need 1 ECCM, two is preferred. If you are jammed then you lose 2 Logistics.
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Furb Killer
Gallente
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Posted - 2009.07.06 19:49:00 -
[19]
Quote: Capacitor batteries can help your ship maintain capacitor stability.
I dont think there is any logistics setup where you want a cap battery.
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VaderDSL
Deep Core Mining Inc.
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Posted - 2009.07.06 19:51:00 -
[20]
Originally by: Furb Killer
Quote: Capacitor batteries can help your ship maintain capacitor stability.
I dont think there is any logistics setup where you want a cap battery.
Some setups can use batteries, like POS repairing I used to shoe horn a medium cap battery into my Scimitar so I could run a MWD and 3 large remote shield transfers with plenty of cap to spare, but ended up finding much better modules to fit instead, you can always pulse the MWD and rely on cap regen when you're not using it.
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Elly Gartner
Caldari Stellar Research Incorporated DEFI4NT
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Posted - 2009.07.06 19:52:00 -
[21]
Originally by: VaderDSL Thing I have found though sadly is that with dual support ships, like the Guardian and Basilisk is you need 1 ECCM, two is preferred. If you are jammed then you lose 2 Logistics.
True. I ninja'd my post to add a note to change the cap recharger II for an eccm - gravimetric II. With one, the signal strength is 43.1 for me. Remove the AB for a second eccm, if needed (gets a signal strength of 78.x)
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VaderDSL
Deep Core Mining Inc.
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Posted - 2009.07.06 19:54:00 -
[22]
Edited by: VaderDSL on 06/07/2009 19:54:25
Originally by: Elly Gartner
True. I ninja'd my post to add a note to change the cap recharger II for an eccm - gravimetric II. With one, the signal strength is 43.1 for me. Remove the AB for a second eccm, if needed (gets a signal strength of 78.x)
Aye used to wind me up when I'd start repping, get a good spot, things going well then uncloaking Falcon jams me and we all die Ideally I'd love a much bigger inbuilt ECCM bonus to the ships so we can free up the mids for extra stuff.
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Regat Kozovv
Caldari Alcothology
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Posted - 2009.07.06 20:08:00 -
[23]
Slight sensor bonus would be nice, though I've got to think that ECM is probably the best way to break apart an otherwise invincible logistics web. Gotta think of balance I suppose.
As for batteries, I had two T2 medium batteries and two T2 cap rechargers on my Basilisk for a long time. Don't recall why exactly, but I know there are some circumstances where the additional pool actually boosts your recharge rate better than a recharger would (Similar to how a Semiconductor Memory Cell rig is better than a CCC in some circumstances) You'll have to play around with what works or not, but in some instances having the battery is better if you're going to forgo sustainability alltogether. (Running an MWD long enough to get you out of a bubble might be one instance where this would come into play.)
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Furb Killer
Gallente
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Posted - 2009.07.06 20:18:00 -
[24]
The problem however also is the horrible fitting requirements of cap batteries.
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Oathborne
Caldari Genstar Inc
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Posted - 2009.07.07 00:28:00 -
[25]
Thanks Kage!
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Mara Rinn
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Posted - 2009.07.07 06:24:00 -
[26]
Thankyou Kage, a very nice guide.
I've found that the best way to fit a Basilisk or Guardian is to give it dual rep, buffer tank (only!), fit ECCM, and bring two of them. This applies for any situation in which the logistics pilot is likely to become the primary target - which from what I've seen is any fleet encounter where you don't have a decoy falcon/rook, or any fleet which will be engaging Sleepers.
Training Logistics to 5 can't be stressed enough - in a Basilisk with Logistics 4, you're reducing cap usage by 60% (of the module's raw requirement), at 5 you're reducing cap usage by 75% (of the module's raw requirement). This upgrade from 4 to 5 effectively reduces the cap you consume to power a shield transfer module by 30%.
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Kage Toshimado
Gallente The Logistical Nightmare
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Posted - 2009.07.07 13:36:00 -
[27]
Nice fits everyone. Most of mine are pretty similar to the ones posted. I have 3 of each type I can fly with different fittings on standyby depending on hypothetical needs.
Also, just because they are logistics doesn't mean these ships can't be used to fight back with. One of our pilots has an Oneiros that is extremely difficult to break. Here is a Guardian set up I use from time to time to throw off an enemy and get into the fight.
800mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Medium Armor Repairer II
Warp Scrambler II Medium Capacitor Booster II (800 caps)
Large 'Solace' I Remote Bulwark Reconstruction Medium Energy Neutralizer II Medium Energy Neutralizer II Medium Energy Neutralizer II Medium Energy Neutralizer II Heavy Neutron Blaster II
Egress Port Maximizer I Egress Port Maximizer I
5 x Warrior II's
I will use my Large Armor Remote Repairer to assist a friendly ship to try and get aggro (or try to keep my drones repped) so I can engage in the fight. Or I will simply get aggro on my own by dropping cans or can flipping. Make sure I am in range to use my neuts and then go to town. The only draw back is I don't have a webber, but out in space or a belt this won't be a problem usually.
I suck the cap out and tank, and slowly let my gun and drones eat away at the target ship. I don't do this all the time, but it keeps the enemy on their toes.
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