How do fleet bonuses work eve




















With maxed skills, early theorycrafting would seem to anticipate a second window between reactivation and the expiration of the initial boosting effect. Some groupings of boosts have seen two bonuses combined into a single module, while at least one, the boosts provided by Mining Foreman Bursts, has had an entirely new type of bonus created. One of the most extreme elements of the planned changes is the Effect Generator.

A titan-only module, the generators will replace the passive bonuses titans provided. Instead, they will provide race-based AoE effects that will apply to all ships within the AoE, friend and foe alike, and their effects will be similar to the spatial distortions experienced in some wormhole systems. Two examples of the Effect Generators were listed:. Titans may become set peices in fleets fights enhancing fleet doctrines on a whole. This may make titans the ultimate command ships. It is unlikely titans will ever be risked wihtout more titans to back them up, but this change could possible be one factor that begins to decentralize the massive dog-piling nature of titan fleets today.

Lore enthusiasts should welcome race affecting the performance of the pilots, making decisions of which racial technology to use have real consequences. Command Bursts will be available in both Tech 1 and Tech 2 modules, with T1 modules requiring level 1 in both Leadership and the appropriate Tier 1 boosting skill, such as Armored Command currently Armored Warfare.

Tech 2 Command Bursts are currently planned as needing level 5 in Leadership, and level 1 in the appropriate Tier 2 boosting skill, such as Armored Command Specialist currently Armored Warfare Specialist.

In addition, the skill requirements needed for Command Destroyers and Command Ships and presumably the Orca and Rorqual as well , will be reduced. Details on how those skill requirements will change have not yet been released, however, and will be covered in one of the upcoming DevBlogs. Returning to the matter of link—sorry, command bursts, I have never been had or used a linking alt minus null fleet fights with boosts , but have fought against linked people more often than not.

I was more opposed to the system due to the design principle rather than the application. My only major concern is related to the duration. Given that command ships will be around km, which is a good chunk of space in which you can have a few hundred people fleet, even at base 60 seconds it makes it trivial to burst-by. Just warp in, burst, warp out to align, similar to Stealth Bombers today.

These changes will also allow burst ships to fit weapons and be almost complementary to mainline doctrines. But maybe they get focused on an anti-bomber role, or firewalling with smart-bombs? Who knows, but I like that it allows my mind to wonder. Free plug, word. Maybe in the future. I think someone could have crunched those boosts a bit better. This means you can keep them constantly on, but also have a bit of overlay if you have people warping in and out and stuff like that and just makes for interesting design.

Good stuff all around and there have been very few voices shouting out against this super-long-awaited-change. PCU counts are probably going to drop post change and everybody will fuss about it but the game will be healthier for it.

Will CCP eventually allow us to fleet ourselves, or, even better, will the burst always, at minimum, affect the bursting ship regardless of fleet status? Annoying workarounds are annoying, CCP should reduce their prevalence. Below are a link and additional info regarding fleet terminology and fleet commands.

Please read up on these as they are fundamental part of fleet combat. A DI will reinforce this training in game. Align destination A destination -- Align to the specified destination. Usually a gate, may also be a station, planet, etc. Bounce -- Warp to safe spot, planet 70 to KM , sun 70 to KM , or other safe celestial not a moon , and then come back to last fleet location or new location provided by squad commander, wing commander, or fleet commander.

Shield boosters and armor repair units not included for this command. Hold at destination. Reapproach the Gate -- Move back into jump range less than m of the nearest gate. Larger slower ships may accomplish this faster by bouncing off a near by Celestial, preferable a planet or asteroid belt, not a moon. Hold cloak HC -- When you jump through a gate, you will stay cloaked for 60 seconds as long as you don't move. If you are told to hold cloak, don't move, change speed, change direction, etc.

You should always hold cloak after jumping unless given other orders. Primary -- This is the target the FC wants the fleet to focus on. Generally, this means that tacklers and damage dealers focus on this target.

As a rule of thumb, EW usually ignores the primary target and goes for the most dangerous targets or remote reppers. Obviously this doesn't apply if you're target painting. See Flashy, Shoot Flashy -- Indicates that the fleet's rules of engagement allow you to attack any legitimate flashing in the overview target that shows up on grid without waiting for the FC to command it.

Scatter -- If you hear this, select your Pod Saver tab on your overview and warp away to a random planet. Continue to warp around the system until told to do something else, like go to a gate and leave the system, or the FC tells you to warp back to him. If you scatter, don't warp back to the FC to see what's going on unless you were told to. Keep moving. Stay alive. Don't get into fights. Let your aggression timer expire so you can leave the system if necessary.

Break Break -- This is given by someone who wants Mumble communications to cease so he or she can report something important. If you hear this, do not speak on Mumble. Warp yourselves at optimal -- Warp yourself to the target at the optimal range for your ship's "primary role. Camp a gate or station -- This means the fleet will sit at a station and wait for the enemy to either arrive or undock. Warp to x -- where x is typically a person on your Fleet Watch Lists ; please note when warping to an Intel person, never warp at 0.

Warp to top station or top belt -- refers to the first station or belt on the pull down menu when an area of space is right clicked and the appropriate station or belt menu is selected.

How do I create a fleet and what are the benefits? Coordination is key element in successful combat. Without it, individual ships tend to fight individual combat without regard to the force as whole, thus breaking the first law of combat: Concentration of firepower and forces.

The Rorqual also has a ship maintenance bay to store industrial ships, it can accommodate jump clones and has a jump drive system as well. This means that the Rorqual can be moved to a remote location, a group of miners can clone jump to that location and a fleet mining operation started with the ships in the Rorqual bay. I would however strongly recommend practicing using the other fleet mining platforms first as the Rorqual takes some time to learn on its own.

This will open up the fleet window shown below. Here you can move fleet members around and assign them as squad members or commanders as needed for the fleet. If the fleet is already formed you can find it by using the fleet finder in the same window. There you will get a list of all fleets that you are eligible to join. The fleet history tab then collects everything that occurs in the fleet, such as ore mined and transported.

Fleet mining is usually performed in the following manner. There is a single booster for the fleet that resides in a ship belonging to one of the following ships classes: Porpoise, Orca or Rorqual. The miners either all gather around the fleet boosting ship dropping ore directly into the fleet hangar of the boosting ship or they spread around the belt, in which case the fleet booster needs to drag full jettisoned containers to him with a tractor beam and store the mined material in the fleet hangar.

The fleet must also have a dedicated hauler, which swoops back and forth between the fleet booster and a station where he stores everything mined until the end of the mining op. The fleet booster must allow every member of the fleet to access the fleet hangar for this to work. To do so he must press the button shown in the image below.



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