====== How to fly Logi ======
==== Introduction ====
Logistics (usually shortened to Logi) are EVE's healers and generally very sought after - we //always// need more Logi pilots. This guide will attempt to take you through everything that goes into being a Logi pilot, from basics all the way to more advanced topics.\\
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This guide is split into three sections:
* **Introduction** covers the basics of flying Logi;
* **How to fly** goes step by step into what you should be doing when joining a fleet, when moving with the fleet, during a fight and after the fleet ends;
* **Tips & tricks** goes into more details about advanced topics and how to optimize your Logi performance.
If you're new to flying Logi you only need to read the **Introduction** and **How to fly** sections. Once you're ready for more information (and maybe have a few fleets under your belt), come back and dive into **Tips & tricks** in order to learn how to be a better Logi pilot.
**Flying Logi isn't difficult to learn, but there's a lot there to master over time** - being able to divide your attention properly //and// handle short bursts of intense action allows you to significantly improve your Logi performance, but getting started is quite easy.
While there are a variety of Logi ships available, you should aim to be able to fly T2 Logi Frigates and Cruisers (with the exception of the Zarmazd), or T1 if you have an Alpha clone, preferably both Shield and Armor (see ship breakdown on the right). Pay special attention to whether or not you're flying a cap-chain ship (the Osprey, Basilisk, Auguror or Guardian), as that will require you to be part of a cap-chain (more on that below), which requires a bit more setup / actions during fights but allows you to repair your allies more than the non-cap-chain counterparts.
Finally, one of the great things about flying Logi is that there are very few ships and fits that are used across //all// of our doctrines. You don't need a huge hangar of ships in order to be able to participate in most of Brave's skirmish fleets or strat ops.\\
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== Setup ==
Before heading out on your first fleet, in addition to purchasing the ship you need and making sure you have the necessary skills to fly it, it is highly recommended that you do a bit of setup.
First, set up your **broadcast settings** by joining any fleet (such as the Brave Standing Fleet) and, from the Fleet window, clicking on the 3-dots button > Broadcast Settings, as seen below:\\
{{https://raw.githubusercontent.com/tokphobia-eve/brave-collective-art-and-propaganda/main/logi_guide_broadcast_settings.jpg?361x276}}
{{https://raw.githubusercontent.com/tokphobia-eve/brave-collective-art-and-propaganda/main/logi_ship_types.jpg}}
A breakdown of all available Logistics ships. Note that the Battleship and Capital class ships, as well as the Zarmazd T2 Cruiser, are advanced topics and not covered in this guide.
Note that there are a number of other Pirate-faction Capital ships available that are not listed in the table above. Those cost somewhere in the 50-100 billion ISK range. If you're flying one of those then you probably don't need this guide :)
Set a background color for **Broadcast: Need Armor** and **Broadcast: Need Shield**. Set another color for **Broadcast: Need Capacitor**. You'll want to do this in order to easily distinguish rep requests from your allies from orders to attack enemies (so that you don't accidentally repair enemies). The capacitor broadcast will be covered under "What is a "combat cap" request?" in the **Tips & tricks** section.
Make sure you have a **friendlies overview tab** - it is highly recommended that you have an overview tab in which you can see all friendly ships. If you're using an overview pack such as Z-S Overview, you should already have that tab. If you're not using an overview pack, you //really// should. Join the **Z-S Overview** chat channel in-game for instructions on how to get the pack or ask in Brave Dojo in-game or in #dojo on Slack.\\
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== Cap chains ==
Cap chains are used by some ships (Osprey, Basilisk, Auguror and Guardian) in order to improve capacitor regeneration. This allows them to repair allies indefinitely (a Basilisk will never run out of capacitor even while repping others with all reppers, while a Scimitar will eventually run out of capacitor), as well as recharge the capacitor of other (non-Logi) allies in the fleet. The drawback of cap chains is that they can be disrupted by enemy ECM and require more attention / coordination from Logi pilots.
Simply put, if you look at the Brave doctrine fits for these ships, you'll notice that the fits include Capacitor Transmitters, such as **Large Inductive Compact Remote Capacitor Transmitter**. These modules use up some of your own capacitor in order to fill up the capacitor of your target. **The important part is that your target receives more capacitor than you used up**, which means that if ship A and ship B use capacitor transfers on one another, both ships actually have increased cap generation. Yes, that makes no sense but it's how EVE works.
In order to join a cap chain, do the following:
- **Look in the fleet MOTD for a link to the appropriate cap chain channel.** Usually, if a fleet has both T1 and T2 Logi (such as Ospreys and Basilisks), each will have their own separate cap chain channel. If in doubt, ask in Fleet chat. **Join that channel.**
- Announce that you have joined the channel by **saying "+1" in the channel.**
- **Identify the players right above you and below you in the list of players.** This is called the 1-Up 1-Down setup (because you're linking to one player above you in the list and one player below you. If you are the first one in the list, your "up" is the last player in the list. Similarly, if you are the last player in the list, your "down" is the first player in the list.
- **Add those two players to your watchlist** and (optionally) set a different background color for them so that they stand out.
- Whenever the fleet moves around or is in a fight, **lock up your cap chain buddies (your 1-Up and 1-Down) and activate your Capacitor Transmitter modules on them** (one module on each player). Note that you can't lock your cap buddies when you are on tether (and at the start of the fleet you will likely be waiting on tether), so don't worry if you can't lock anyone initially.
- **Whenever the cap chain is running check if you are receiving capacitor from your buddies.** You should see an icon above your capacitor and if you hover it you'll be able to see the player names that are transferring cap to you. Check that the two players you see are your cap buddies.
- If you notice any issues with the cap chain (such as you're not getting capacitor transfers from your two buddies or you're getting more than two transfers), announce any issues in the cap chain channel.\\
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==== How to fly ====
In this section you can find lists of things you should be doing at critical moments - when joining a fleet, when moving around with the fleet, when fighting and when leaving the fleet. Use these lists as checklists during your first fleets, until they become routine. Note that some of the steps are tagged with **[CAP CHAIN]** and are only applicable if you are flying a ship that uses a cap chain.
== Joining the fleet ==
* Check that your ship fit is correct. Note that some ships, such as the Basilisk, have multiple fits with small differences depending on what the fleet composition is, such as the Overdrive Basilisk. Compare your fit to the one in the MOTD.
* Check that your pod is empty of implants and that the ship is insured. If you recently purchased the ship (especially via contracts), make sure that the rigs are equipped on the ship and not in cargo. Check that you have drugs in cargo.
* **[CAP CHAIN]** Set up cap chain - join the channel appropriate to your ship, say you joined using "+1", watchlist the pilots above and below you in the channel list.
* When the FC calls for "snowflakes to x-up", watchlist the players that say "x" in fleet chat (such as "x links" or "x hugginn" etc.). Those are important ships that you should prioritize healing and that you add to your watchlist so that you can immediately see if they take damage.
* Identify your anchor (the ship you will be approaching during the fleet) in the MOTD. Some fleets (especially larger ones) will designate a Logi Anchor (LC), a separate anchor for Logi players.
* Join the Logi sub-channel on Mumble (so for example if the fleet is in Barvo Fleet, then join Barvo Logi.
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== During fleet ==
* **[CAP CHAIN]** Keep the cap chain up at all times, except when you are tethered. Check that you are getting cap from the correct people the first time the cap chain is set up.
* Follow FC instructions. If there's a LC for the fleet, anchor on the LC when instructed by the FC to anchor.
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== During fights ==
* Anchor up.
* **[CAP CHAIN]** Establish cap chain.
* If your fit has drugs, take them now.
* Monitor the Fleet broadcasts tab and repair anyone who broadcasts. Prioritize snowflakes if possible.
* **[CAP CHAIN]** Periodically check that the cap chain is up and running (both your out-going transfers and incoming transfers).
* **[CAP CHAIN]** If you die, announce it by saying -1 in the cap chain channel **and leaving the channel**.
* If you die, announce it in fleet chat by saying "-1 ship_type" (such as "-1 Scimitar"), then continue to follow orders (such as to reship).
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== Leaving the fleet ==
* **[CAP CHAIN]** Leave the cap chain channel.
* Restock on drugs if needed.
* Apply for SRP if you died.
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==== Tips & tricks ====
== Armor vs. Shield repping ==
There is an important distinction between Armor and Shield fleets: shield repairs happen at the start of your repper cycle, while armor repairs happen at //the end// of the cycle. That means that armor repairs are essentially "slower", since you need to wait for the lock //and// for your repper's cycle time before any HP is actually repaired.\\
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== Make full use of the unlimited watchlist ==
Your watchlist is unlimited (meaning it can fit all 256 players in it), so take advantage of that by making the wishlist window as tall as you can (as tall as your screen) and fitting as many players as you can (in order of priority: anchors (including LC), cap chain buddies, snowflakes, all other Logi, random players (use shift-select to select a range of players from the Fleet chat window and drag them to your watchlist). The watchlist will help you save players that broadcast late (you should normally broadcast as soon as you're yellow-boxed by enemies, but at least the watchlist will let you see players flash as soon as they take any damage).
**Once the fleet is undocked, switch to the Friendlies tab and sort by ship type. Then, select each snowflake (such as Interdictors, Links etc.) and drag their player portrait to the watchlist**, to make sure that you have them watchlisted. This is very useful if some of the pilots joined after the FC called for snowflakes to X-up or if you join the fleet late (or re-join after a disconnect and need to rebuild your watchlist).
Once you're done populating your watchlist with anchors, Logi and snowflakes, you can rapidly fill up the rest by **right clicking a squad in the Fleet window and selecting Add Squad Members to Watchlist**. This is especially useful on small or mid-sized fleets where all of the fleet members might be using a single squad (perhaps a squad inside the standing fleet) and you want to watchlist everyone participating in that fleet in one go.
One more thing about watchlists - even though they're awesome, broadcasts are //much// more likely to save ships. Your fleet mates //should// broadcast as soon as they're been yellow-boxed (meaning target locked) by the enemy fleet. The watchlist will only flash once a ship has //started taking damage// (a.k.a. being red-boxed), but you'll likely be too late if you just then start locking them. While the watchlist is an excellent tool, broadcasts are still the main way of knowing who to rep.\\
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== Cap chain resilience ==
While cap chains allow ships to rep more and for longer, they //can// be disrupted by the enemy - here's how and what you can do about it:
**If one of your Logi cap chain buddies die, you need to switch to the //next// one in the channel**. In other words, if the person above you in the list dies, your 1-Up should go to the next person above that. That can be difficult to do in the heat of battle, especially if multiple Logi have been killed and haven't left the cap chain channel yet.
**The best way to deal with this is to watchlist the entire Logi cap chain channel, then split them into two halves - and //above// half and a //below// half**. That way, if your cap buddy dies, it's immediately obvious who the next person in the list is and you can see right away who's still alive. This does come at some additional setup effort at the start of the fleet (and needing to maintain the watchlist as the fleet goes on), but in the middle of a difficult fight this can be extremely useful.
Another way in which the cap chain can be disrupted is via enemy ECM. ECM will break all your target locks and stop not just your healing, but also your cap chain transfers. Incoming transfers will still work, so you're essentially depleting your buddies' capacitors. This is why **it is highly recommended to send "+j" in the cap chain channel when you're jammed, then "-j" when you're unjammed**. This way your buddies know to stop transferring capacitor to you for the duration of the jam.
Another way to increase your resistance to cap chain disruption is to **equip an ECCM Script to your Sensor Booster module** (assuming the fit that you're using //has// a Sensor Booster). This will remove the other bonuses offered by the Sensor Booster, but significantly increase the resistance to ECCM that it provides, hopefully meaning that you will be jammed less.
Finally, if you are being jammed, check to see if it's a ship that's jamming you or ECCM drones (Hornet EC-300). If it's drones, **use your own drones (if your fit has any) to kill off the enemy ECCM drones**, as they're generally very squishy.\\
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== Testing cap chain while on tether ==
Sometimes your FC or LC will instruct you to test the cap chain while still on tether (usually when you're about to drop immediately into a fight). To do this, lock up the structure that you're tethered to, then set up the cap chain. Locking the structure (which is not tethered to itself) will break your own tether, allowing you to lock your Logi buddies (assuming they have also locked the structure) and allow you to be locked by them.\\
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== Breaking invulnerability after a warp ==
Whenever you exit warp, you are invulnerable for a short period of time in which you cannot be locked. Sometimes your FC will specifically instruct you **not** to "break invuln", which means you should stay put and not perform any actions until instructed.
Once instructed to take action (such as anchor up on the FC or LC), you should //first// anchor up and only //afterwards// set up the cap chain. That way you'll break your invulnerability and allow your cap buddies to lock you. Otherwise, you and your buddies will be trying to unsuccessfully lock up one another while the fleet starts burning away from your position.
**Anchor first, then cap chain.**\\
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== What is a "combat cap" request? ==
During some fleet fights you'll notice in the Fleet Broadcasts window requests for capacitor transfers. That's called "combat cap" and it's when cap chain Logi should use **one** of their cap transfers on the ship requesting cap.
**When that happens, the fleet switches to a 1-Down setup temporarily, meaning you should only be transferring capacitor to the person //below// you in the cap chain channel, while using the other cap transfer on the target requesting capacitor.**
If the entire Logi wing does this, you probably won't need more than one or two cycles of the cap transfer in order to fill up the target's capacitor (this obviously depends on the size of the fleet, the type of ship requesting cap, any neut pressure etc.). You can then switch back to 1-Up 1-Down.
Note that in //some// fleet setups (Rokhs, Praxis) our DPS is not cap stable and you might run in a combat cap setup for the entire duration of the fleet, constantly capping up DPS ships. In these situations the FC / LC will tell you what to do.
If you're not in a cap chain ship then you don't need to worry about combat cap requests.\\
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== Staggering reps ==
If you're not in a situation where the friendly target is about to die (in which case you should be using all your reps on that target), you should try to "stagger" your repair modules.
That means that you shouldn't turn them all on at once, but instead wait a bit between each one.
That way, if you need to switch repairs to another target, you don't need to potentially wait for an entire rep cycle to complete before you can start repping your new target. Instead, some of the reppers will finish sooner than others and can thus be switched sooner to your new target.
Similarly, if you're repping a low-HP target (for example you're a Logi Cruiser and you're repping a Frigate), you should similarly stagger your reps. One repair from you will likely completely heal the target, so you need to stagger your reps so that the target isn't killed while waiting for your rep cycle to finish.\\
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== Different modules repair different amounts ==
Mouse over the rep modules you have equipped on your ship and look at the amount repaired, most likely some modules will repair more than others. If you can, take that into account (and perhaps sort the modules in the order of their rep amount), then try to use modules that repair less on ships with less HP (such as Frigates, if you're flying a Cruiser Logi ship). Frigates will either die before repairs land on them or they'll be repped up to full with a single repair module on them, so there's no point in wasting the higher-value repairs on low HP targets and you can use your lower rep modules instead.
Keep an eye out for any Ancillary reps you might have on your fit, such as **Large Ancillary Remote Shield Booster**. These repair a lot, more than regular reps, but either use up Cap Charges (and have a long reload time after the charges are consumed) or they use up //a lot// more capacitor. Check the fit page on the Wiki, as it might be expected to use these reps without any Cap Charges loaded (such as for Overdrive Basilisks), but make sure you keep auto reload off, otherwise the module will go into reload if you have (or loot) any Cap Charges in your cargo. To disable auto reload, right click the module when in space and select Set Auto-Reload Off.\\
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== How to increase your survivability ==
One of the biggest things that you can do to increase your survivability is to keep your hardeners off, but pre-heated (meaning having overheat enabled, but the module not activated). Then, once you are yellow-boxed (meaning you are being locked) by the enemy fleet, you can immediately turn on your hardeners and have them overheat right away, rather than turning overheating when you are being targeted (which means you'll need to wait for the current cycle to end before overheating takes effect). **Note that doing this is very risky**. If you don't notice that you are being locked or you don't notice that the fleet is being bombed, you'll be damaged with your hardeners turned off, which means you'll take a lot more damage than you would have. Only do this if you're confident in your ability to spot when you should turn your hardeners on, otherwise it's best to leave them un-heated and always on.
The other thing that you can do is quite obvious - during fleet engagements, there will be times when you know that friendly Logi can't keep you alive for hold (Logi can't "hold"). Keep an eye out for disruption bubbles and any Warp Disruptor / Scrambler effects that might be affecting you. I have frequently stayed alive simply by warping off! Just because you are being targeted by the enemy fleet doesn't mean that they are successfully preventing you from warping off at that moment. This becomes especially useful if you notice that Logi is being focused by the enemy - if that happens, expect that //you// will be targeted as well very soon and start looking if you're able to warp and where you could warp (look for something that's relatively aligned with your movement direction, so that you can warp off quickly when damage starts coming in).\\
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== How to use your drones ==
If your fit has damage drones, use them to:
* Target squishy tackle that's near your fleet, such as Interdictors or tackle Frigates.
* Target enemy drones, be they ECM or DPS.
* Target other hostile players.
Targeting the primary DPS target is generally not effective, especially in large fleet engagements, since the target will likely be dead by the time your drones arrive.
If your fit has ECM drones, use them to:
* Target enemy Logi, especially if they're cap chain ships.
* Target enemy advanced tackle like Hugginns or Lachesis.
* Target any other DPS ship.
Note that there's no point in using ECM drones on enemy Links (such as Broadswords), Interdictors or Heavy Interdictors, as those ships are essentially unaffected by target locks being jammed.
You //will// eventually lose your drones because of a fleet warp that leaves them behind. When that happens, once you land back near them, right click your capacitor and select **Reconnect to lost drones**.\\
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== When to take drugs ==
The easy answer - as soon as the fight begins.
The less easy answer - it depends on the drug and what you're fighting.
**Improved Mindflood Booster** increases your total capacitor amount (and thus, your passive capacitor regeneration rate). If you're flying a non-cap-chain ship, you should take the drug immediately after the fight starts, as it will allow you to repair for much longer (because you'll have more cap in total and you'll regenerate cap faster). If you're flying a cap chain ship, you will generally have more than enough capacitor. In this case, you only need to take the booster if you're being neuted by the enemy (quite rare) or if the cap chain is being disrupted by the enemy.
**Agency 'Overclocker' SB5 Dose II** increases your move speed. If a large fight is starting, you should take it then. If it's a small skirmish and you're unlikely to need to burn after the fleet a lot, you can skip it for now.\\
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== Two-person cap chains ==
What if the cap chain only has two people in it - you and another player? Simple! Just activate both cap transfer modules on the same player, preferably "staggering" them (meaning you activate the first one, wait until it reaches about 50% of its cycle, then activate the second one).
What if the cap chain has only one person in it (for example, you're the only Basilisk in the fleet)? First, try to join the other cap chain channel being used by the fleet (for example, if you're in a Basilisk, try joining the Osprey cap channel if there are no other Basilisks in the fleet. If you still don't find any cap buddies, **you must reship to a non-cap-chain Logi ship**. Ships that use cap chains are not designed to work without them.\\
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== Ctrl + drag selection ==
There will be times when you will need to repair the entire fleet without relying on broadcasts:
* After the fleet is bombed people will often panic and broadcast for reps, meaning that your Fleet broadcasts window will be spammed (and therefore useless).
* When assisting an allied (but different) fleet, since you can't see broadcasts from other fleets, especially after they suffer a bombing run.
In addition to being able to lock players from the overview, watchlist or by Ctrl + clicking them in space, **you can also Ctrl + click and drag in order to select many players in space at once**. You can use this in order to quickly lock random chunks of your fleet (or an allied fleet), repair damaged players, then unlock all and lock another random chunk.
== What is a Logi Anchor (LC)? How do I LC? ==
In a nutshell, a LC should attempt to position the Logi wing as far as possible from the enemy fleet, but still within range of repping the rest of the fleet.
Using the visual guide to the right, you can see that:
* Position 2 is a typical Logi position when no LC is used. Logi is anchored on the FC with the rest of the fleet, meaning that they can be targeted by the enemy fleet.
* Position 3 is a perfect use of an LC. The DPS wing is positioned between the Logi wing and the enemy fleet. This means that the Logi wing is either out of range or just more difficult to hit by the enemy fleet, while still being able to repair friendlies.
* Position 1 is bad - the Logi wing has pulled too far from the DPS wing, which is essentially the same as the fleet having //no Logi//.
* Position 2 is similarly bad - the Logi wing has ended up //between// the DPS wing and the enemy fleet. That means that the enemy fleet is free to increase their range and still be able to kill friendly Logi, while at the same time being harder (or impossible) to hit by our own DPS. Very bad!
This schematic is obviously a simplification. Actual fights happen in three dimensions, fleets are moving in all sorts of directions and there are sometimes more than two fleets on grid.
In short - **the LC should keep the friendly DPS between the Logi wing and the enemy fleet**, at the furthest possible distance while still being able to repair the rest of the fleet. A good LC should always prioritize LC responsibilities (communication with FC, guiding other Logi pilots, positioning the Logi fleet) above being a good healer.
For information on how to be LC in your fleet, check out the [[public:dojo:wiki:logianchor]] guide.\\
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== Which scripts should I use? ==
If your fit has a **Sensor Booster II**, you can choose from one of three scripts:
* Targeting Range Script - if friendlies are at >75 km or so you'll want to use the range script, so that you can lock up to ~130 km.
* ECCM Script - if you're being jammed by enemy ECM and friendlies are at 75 km or less, use this script to decrease the chances of being jammed.
* Scan Resolution Script - if friendlies are at 75 km or less and you're not being significantly jammed, use this script in order to lock (and thus repair) friendlies faster. This is especially important for Armor Logi, since repairs take effect at the //end// of your repper cycle.\\
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== Useful skills for flying Logi ==
If you are flying T2 Logistics Cruisers, having **Logistics Cruisers V** is extremely useful. Your capacitor will last much longer (especially if you're flying a non-cap-chain ship) and, for cap chain ships, your cap chain will be more effective. This is a very long train, but well worth it if you're planning to Logi in large fleets.
Other useful skills, as per [[https://wiki.eveuniversity.org/Logistics|EVE University's guide on logistics]] are Shield Emission Systems, Remote Armor Repair Systems and Capacitor Emission Systems, in addition to general skills for targeting, tanking and fitting.
{{https://raw.githubusercontent.com/tokphobia-eve/brave-collective-art-and-propaganda/main/logi_guide_lc_positioning.jpg}}
Simple visual guide for LC positioning
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== Why can't I repair Dreadnoughts / FAXes / Marauders / HICs sometimes? ==
You'll eventually notice, most likely during large engagements, that there will be times when you lock certain ships - such as Dreodnaughts (Dreads) / Force Auxiliaries (FAXes), as well as non-capital ships like Maurauders or Heavy Interdictors (HICs) - yet won't be able to repair them. They'll be locked and in range, but you won't be able to activate repair modules on them - doing so will pop-up a message saying so.
These ships have special abilities (such as "entering triage" for the Capitals / Marauders or using a HIC bubble) that come with the downside that they cannot receive any remote assistance during that duration.
If you see a broadcast from such a ship for armor / shield reps, lock them up and try periodically to activate your reppers on them. Their pilots know to broadcast for reps just before their triage mode / bubble expires, so that they can start received reps immediately afterwards, so keep trying to activate your reps on them until your reppers begin to cycle (which means that you can now rep them).\\
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== Simulate your fit and see when you're cap stable ==
It can be useful to know how much capacitor different configurations of running modules require (such as with only some of the reppers turned on, as well as your prop mod and / or hardeners turned on or off), especially if you're running a non-cap-chain ship. You can easily figure this out by simulating the fit and turning on or off various modules, then looking at the Capacitor section (which will say **Stable** or **Depletes in X:XX**).
For example, I know that flying a Scimitar with my skills will allow me to:
* Be cap stable with all reppers turned on and hardener running, even if overheated, if my prop module is off, even without drugs.
* Be cap stable with prop module on and either 3 reppers running or 2 reppers + shield hardener running.
* All reppers overheated with prop and hardener on will completely drain the cap in 1m 20s.
* Overheating prop and hardener does //not// use any extra capacitor, but overheating reppers does (it actually decreases cycle time, so you rep more often and thus use more capacitor over time).
Knowing this will take off some of the cognitive load while flying. You'll know when you're being cap stable or not, which means you'll be less likely to unexpectedly run out of cap because you turned on one repper too many when you didn't really need it.\\
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== POspreys ==
POspreys are specially fit Ospreys designed to repair POSes or Ansiblexes. They are cap stable with a ton of repair modules on them, but have zero tank and no prop module. Despite being Ospreys, they don't use cap chains. Be aware that this fit exists and don't bring POspreys when regular Ospreys are called for by the FC (or vice-versa), as they are //very// different.
[Osprey, POS / Ansi Rep Osprey]
Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Medium Murky Compact Remote Shield Booster
Medium S95a Scoped Remote Shield Booster
Large Murky Compact Remote Shield Booster
Large Murky Compact Remote Shield Booster
Large Murky Compact Remote Shield Booster
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Light Shield Maintenance Bot I x4
== Repping in high-sec ==
Repping in high-sec can be a bit tricky. If your friend A is fighting enemy B //legally// (such as in a duel or because they're at war) and you rep A despite you yourself not being able to legally engage B, you will become a criminal and be killed by CONCORD. You can only rep targets that are engaging targets that are legal to you (for example, if A is at war with B and you are also at war with B, you can rep A without being killed by CONCORD). For more information, see the **Logistics and crimewatch** section of the [[https://wiki.eveuniversity.org/Logistics|EVE University guide on Logistics]].
If you're not sure what you're doing, **make sure your safety is set to Green or Orange when repping in high-sec**, as that will not allow you to rep any targets that would get you a criminal status. If you're okay with potentially being killed by CONCORD, set your safety to red. When in doubt, ask your FC.\\
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== Don't keep Black Ops ships locked after repping them ==
If you're ever in a situation to repair Black Ops ships (such as Black Ops battleships, T3 Cruisers, Bombers etc.), don't keep them locked up after you're done repairing. A locked ship cannot cloak, even if the ship locking them is friendly (you, in this case)!
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