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public:dojo:wiki:newfc [2025/04/23 16:44] – Tony Allendale Nguyen | public:dojo:wiki:newfc [2025/06/27 20:55] (current) – UALX-3 Nevarr Tivianne | ||
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- | <alert type=" | + | ====== WIP: Starting Out as a Fleet Commander ====== |
- | **<fs large> | + | |
- | + | ||
- | <fs small> | + | |
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- | </ | + | |
- | ====== WIP: How to be a Fleet Commander | + | |
**What you can learn in this guide:** | **What you can learn in this guide:** | ||
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===== Introduction ===== | ===== Introduction ===== | ||
- | As a newer Fleet Commander (FC) myself, I can totally understand the anxiety behind it. It's somewhat similar to giving a presentation: | + | As a Fleet Commander (FC) myself, I can totally understand the anxiety behind it. It's somewhat similar to giving a presentation: |
- | Disclaimers: | + | //Disclaimers//: |
- | * This guide is based on an older guide made by a more experienced person, sprinkled with some personal experiences for relatability. | + | * This guide has a few personal experiences |
* These are not hard and fast rules, merely simple suggestions. Adapt as you see fit. | * These are not hard and fast rules, merely simple suggestions. Adapt as you see fit. | ||
* There is __no better way to learn__ than to: | * There is __no better way to learn__ than to: | ||
* Join fleets and observe other FCs. | * Join fleets and observe other FCs. | ||
- | * Command a fleet yourself and learn from it. To quote Top Gun: " | + | * Command a fleet yourself and learn from it. To quote Top Gun: //" |
* After reading this guide, I expect to see a ping and an AAR from you (no pressure). | * After reading this guide, I expect to see a ping and an AAR from you (no pressure). | ||
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* That analyzes situations and dictate fights. | * That analyzes situations and dictate fights. | ||
- | And so on. While the FC is an important position, you can only have a fleet with members. A hard truth is that reputation | + | And so on. An FC is only as good as the fleet they have after all. A hard truth is that **__reputation |
//Personal experience:// | //Personal experience:// | ||
- | ====== Keep it simple, stupid! ====== | + | ==== Part 2: Mentalities |
- | It is easy to be an armchair general, a FC in your daydreams at work, an EFT warrior creating | + | There are people who have played the game for decades and have " |
- | But hey: //Keep it simple, stupid!// Don' | + | |
- | Start with one simple doctrine | + | Something that's also worth mentioning |
- | Become an expert in FCing a cheap doctrine first. Don't plan to execute complicated things | + | |
- | A good FC will need to be really flexible later on. But you have just started. Stay focused for now! | + | //Personal experience:// |
- | * You want to know what you are doing. | + | ==== Short Summary ==== |
- | * You have one(!) doctrine you know well. | + | |
- | * You have a handful of tactics you can execute well. (more on that in the chapter: simple tactics) | + | |
- | Everything else comes later and with time!\\ | + | If you didn't read all of the above, here's a few bullet points: |
- | **When you start as a new FC it is all about reducing complexity!** | + | * **__Reputation matters in the FC world__**. Present your best self and your fleets will grow as you grow. |
+ | * **__Just keep trying__**. Keep pinging, keep learning, and one day you will see yourself improve. | ||
+ | * **__It' | ||
- | //Pretty much everything is this guide tries to reduce the complexity for you.\\ | + | ===== Chapter 2: Before Undocking ===== |
- | You want to be calm, confident and focused on a few key things, to make good decisions.// | + | |
- | ====== Do your homework ====== | + | ==== Part 1: Some Suggestions |
- | Every FC will agree that the biggest challenge in doing the job is to handle its complexity in the heat of the moment. My firm believe | + | It's easy to imagine yourself like the experienced Stratop and Full FCs, who seem to know the ins and out of every grid and every doctrine. However, when you're starting out, it's better to keep it simple |
+ | * Choose a doctrine | ||
+ | * Have an objective in mind every time you ping a fleet, whether it be catching ratters in Havens or defending an Astrahus. | ||
+ | * Have a few tactics/ | ||
+ | The idea is to reduce the complexity of the fleet so you can focus on the basics and make good decisions. The rest you will learn as you go along. | ||
+ | ==== Part 2: Research ==== | ||
- | ===== Know your own and enemy doctrines ===== | + | //"Know thy enemy, know thyself, and in a hundred battles thou shall never be defeated"// |
- | Start small and focus on one specific doctrine you want to fly. (can't repeat that often enough) Get to know this doctrine inside out. Fire up EFT/PYFA and become familiar with the strength and weaknesses of the ships you will fly, and also check zKill for fits commonly used by people you will be fighting. | + | === 1. Understand |
- | * what are the possible engagement ranges? | + | |
- | * how much volley damage and dps can a fleet of 10 of these ships deal? | + | |
- | * how quickly does one of these ships blow up? | + | |
- | * how agile am I on the battlefield with these ships? | + | |
- | You have to really know by heart what you can do with YOUR ships. The next step is to get an idea of what you can engage with this ships. __Write it down!__ | + | [[https:// |
- | * against which doctrines can you win easily? | + | * What are the possible **__engagement ranges__**? |
- | * from which doctrines do you really need to run away? | + | * What is the **__alpha/ |
- | * who could you fight outnumbered, | + | * What is the **__survivability__** of this doctrine with and without Logistics? |
- | * who can you fight only if you blob him yourself? | + | * What is the **__maneuverability__** of this doctrine? |
- | I myself have literally(!) one piece of paper printed out on my desk which tells me what I will do and what not. Write it down and stick to it. To think this through before you go out will reduce complexity while you are out with your fleet. If your scout gives you intel just check this list. Don't start thinking about it, while the hostiles already sit on the other side of the gate. | + | Now, analyze the engagement profiles that you wish to see from this doctrine: |
+ | * What this doctrine is **__good against__** and how to utilize the advantages of it against | ||
+ | * What this doctrine is **__countered by__** and how to engage/ | ||
+ | * More advanced: how this doctrine works in conjecture with other friendly fleets and how to synergise with them. | ||
- | ===== Know your area of operations ===== | + | You can simulate the ships using PYFA and check what other FCs use this doctrine for using [[https:// |
- | So where could you operate? You could defend our home in Catch. You could visit Providence. You could say hello to the angry Russians in Stain. You could go to faction Warfare space. | + | == Example == |
- | Where ever you want to go: Know this area very well! | + | We'll take a look at one of the doctrines I started out with, the [[https:// |
- | * print out the map of the region you want to operate | + | * Engagement ranges: Preferably mid-to-close range, switching mid-slots for EWAR modules if necessary. Designed to fight in the ESS. Can suffer against fast doctrines due to losing range dictation, which is negated by fighting |
- | * gather intel on activities | + | * Damage characteristic: |
- | * get in an interceptor | + | * Survivability: |
+ | * Maneuverability: | ||
+ | * Good against: Non-Minmatar shield doctrines of similar class, preferably in a static grid where range dictation matters less (like the ESS). | ||
+ | * Countered by: Very fast doctrines (which are usually Minmatar), due to possibly losing range and engagement dictation in a more dynamic grid. | ||
+ | * Synergise with: Possibly other doctrines that feature heavy tackling (like Flycatchers, | ||
- | Gathering intel, writing it down in your printed maps and be familiar with what is going on during the time you plan your fleets is very helpful. | + | === 2. Understand the Space === |
- | Let's take Providence for example: | + | As an FC, if you're going on a roam or defending our space, you should have an idea of how you're going to navigate the space you're going to operate in. //Fun fact:// most of our official FCs have the map of our space somewhat memorized, so they can visualize where they' |
- | * get their Jump-Bridge | + | |
- | * know their staging systems | + | |
- | * know their industry | + | |
- | * know their trade hubs (by checking | + | |
- | * try to get access to their intel channels with an alt (very easy in Providence) | + | |
- | * know where they like to set up gatecamps | + | |
- | * check their killboards to learn more about them | + | |
- | Just a short list of tipps for checking killboards: | + | There are **__multiple tools__** you can use for navigating space. Prime examples include [[https:// |
- | * focus on data in the timezone you will operate in | + | * The **__staging and market systems__** of the region and alliance owning it. |
- | * check in which system their ratters lose the expensive ships | + | * The **__Ansiblex Jump Bridge map__** of the target alliance. |
- | * check their most used ships and fittings | + | * The **__chokepoints/ |
- | | + | |
- | | + | |
- | | + | |
- | And so on. Gathering intel, being a spy yourself | + | After identifying these landmarks |
+ | * What **__timezone__** the people in your target region are most active in. | ||
+ | * Where the **__ratting | ||
+ | * What the most common **__enemy response__** will be. | ||
+ | * If there was a **__fight nearby__**. | ||
+ | * More advanced: who their FCs and their alts are, as well as who're the most experienced PVPers. This ties with identifying cyno, bubble | ||
- | I for myself really like it and it's a great weekly routine I can work on. Every week I spend a couple of hours to improve my own intel. Its one of the many things you can spent time with in EVE if there is nothing more interesting to do. | + | If you want, you can also do this for more convenience: |
+ | * Fly around in an Interceptor/ | ||
+ | * Ask other people for knowledge and experience. | ||
- | You don't need to know all this data by heart when you go there. But just gathering | + | It's worth noting that you should also decide how much you want to invest in gathering intel. It's easy to fall into the rabbit hole of gathering |
- | ====== Delegate, delegate, delegate ====== | + | |
- | Again: Your job as FC is complicated enough. Make it easier by delegating special tasks to others in fleet. What I find the most helpful are these three things: | + | == Example == |
- | ===== 1. Delegating | + | Let's look at our own space in Delve for simplicity and follow the points listed above, using [[https:// |
+ | * Brave stages out of [[https:// | ||
+ | * Brave's Ansiblex network connects several chokepoints and pockets. For example, the [[https:// | ||
+ | * Brave space is centered in Northern Delve and Fake Querious. Several major pockets and pipes can be identified. The major pocket is Helm's Deep, a pocket of four constellations with one entrance defended by E3OI-U. This pocket is connected to other parts of Brave space by the AJI-MA - 1DQ1-A pipe. From there, you can move South towards the Fake Querious pipe or North towards the [[https:// | ||
+ | * Brave has activity throughout the day but is strongest in EUTZ. | ||
+ | * Use NPC kills delta to quickly identify major ratting pockets in Brave space. Mining comes more with experience but quickly note down the presence of mining fleets/ | ||
+ | * Brave is known for bringing "even fights" | ||
- | Already when forming up, delegate the task of putting the fleet together to someone else. Make him boss and ask him to use the "Fleet Composition" | + | ==== Part 3: Fleet Roles ==== |
- | Let him handle all the following issues which pop up all the time: | + | After working out the external factors of a fleet, let's look into the internal factors. A fleet consists of multiple roles, and you as an FC are expected to have basic knowledge of how they function in order to utilize the people in said roles effectively. This section will give a brief overview on them. |
- | * which ship can I bring? | + | |
- | * what is the logi channel? | + | |
- | * who is my anchor? | + | |
- | * can I bring my Drake? | + | |
- | * do you need a dictor? | + | |
- | * where is the fleet? | + | |
- | * Squad 11 still has no commander | + | |
- | * pilot XYZ has disconnected | + | |
- | And so on. All this shit. Give this guy a clear briefing in the beginning what you want and he takes it from there. You have other things to focus on, than handling this issues. | + | === 1. The (Main) FC === |
- | ===== 2. Delegating | + | Obviously, you're the main FC of your fleet. The FC has **__full discretion__** on how to run the fleet. While other members can advise on the best course of action, the decision of the main FC is final. On the field, unless delegated, you act as both the target caller and anchor. |
- | If you know you will go to region XYZ ask a covert-ops or interceptor pilot to X up in fleet. If there is none, ask someone to do it for you explicitly | + | === 2. Secondary |
- | You will still have your interceptor scouts with your fleet jumping one system ahead. This guy is dedicated | + | These will be your fellow or senior FCs in the FC team. While their job is to **__support__** you as the main FC, there are a few differences between the roles of secondary and backseat FC. |
+ | * The secondary FC (or 2IC) is **__functionally | ||
+ | * The backseat FC is **__your shadow__**. They play less of a functional role and will act in a more observational capacity. They will be evaluating | ||
- | Convo him and assign him the task to already go to the area where you want to operate in and let him start gathering intel on his own. | + | === 3. The Mainline === |
- | He will have a head start of maybe 15 minutes and he can already tell you - in this convo, not on comms - if he finds gategamps, hostile fleets roaming, ratting carriers or what so ever. | + | |
- | Let him know, what kind of fleet you would want to engage. If he finds a juicy target, he should keep his eyes on the target. While the fleet is forming up and someone else is organizing your fleet you want to focus on your intel and this scout, to lead the fleet not into the unknown but into an already scouted area. | + | This will make up the bulk of your fleet. |
- | ===== 3. Delegating ' | + | === 4. The Logistics Wing and Links === |
- | This might be controversial, | + | " |
- | If you have no one who is confident with this task, it of course doesn' | + | An important role worth mentioning in bigger fleets with slower doctrines |
- | And there is another simple benefit: every smart hostile | + | And finally, most fleets will feature ships capable of using Command Bursts or Links. These modules provide a **__fleet-wide bonus__** to several important characteristics, |
- | ====== Orientation | + | === 5. Tackle, Scout, Interdiction |
- | As an FC it is really important | + | Since these roles can be filled by similar ships and similar pilots, I've decided to group them into one section. |
+ | * Scouting works in both directions: they can **__move ahead or behind your fleet__**. They provide information about enemy movements, the situation on the field, the location of ratters, etc. These people are crucial in allowing the FC to make a more informed decision in less time. A good FC with a good fleet should always have a network of scouts relaying information to them at all times. | ||
+ | * Scouts usually fly Interceptors or similar ships, meaning they serve the role of tackle. This can be done both offensively | ||
+ | * Pilots flying Interdictors (dictors) and Heavy Interdiction Cruisers (HICTORs) have the capability | ||
+ | * Cynos are completely different from tackle and dictors, but they can also serve the role of scout. Cynosural Field Generators can be mounted on Force Recons or HICTORs (among other things), meaning they can **__enable | ||
- | ===== Orientation ===== | + | === 6. EWAR === |
- | My advice to improve your orientation | + | The EWAR wing is probably the most under-appreciated of the fleet roles but is also important. EWAR serves |
- | * you always have your tactical overview active | + | === 7. Others === |
- | * you always are zoomed out, so that you can assess the situation around you | + | |
- | * you have your overview configured in a way, that you see brackets for hostile and friendly ships + wrecks | + | |
- | During a fight you not only just anchor up and shoot the primaries, | + | Here are some other roles that are less relevant to you as a new FC but are available later on. |
+ | * Bombers: An effective bomber wing can create significant pressure on the enemy fleet besides the presence of your own by delivering AOE weapons on the field. Utilize them tactically and strategically to achieve victory. | ||
+ | * Bridgers: Depending on what you're flying, bridging pilots will either be in a Black Ops battleship, Carrier or Titan. Utilizing cyno characters as mentioned above, they can quickly deliver your fleet into action. | ||
- | * try to keep count of hostile and friendly wrecks to be aware of who has the upper hand | + | === 8. Delegating Work === |
- | * try to keep track of where your own logistics are positioned on the field | + | |
- | * try to keep track of the direction the hostiles and your own fleet is moving | + | |
- | * try to understand the hostile fleet composition | + | |
- | * try to start FCing and target calling (quietly for yourself) | + | |
- | You want to get yourself in a situation as you would be in control, to just train to | + | Even the most experienced FCs can't and shouldn' |
- | * keep track of all the important things going on at the same time | + | |
- | * start making decision | + | |
- | Use every fleet as an FC training by actively thinking about what YOU would do now in this situation. Train to handle all these things at the same time under pressure. Try to think about it in real time - don't just judge what you have would have done differently after the fight is over. | + | ==== Part 4: Pre-fleet Checklist ==== |
- | This is a really | + | You've prepared yourself mentally, you've done your homework, now it's time to make a fleet. Here's a checklist I use in fleets in order to smooth out the paperwork: |
+ | - Identify the **__objective__** of the fleet. | ||
+ | - If there are enemies already present, **__gather information__** about their location, numbers, [[https:// | ||
+ | - Choose a **__doctrine__** of choice and **__destination__**, | ||
+ | - Set up your **__fleet and fleet advert__**. A good fleet advert should have the following characteristics: | ||
+ | * The fleet name should be identical to the name mentioned in the ping. | ||
+ | * These boxes should be ticked in the left column: Hide details in advert; Automatically update Fleet Advert on Boss Change. All other boxes can be ignored. | ||
+ | * These boxes should be ticked in the right column to open fleet to: My Corporation, | ||
+ | - Set up **__tracking__** for your fleet using [[https:// | ||
+ | - Set up your **__Message of the Day (MOTD)__**. A good MOTD should include: | ||
+ | * The form-up location (likely UALX-3). | ||
+ | * The comms channel on Mumble | ||
+ | * Names of the anchoring pilots. This can be you or another person | ||
+ | * The fleet doctrine and corresponding fits. | ||
+ | * Links to the Logistics, Links and EWAR channels if needed. | ||
+ | - **__Ping your fleet__** using the [[https:// | ||
+ | * The fleet name. | ||
+ | * Name of the FC (which is you). | ||
+ | * Comms channel on Mumble. | ||
+ | * Ship types. | ||
+ | * Location. | ||
+ | * Duration. | ||
+ | * SRP type, click [[https:// | ||
+ | * The reason for the fleet. | ||
+ | - Once you've got enough people for a fleet, begin to **__check | ||
+ | - **__Assign roles__** to your fleet members if necessary. | ||
+ | - And finally, **__undock__**. | ||
- | ===== Situational Awareness ===== | + | ==== Short Summary |
- | This is the ability | + | Just to make sure you get the main idea, here are a few bullet points |
+ | * **__Do your research beforehand__**: | ||
+ | * Understand the various **__fleet roles__** and decide how much work you want to take on. | ||
+ | * Make sure **__everything is set__** before undocking. | ||
- | It's something you can work on. What really helps to train your situational awareness is: | + | ===== Chapter 3: Takeoff ===== |
- | * be a scout for a fleet from time to time and try to anticipate what the FC will most likely wants you to do next | + | |
- | * fly logistics and get a different perspective on a fight. it will extend your horizon and allow more in depth assessments | + | |
- | * start doing more solo pvp or pvp in very small groups (2-5) | + | |
- | Solo PVP or going out in a very small group is one of the best ways to work on your situational awareness. Very good scouts and very good FCs are often also very good solo pilots, as it simply forces | + | This will likely be the part you spend most of your time on. This is when you're out in space, where anything can happen, and where you have the potential |
- | Your will train your muscle to anticipate what is most like for the enemy to do next. | + | ==== Part 1: Orientation and Situational Awareness ==== |
- | ====== Simple Tactics ====== | + | An FC is expected to have a good understanding of the field. While this guide will help give certain tips on how to perform it better, experience will be the best teacher, and these skills can be trained without you being in the FC seat. |
- | Moving a fleet around is not a big deal at all. Telling people to align to something, to hold, to jump and to warp a fleet is a piece of cake and can be done by simply everyone. It's much more about being able to apply different tactics and to understand a situation, to know what you can do and what not. | + | === 1. Orientation === |
- | For your first fleets I want to give you three simple tactics | + | Orientation is the ability to **__understand the directions of movement__** between you and the various entities on the grid. By having orientation, |
+ | * Having your **__tactical overlay open__** | ||
+ | * **__Zooming out__**. While looking at your magnificent ship is tempting, in order to better visualize the field you should be able to see the entire field. Take note of how everything is positioned relative from one another, then you can even try practicing your judgement skills by deciding what you'd do in the given situation. | ||
+ | * **__Configuring your overview__** to include brackets for friendly and hostile ships, as well as things you can warp to such as wrecks, corpses and celestials. The reason for this is that as an FC, you should also have a clear control of your fleet, this means having an engagement and disengagement options by warping in/off. | ||
- | And I want to tell you one thing, you will __never ever do__ on your first fleets: you will never ever jump into a hostile gatecamp! | + | Paying attention |
+ | * The **__number and composition__** of friendly and hostile ships, as well as the number of wrecks to see who has the upper hand. | ||
+ | * The **__positioning__** of friendly and enemy Logistics Wings. | ||
+ | And maybe besides anchoring up and performing your role in the fleet, | ||
- | Jumping into a hostile fleet, which is setup on a gate, will most likely shred you to pieces, unless your largely outnumber or outgun them and there is really no reason to do that. Jumping into another fleet puts you most of the time in a bad position. Put this rule on the list of things, you will never do, even if this is the only way to get a kill. | + | === 2. Situational Awareness === |
+ | Situational awareness doesn' | ||
+ | * Try flying as Scout once in a while, then anticipate where you'd expect the FC to send you to. | ||
+ | * Fly as a Logistics pilot/EWAR pilot in fleet doctrines that allow for an LC/EWAR FC, and see how the wing operates semi-independently from the mainline. | ||
+ | * Basically, be more active in a fleet environment. | ||
- | ===== 1. Gate Camping | + | Alternatively, |
+ | |||
+ | //Personal experience:// | ||
+ | |||
+ | ==== Part 2: Possible Fleet Strategies ==== | ||
+ | |||
+ | While a fleet can do basically anything provided you have the composition and numbers for it, your objective in the beginning stages is to build up your fundamentals and get a feel for being in command. Because of that, this part will list some of the most common fleet objectives and strategies to help you achieve that. Of course, if you feel there are other aspects you wish to work on, feel free to do so. | ||
+ | |||
+ | === 1. The Standard Roam === | ||
+ | |||
+ | This is probably what most FCs start out with. You take some ships, fly into enemy space and be a menace. This allows you to keep your fleet moving at all times, and as such maintain activity within your fleet members. However, this also depends on multiple factors, including the hunting region or how fast and effective your scouting network is. Also for simplicity reasons, this section will have multiple ways to achieve a roam. | ||
+ | |||
+ | == a. Hunting == | ||
+ | |||
+ | Hunting in this case includes finding ratters and miners. | ||
+ | |||
+ | 1. Gate Camping | ||
Yeah, let's be honest: it is often very boring to do it and no one likes it. But nevertheless it gives you the highest level of control over the situation and is a good way to start as a new FC. | Yeah, let's be honest: it is often very boring to do it and no one likes it. But nevertheless it gives you the highest level of control over the situation and is a good way to start as a new FC. | ||
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There are a lot of more advanced tactics related to gate camps - you can do some things to increase the chance to get a fight with a smaller gangs than yours - but those I will explain in another guide. | There are a lot of more advanced tactics related to gate camps - you can do some things to increase the chance to get a fight with a smaller gangs than yours - but those I will explain in another guide. | ||
- | ===== 2. Station Trap ===== | + | 2. Station Trap |
Roaming in hostile space, which has systems with stations in it, is a great place to execute the ' | Roaming in hostile space, which has systems with stations in it, is a great place to execute the ' | ||
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If you are in ships with a high volley damage (like Talwars) you might even try to instap-pop ships who try to undock, get vulnerable and not dock up quick enough. | If you are in ships with a high volley damage (like Talwars) you might even try to instap-pop ships who try to undock, get vulnerable and not dock up quick enough. | ||
- | ===== 3. Hit and Run ===== | + | 3. Hit and Run |
Another popular tactic is to 'hit and run'. This works extremely well with long range fleets, who have a high volley damage. (i.e. Talwars) If you have a enemy fleet location, for example because: | Another popular tactic is to 'hit and run'. This works extremely well with long range fleets, who have a high volley damage. (i.e. Talwars) If you have a enemy fleet location, for example because: | ||
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What is important: after every run make sure, that you really kill more ISK than you lose! | What is important: after every run make sure, that you really kill more ISK than you lose! | ||
- | ====== | + | Target Calling |
There is only one simple rule for target calling, which is always right: __it's better to call any ship, than none__\\ | There is only one simple rule for target calling, which is always right: __it's better to call any ship, than none__\\ | ||
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Apart from that it really always depends on the situation and therefore I want to give you just a few things to think about, to make your own decisions: | Apart from that it really always depends on the situation and therefore I want to give you just a few things to think about, to make your own decisions: | ||
- | ===== Logistics | + | Logistics |
I would only primary logistics if it needs to be. You should have a rough idea of how much damage your fleet can apply and you should be able to roughly estimate how much EHP your targets have and how much a single T1 and T2 logistics can repp. | I would only primary logistics if it needs to be. You should have a rough idea of how much damage your fleet can apply and you should be able to roughly estimate how much EHP your targets have and how much a single T1 and T2 logistics can repp. | ||
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It's also a question of your own E-War. With a few E-Wars ships in your back and not a massive logistics support on the other side, I would at first ignore them. If you see, that they repps are holding, or that it simply takes to long to kill something, you can switch back to them at any point during the fight. | It's also a question of your own E-War. With a few E-Wars ships in your back and not a massive logistics support on the other side, I would at first ignore them. If you see, that they repps are holding, or that it simply takes to long to kill something, you can switch back to them at any point during the fight. | ||
- | ===== E-War ===== | + | E-War |
Same thinking as with the logistics. If you can ignore them, ignore them. I would always start the fight and reconsider your situation after the first 60 seconds. Ask you logistics if they have a lot of issues with jamming and dampening. | Same thinking as with the logistics. If you can ignore them, ignore them. I would always start the fight and reconsider your situation after the first 60 seconds. Ask you logistics if they have a lot of issues with jamming and dampening. | ||
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The only exception I would make: if you fight ships with turrets and they have Vigils or Bellicose ships in fleet: take them down first. Getting them off the field will cut down their DPS by quite a lot. | The only exception I would make: if you fight ships with turrets and they have Vigils or Bellicose ships in fleet: take them down first. Getting them off the field will cut down their DPS by quite a lot. | ||
- | ===== EAFs, Recons & T3s ===== | + | EAFs, Recons & T3s |
Hyenas, Rapiers, Huginns & Lokis have long range webs. Keres, Arazus, Lachesis & Proteus have long range points. Both groups are a high threats for you. Webs more than points, as they will maximize the damage application. Points are relevant in fights, where there is actually a chance to warp of when called primary. (for example if you fight missile ships, which give you time to warp off) The T3 will have a massive amount of EHP, the EAFs are paper thin. | Hyenas, Rapiers, Huginns & Lokis have long range webs. Keres, Arazus, Lachesis & Proteus have long range points. Both groups are a high threats for you. Webs more than points, as they will maximize the damage application. Points are relevant in fights, where there is actually a chance to warp of when called primary. (for example if you fight missile ships, which give you time to warp off) The T3 will have a massive amount of EHP, the EAFs are paper thin. | ||
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If you think you can win the fight: ignore the long points and kill the long webs first. If you can't kill them and if you notice that you lose the fight: get out of the fight and while doing that primary the long points. | If you think you can win the fight: ignore the long points and kill the long webs first. If you can't kill them and if you notice that you lose the fight: get out of the fight and while doing that primary the long points. | ||
- | ===== Interdictors | + | Interdictors |
Hostile Interdictors should always be high on your list if you are in a situation where you don't want to get bubbled. It would not say they are top of the list in every situation, but prolly in most. | Hostile Interdictors should always be high on your list if you are in a situation where you don't want to get bubbled. It would not say they are top of the list in every situation, but prolly in most. | ||
- | ===== DPS ===== | + | DPS |
If everything else is fine you call the hostile DPS ships as primaries. You want to focus first on the highest DPS ships. If there is no difference between the ships left on the field I recommend you to have at least the column ' | If everything else is fine you call the hostile DPS ships as primaries. You want to focus first on the highest DPS ships. If there is no difference between the ships left on the field I recommend you to have at least the column ' | ||
- | ====== | + | Talwars, Talwars, Talwars |
As its quite likely at the current situation, that you start your career as a FC with Talwars, I just want to say two things about them. | As its quite likely at the current situation, that you start your career as a FC with Talwars, I just want to say two things about them. | ||
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If they don't: your fleet might not be as good as you think. So its better to put them in another ships than the Talwar. Maybe use the MOTD of your fleet to make this very clear. | If they don't: your fleet might not be as good as you think. So its better to put them in another ships than the Talwar. Maybe use the MOTD of your fleet to make this very clear. | ||
- | ====== | + | Tips and Tricks |
Some general things I wanted to address: | Some general things I wanted to address: | ||
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* telling people what they did wrong in a polite ways helps them to become better pilots | * telling people what they did wrong in a polite ways helps them to become better pilots | ||
* during the fleet you are in charge and no one else! ask people to address their critics after the fleet | * during the fleet you are in charge and no one else! ask people to address their critics after the fleet | ||
- | | ||
- | ====== Let's warp it up ====== | ||
- | So that's it for this guide. I hope I could give you a better idea and some practical advise on how to get started | + | ===== Chapter F: The FC Structure |
+ | |||
+ | This section will be relatively short, | ||
+ | |||
+ | ==== Part 1: The Structure ==== | ||
+ | |||
+ | Brave Military has different levels of FCs, each with their own responsibilities and tasks. | ||
+ | - Skirmish FCs are entry-level FCs. They mainly run small to medium-sized fleets and have access to all non-apex and capital doctrines. In large fleets, they assist senior FCs, or they can be backseated by said seniors | ||
+ | - Stratop FCs are the mainline, typically responsible for handling strategic objectives. They have access to all subcapital doctrines | ||
+ | - Full FCs are seniors. They handle the most important objectives and have an overview on the complexity of sovereign warfare. They have access to all doctrines. | ||
+ | - Special roles include Specialist FCs who mainly run supportive wings within the fleet, and Capital FCs who are responsible for capital coordination. | ||
- | Do your homework. Get to know different ship fittings, make notes on their strength and weaknesses. Go out and start gathering intel, create your own little knowledge-base, | + | ==== Part 2: Becoming |
- | Keep it simple. Delegate what you can, focus on just one simple doctrine like Talwars | + | === 1. Requirements === |
+ | All members are allowed to apply for Skirmish FC, provided they meet the following conditions: | ||
+ | * Minimum 30 days in Brave. | ||
+ | * Have run 3 or more fleets | ||
- | I will write a guide about more advanced tactics in the future.\\ | + | ===== Conclusion ===== |
- | If you have any questions or feedback: [[http:// | + | |
- | 7o\\ | + | This guide is made as a simple set of suggestions with ideas and advice on how you can get started as an FC. It essentially boils down to the quote of //" |
- | Rikta Garemoko | + | |
{{tag> | {{tag> |