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public:dojo:wiki:newfc [2025/04/28 07:18] – 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> | + | |
- | + | ||
- | </ | + | |
- | ====== 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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As a 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 has a few personal experiences sprinkled in for more relatability. | ||
* 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: | ||
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==== Part 2: Mentalities ==== | ==== Part 2: Mentalities ==== | ||
- | There are people who have played the game for decades and have " | + | There are people who have played the game for decades and have " |
Something that's also worth mentioning (and I learned the hard way) is that in a fight, **__it' | Something that's also worth mentioning (and I learned the hard way) is that in a fight, **__it' | ||
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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 and build up your fundamentals. Here's a few tips: | 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 and build up your fundamentals. Here's a few tips: | ||
- | * Choose a doctrine you like (that you're allowed to call SRP for) and learn how to fly it effectively. | + | * Choose a doctrine you like (that you're allowed to call SRP for) and learn how to fly it effectively. Don't try to do complicated things in multiple doctrines. |
* Have an objective in mind every time you ping a fleet, whether it be catching ratters in Havens or defending an Astrahus. | * 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/ | * Have a few tactics/ | ||
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==== Part 2: Research ==== | ==== Part 2: Research ==== | ||
- | //" | + | //" |
=== 1. Understand the Doctrines === | === 1. Understand the Doctrines === | ||
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You can simulate the ships using PYFA and check what other FCs use this doctrine for using [[https:// | You can simulate the ships using PYFA and check what other FCs use this doctrine for using [[https:// | ||
- | ===== Know your area of operations ===== | + | == Example |
- | So where could you operate? You could defend our home in Catch. You could visit Providence. You could say hello to the angry Russians | + | We'll take a look at one of the doctrines I started out with, the [[https:// |
+ | * 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 | ||
+ | * Damage characteristic: | ||
+ | * 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, | ||
- | Where ever you want to go: Know this area very well! | + | === 2. Understand |
- | * print out the map of the region you want to operate in | + | |
- | * gather intel on activities in your timezone | + | |
- | * get in an interceptor and roam this area solo to observe and make bookmarks (safespots, tacticals at gates and stations) | + | |
- | Gathering intel, writing it down in your printed maps and be familiar with what is going on during | + | As an FC, if you' |
- | Let's take Providence | + | There are **__multiple tools__** you can use for navigating space. Prime examples include [[https:// |
- | * get their Jump-Bridge | + | * The **__staging |
- | * know their staging systems | + | * The **__Ansiblex Jump Bridge map__** of the target alliance. |
- | | + | * The **__chokepoints/ |
- | | + | |
- | * try to get access to their intel channels with an alt (very easy in Providence) | + | |
- | | + | |
- | * check their killboards to learn more about them | + | |
- | Just a short list of tipps for checking killboards: | + | After identifying these landmarks on the map, if you're roaming |
- | * focus on data in the timezone you will operate | + | * What **__timezone__** |
- | * check in which system their ratters lose the expensive ships | + | * Where the **__ratting |
- | | + | * What the most common **__enemy response__** will be. |
- | * know their most successful pilots to recognize them in local | + | * If there was a **__fight nearby__**. |
- | * write down pilots who lose ships with fitted cynos | + | * More advanced: |
- | * create a list of pilots | + | |
- | And so on. Gathering intel, being a spy yourself and doing solo recon missions | + | If you want, you can also do this for more convenience: |
+ | * Fly around in an Interceptor/ | ||
+ | * Ask other people | ||
- | I for myself really like it and it' | + | It' |
- | You don't need to know all this data by heart when you go there. But just gathering - whether you will remember all of it or not - will prepare you better, than flying blind into it. Having a better idea of what you are getting into will reduce complexity during your fleet, even if this preparation itself, might appear quite complex in itself ;) | + | == Example |
- | ====== Delegate, delegate, delegate ====== | + | |
- | Again: Your job as FC is complicated enough. Make it easier | + | 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' | ||
+ | * 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 | ||
+ | * 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" | ||
- | ===== 1. Delegating 'Fleet Organization' | + | ==== Part 3: Fleet Roles ==== |
- | Already when forming up, delegate | + | After working out the external factors |
- | Let him handle all the following issues which pop up all the time: | + | === 1. The (Main) FC === |
- | * 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. | + | 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 |
- | ===== 2. Delegating ' | + | === 2. Secondary and Backseat FCs === |
- | If you know you will go to region XYZ ask a covert-ops | + | These will be your fellow |
+ | * The secondary FC (or 2IC) is **__functionally your right hand__** (or left if you're left-handed like me). They are responsible for directly assisting you in running the fleet, whether | ||
+ | * 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 your performance and giving you advice on how to improve your performance after the fleet is wrapped up. If needed or if you request so, the backseat FC will take over the fleet. | ||
- | You will still have your interceptor scouts with your fleet jumping one system ahead. This guy is dedicated and independent from your fleet to find what you are looking for. | + | === 3. The Mainline === |
- | 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. | + | This will make up the bulk of your fleet. They are the soldiers, **__the damage__**, the core of the fleet. I personally dislike the term F1 monkey though, it doesn' |
- | 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. | + | === 4. The Logistics Wing and Links === |
- | ===== 3. Delegating ' | + | " |
- | This might be controversial, but I would recommend you to ask in fleet if there is an experienced anchor pilot in a DPS ship who simply knows how to keep a fleet at optimal | + | An important role worth mentioning in bigger fleets with slower doctrines is the **__Logistics Commander (LC)__**. [[https:// |
- | If you have no one who is confident with this task, it of course doesn' | + | And finally, most fleets will feature ships capable |
- | And there is another simple benefit: every smart hostile FC might kill the obvious anchor pretty early on the fight. | + | === 5. Tackle, Scout, Interdiction and Cyno === |
- | ====== Orientation | + | 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 and defensively: | ||
+ | * Pilots flying Interdictors (dictors) and Heavy Interdiction Cruisers (HICTORs) have the capability of **__massively disrupting enemy movements__** via preventing warp with their Interdiction Spheres (bubbles). As with tackle, this can be used offensively to prevent the enemy from escaping, or to screen the enemy from landing on the fleet. They are more effective in screening larger fleets, with a common example being the waterboarding tactic (dictors bubbling every gate to significantly slow down the enemy). | ||
+ | * 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 a fleet to quickly move across large distances__** and be on-field immediately. As such, cyno pilots are extremely valuable. | ||
- | As an FC it is really important to have a good orientation on the battlefield and a certain degree of situational awareness. Both you can not get by reading this guide, but just by pure PVP experience in the game. The good news it: you can train this a lot without having to be a FC. | + | === 6. EWAR === |
- | ===== Orientation ===== | + | The EWAR wing is probably the most under-appreciated of the fleet roles but is also important. EWAR serves to either **__decrease the enemy' |
- | My advice to improve your orientation is to join as many fleets as possible in a DPS ship and to do something different, than just anchoring up and picking up broadcast from your fleet window. You might already do the following, but if not: start doing it now! | + | === 7. Others === |
- | * you always have your tactical overview active | + | Here are some other roles that are less relevant to you as a new FC but are available later on. |
- | * you always are zoomed out, so that you can assess | + | * 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. |
- | * you have your overview configured | + | * 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. |
- | During a fight you not only just anchor up and shoot the primaries, but you also: | + | === 8. Delegating Work === |
- | * try to keep count of hostile | + | Even the most experienced FCs can't and shouldn' |
- | * try to keep track of where your own logistics are positioned on the field | + | |
- | | + | |
- | * try to understand | + | |
- | * 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 | + | ==== Part 4: Pre-fleet Checklist ==== |
- | * keep track of all the important things going on at the same time | + | |
- | * start making decision to check if you would make similar calls than your current FC | + | |
- | Use every fleet as an FC training by actively thinking | + | 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__** | ||
+ | - 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 | ||
+ | * 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 | ||
+ | - 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 that you're using. | ||
+ | * Names of the anchoring pilots. This can be you or another person of your choice. | ||
+ | * 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 your fleet composition__** and tell people to reship to whatever | ||
+ | - **__Assign roles__** to your fleet members if necessary. | ||
+ | - And finally, **__undock__**. | ||
- | This is a really good training | + | ==== Short Summary ==== |
+ | |||
+ | 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. | ||
+ | |||
+ | ===== Chapter 3: Takeoff ===== | ||
+ | |||
+ | 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 to shine bright. Because of that, what you do from here is very important. | ||
+ | |||
+ | ==== Part 1: Orientation and Situational Awareness ==== | ||
+ | |||
+ | 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 | ||
+ | |||
+ | === 1. Orientation === | ||
+ | |||
+ | Orientation is the ability to **__understand the directions | ||
+ | * Having your **__tactical overlay open__** (by pressing // | ||
+ | * **__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. | ||
- | ===== Situational Awareness ===== | + | Paying attention to the field is a very important thing, both as an FC and a fleet member. While you're expected to do so as an FC, as a fleet member you can help the fleet by relaying the information to the FCs. The more information FCs have, the better they can command. Remember to keep track of: |
+ | * 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, you can also get some second-hand experience by **__analyzing the grid and see what you would do if you were FC__**, then see whether the decision of the FC aligns with your theorized one. After all, everything is a learning experience. | ||
- | This is the ability to quickly comprehend what is going on, realizing what will most likely happen next, without having to think about it very long. Your situational awareness will increase over time, as more experience you gather, as more different situation you will encounter. | + | === 2. Situational Awareness === |
- | It' | + | Situational awareness doesn' |
- | * be a scout for a fleet from time to time and try to anticipate | + | * Try flying as Scout once in a while, then anticipate |
- | * fly logistics and get a different perspective on a fight. it will extend your horizon and allow more in depth assessments | + | * 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. |
- | * start doing more solo pvp or pvp in very small groups (2-5) | + | * Basically, be more active |
- | 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 you to make all decision by yourself, instead of just following orders. | + | Alternatively, |
- | Your will train your muscle | + | //Personal experience:// |
- | ====== Simple Tactics ====== | + | ==== Part 2: Possible Fleet Strategies |
- | Moving | + | While a fleet can do basically anything provided you have the composition and numbers for it, your objective in the beginning stages |
- | For your first fleets I want to give you three simple tactics you can apply. They all work quite well with Talwars. (little hint) | + | === 1. The Standard Roam === |
- | 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! | + | This is probably what most FCs start out with. You take some ships, fly into enemy space and be a menace. This allows |
- | 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. | + | == a. Hunting == |
+ | Hunting in this case includes finding ratters and miners. | ||
- | ===== 1. Gate Camping | + | 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 | + | |
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