Section 5: Fleet & PVP Basics

Fleet & PVP Basics  ( i.e all the shit I was too afraid to ask and wish I had known earlier in my game ) 

Unquestionably for me,  Eve is at it's absolute best when I'm in a fleet with buddies, on voice comms,  hunting down the enemy and working in a group with others;    the fear factor was definitely real at the start and I made countless errors to which my fleet were far more forgiving than they should have been,  and a lot of those errors came down to just not really knowing the basics,  so this section hopefully saves you some of the mistakes I've made, and helps you perform a role within a fleet quicker.

Rules for PVP ( Refreshing some earlier concepts ) 
  1. Don't undock what you can't afford to lose.
  2. If you're going into a battle where you're likely to lose, insure your ship
  3. Know your role, and perform it
  4. If you're in a fleet, listen to the fleet commander at all times,undertake their instructions regardless of whether or not you think they're right
  5. D-Scan is everyones responsibility,  be aware of what's coming in at all times, don't rely on someone else doing it for you
  6. Be prepared to step up quickly if your fleet commander is taken out of commission and off field;   call targets for focus fire to continue the battle
Just like in real Navy activities, a well organised fleet will almost always dominate an disorganised fleet regardless of the firepower available on each side.   Fleets that are able to combine all of their damage on singular chosen targets can instantly change battles and send enemy into panic mode, making it easier to pick them apart.

While primarily the responsibility of the fleet commander to call out targets and be aware of the surroundings, always be prepared in the event that the commander drops,  you may need to step up and assume the role,  calling out targets over voice comms to continue the fight;   having all people focus fire on the enemy is almost always better than single dog fights all over the field

Basic Roles in PVP Fleets
  • Scout
  • Tackler
  • Damage Dealer
  • Logistics
  • EWAR/Gimper
  • Stealth Bomber
  • Fleet Command
Scout:   A cloaky ship designed to go behind enemy lines ahead of the fleet,  scout out for information and report back to the fleet commander on what is seen.   This role often also includes the creation of bookmark locations to assist the fleet for alignment and warping during combat,  and in known hotspots of combat,  plan these ahead of time.   The scout will usually have probes and scanners to assist in identifying targets,  but sometimes in fleet may also utilise tackle/EWAR to assist in the fight 


Tackler:  A fast moving ship that seeks to intercept the opponent with “points” or “tackles” – a point in effect is a warp scrambler/disruptor to stop the opponent from retreating via warp, a web is a webifer, designed to slow down the target and make it easier to apply damage.   


DPS:   A damage dealing ship, designed to apply damage at a particular range that is required by the fleet commander;    Fleet Commander should be able to calculate ahead of time what range he needs his fleet to be at, and what damage he can expect from his fleet at any given point in time


Logistics:  A support operation ship,   fit with repairers, shield boosters or capacitor boosters that enable a fleet to stay in the fight longer,   or to carry out POCO repair missions.  


EWAR/Gimpers:  An electronic warfare ship,  fit with target painters that make enemies easier to hit, or target system disruptors, or capacity neutralizers to drain the enemy and make them easier to break.


Stealth Bomber:  A cloaked ship designed to deliver either bomb payloads in “hit and run” activities; or to uncloak in force and deliver torpedos at mass to unsuspecting victims.


Fleet Command:   Could potentially be any of the roles performing this role, although in larger battles, specialised command cruisers exist that provide bonuses and fleet support enabling larger fleets to conquer easier.

Crucially,  each corp will likely have a "fleet doctrine" - that is a specific type of fleet that the flight commander can count on,  knowing exactly the capabilities he or she is roaming into battle with and being able to plan accordingly.   Most corporations will have standard fleet feets that range across all pilot levels,  and will usually have ships starting from very low skill points going all the way through to more complex ships.    

It is important that your fleet commander understand what you're piloting and how you can assist;   again, an organised fleet will almost always beat an unorganised fleet regardless of the respective ships involved.

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