There is usually a standing order to save yourself when you are taking heavy damage. If you see your shields and armor getting smoked, feel free to bug out. Denying the enemy the kill is usually more important than whatever you're doing, except perhaps if you're the only tackler on the primary and you'd like to risk waiting for other tacklers to catch up.
Hold Cloak When you jump into a system through a stargate, you stay cloaked for 60 seconds or seemingly less if you took a long time to load the grid. It is important not to move until the FC gives the order to align, orbit, or whatever else. Rolling Safe This order is given to make it harder to probe down fleet and attack it.
A fast ship is assigned as the anchor and everybody warps to the anchor as soon the anchor is km away. It requires you to pay attention to the distance of the anchor and repeatedly warping to his ship as soon the minimum distance for warp km is reached. By default, warp to the exit gate and hold. Your ship will jump into the next system and your ship will be automatically cloaked for 1 minute. Do nothing at this point and stay cloaked, following the FC orders.
If another ship or object is within m of your ship, your cloak expires and your ship becomes visible. If you are accidentally or purposefully uncloaked, execute an emergency warp to any celestial on your pod saver-click open the Pod Saver tab and warp to anything on that list as fast as you can. Note your ship's alignment time 2sec, 3sec, 7sec and be ready for emergencies. Once inside the system, select your scout pilot name on your watch list, or fleet list, then right-click "Warp to member at 10km".
If your scout is at a site or inside a site, due to dead space mechanics, all ships warping to your scout will land at the acceleration gate outside the site. Warping to your scout at 10km in this situation results in a safe distance from the acceleration gate. If your ship warped to your scout at 0km, there is a chance your ship could land inside the acceleration gate, get stuck, and cannot activate the gate, or escape, if bad guys are also at the acceleration gate.
Fleet members outside the site will warp to the acceleration gate outside the site only due to dead space game mechanics.
See the "warp to scout at Your ship will align and jump into the site for combat. The reason for "ewar only" is to buy time for the rest of the fleet to appear on grid with the target, allows all fleet members to lock and apply their ewar modules to the target, to become registered in the target's killmail after the target is destroyed.
Deaggressing allows your ship's 1-minute 'aggression timer' to decrease. Being deaggressed for a full minute allows a pilot to dock, jump through stargates, and escape while their attackers must wait a full minute before chasing.
Every hit on a target resets your ship's aggression timer back to minute. This action is used to bring the fleet back to the safety m jump distance of the stargate for escape from attacking ships.
There are a variety of timers that anyone involved in PvP should know about. Foremost among these are the 1-minute timer after initiating aggression and the second timer after losing a ship which will prevent docking in stations and jumping through stargates.
Read this wiki's timers and countdowns guide for more information. A common tactic used by our opponents is to fit a high damage ship such as a Battleship or a T2 Heavy Assault Cruiser e. Here you can see the difference between having an advert and not having an advert.
You can make an advert by clicking the Create Advert button. Once you have set up a fleet advert, you should be able to see it in the Fleet Finder tab.
You can click and drag the Fleet Boss's portrait to a chat window to link the fleet in a chat channel. When you broadcast your location the players receiving your broadcast will see a notification with your location. They can right click the broadcast to open up several options:. If they right click on the broadcast and click on Show Distance , they will see a pop up with the distance between them and the location, in both number of jumps calculated by the shortest route and in light-years.
In this window you can select whether you want to receive certain broadcasts. For example, you may want to turn off the Need Armor if you aren't in a logistics ship. You can also change the background color for each type of broadcast to make them easier to spot in the History tab.
The Fleet Composition window will give you some extra information on your fleet members. Only people in command positions have access to this screen and you can only see your subordinates. Fleets are the mechanic of EVE Online that enable players to group up with each other. It expands possibilities in masses, up to players a fleet. Being in a fleet provides many advantages, such as:. Fleets are a must when it comes to teaming up with people to reach a goal or a scope. Usually, corporations run some form of content a couple of times of week.
These can range from mining fleets to hunting other players, and are generally the most enjoyable and valuable. If your corporation is in an alliance, usually there are home defense fleets or war campaigns. Generally these are communicated in the form of pings on third-party programs like Discord, Slack, or Jabber. These are some of the most enjoyable fleets in EVE Online, you should definitely participate. Standing Fleet : A fleet that occupies a pocket, or a section of space, with the scope of protecting it of threats.
Helps ratters and miners in distress. Response Fleet : A fleet that usually upgrades from a Standing Fleet once a big threat is detected in the surrounding space. It forms in order to eliminate the enemy fleet and restore harmony. Anchor : Keep your anchor generally the FC at range, orbit, or approach. Generally, a range will be provided. Whelp a fleet : The FC makes a decision that ends up killing every member of the fleet, by a long shot of success.
Applies for other letters as well. WWW : Warp, repeated three times. In fleet chat, it represents a pilot in distress, which other fleet members should warp to. AAA : Align, repeated three times. Generally commandeered after jumping a gate, it signifies aligning to a point in space, usually precised after the command. JJJ : Jump, repeated three times. It emphasizes that the fleet jumps the gate immediately. RRR : Rats, repeated three times. Make the chat entry field as small as you can.
Then make your local chat as big as you can without covering your system information area. Make sure you enable "Show Compact member list" and make the member list as big as you can. You are unlikely to care what is said in local nearly as much as who else is there. I also drag my notification gadget over to the left and place it above the clock. To do this left click and hold and then drag to desired spot.
To do this hold shift, then click and drag the window over to the title bar where it says "Local" then release. It will add your fleet organization as a tab on the same window. I stack these because if in fleet I don't usually have to see the fleet or fleet coms unless I'm flying logi, in which case they prefer I pay attention to fleet window and not be focused on local No idea why but they sure did cuss about it.
As for fleet chat that's usually only used to link a destination and it takes my eyes off local for all of 2 seconds to click the link then go back to watching local. I also add my inventory here. This is optional but it keeps my inventory window from covering my screen should I loot something.
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