Logistics Guide

 

Introduction


 
Hello space pilots, here is a little (lol) guide to logistics. First something very important about our role; we are the backbone of the fleet, if we fail, fleet dies, it is as simple as that.

• Reps, Remote repair modules for repairing other ships.
• Links, are Remote Tracking Computers or Remote Sensor Boosters that can be loaded with scripts and applied to a dps ship to give him/her more range, tracking speed, or a faster lock time.
• Cap, as in Remote Capacitor Transmitter, gives an energy transfer amount, or cap, to whoever needs it.

Now, there are 2 types of ships we use, the cruisers and the battleship. The cruisers are the utility providers of the fleet, the Guardian gives out the cap and the Oneiros gives out the links. The Nestor reps, it reps, and then it reps some more. Due to the differences in the roles of the ships we use as logistics, the Nestors are the anchors, on which the cruisers orbit.
 

Prerequisites


 
 

Skills

Having covered the roles, it's time for your skills. If you have Mastery 4 on the Logistics cruiser of your choice; you are likely ready to fly the ship.

For current skill requirements join TDF-FITS LOGI1 mailing list. The minimum skills depend on the fitting. Below is a list of skills that are useful for logi pilots, the higher you have them trained, the better.

• Logistics Cruisers
-15% cap usage of remote cap or remote rep modules per level on logi cruisers.
• Drones
+1 drone per skill level.
• Repair Drone Operation
5% increased repair amount per level for logistics drones.
• Advanced Target Management
+1 extra target lock per skill level. Each ship has a max locked targets limit which over-rides this skill.
• Remote Armor Repair Systems
-5% cap need for remote armor reps per skill level.
• Capacitor Emission Systems
-5% cap need of remote cap transmitters per skill level.
• Signature Analysis
+5% improved targeting speed per skill level.
• Sensor Linking
-5% cap need for sensor links per skill level. (Remote tracking computers/remote sensor boosters)
• Afterburner
-5% Afterburner duration and -10% Afterburner cap use per skill level.
• Fuel Conservation
-10% afterburner cap usage per skill level.
• Evasive Maneuvering
+5% ship agility for all ships per skill level.
• Thermodynamics
-5% heat damage per level when overloading modules
• Amarr Battleship
Nestors only: +4% to Nestor Armor resistances
• Hull Upgrades
+5% armor hit points per skill level.
• Long Range Targeting
+5% targeting range per skill level.
• Cybernetics
Allows the use of the more advanced implants
• Nanite Operation
-5% nanite consumption per level.
• Nanite Interfacing
+20% repair amount per cycle, per level, when repairing modules with nanite paste.

 

Implants

So we have our ships and skills sorted, lets look at the implants shall we? Implants are optional but they massively improve the effectiveness of logi ships and the fleet overall. There are 10 implant slots per clone you create; and you can jump between these clones once every 24 hours. It is not recommended that you create a purely logistics clone, there are only 5 openings in fleet for logistics, and 30-35 that are for other ships. Information about complete implant sets can be found in the TDF-IMPLANTS mailing list. The most common implant sets are:

High-grade Amulet Alpha, Beta, Delta, Epsilon, Gamma & Omega
+53.6% bonus to armor HP when using the full High-grade Amulet set.

High-Grade Ascendancy Alpha, Beta, Delta, Epsilon, Gamma & WS-618
+58% bonus to ship warp speed when using the High-grade Ascendancy (slot 1 thru 5) and a WS-618 in slot 6.
The Ascendancy Omega is very expensive so the Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 is normally used instead.

 
 

The Fleet Mechanics


 

Watchlist

The watchlist is used not only to keep an eye on whether certain fleet members are dying, it is also useful for easily accessing fleet members for other things. Each ship type has it's own watchlist layout, see "The Ships" section.
Be sure to use the color coding to make it easier for you. During fleet join the TDF-LOGI1 channel; it may contain relevant logistics information for the currently running fleet. Normally though this information is in the fleet channel MOTD.
 

Broadcasts

In the Fleet window, always have the History tab open with the filter set to "Broadcasts."

Spotted Enemy: Used by logi ships: Ready for next site boss...
Armor: Used by any ship: Halp!
Shield: Used by any ship: They are scratching my paint work!
Cap: Used by any ship: My skills suck, and my cap is empty
In position: Used by any ship: I'm no longer being shot, still need fresh undies though...
Align/Warpto: Used by the FC: Align to this location, all ships must turn off their prop mod. Recall drones.
Broadcast Target: Used mostly by the logi ships: Lock this target, they didn't pay comcast this month...

Be aware TDF has had a large influx of players from shield communities; so a shield broadcast should be treated as an armor broadcast.

Sometimes pilots are distracted, new, lazy, or may have other factors that mean they don't broadcast. Keep an eye on notifications, watchlist, and the main view for people being shot who have not broadcasted. Where possible, lock them up and apply reps as normal.

Color code your broadcast history. In your fleet window, top left corner you see 4 little lines (also called the hamburger, don't ask :P). Left click that and a menu appears, go to broadcast settings and give the broadcasts a color to help you out. What colours you choose is up to your personal preference.
Kranky's BC colour coding is disgusting.

Method


 

What to do

When entering the site, cruisers establish 7.5km orbit (Hold W and click your Nestor of choice in your watchlist). Nestors, start your engines toward your anchor position (double click in space); watching the fleet window for broadcasts. When you see one Ctrl+Click to lock the target and apply your reps. Run them all, waiting ~1-2 seconds between them. This is called staggering reps and is so you don't waste complete cycles when the target is already 100% armor.

This is now your chance to get other things done, drop drones and assign, double check your orbit/course and propulsion module (prop mod). Lock up other logi, lock up your remote link pilots etc. Be ready for more broadcasts in the fleet window. Pretty quickly the incoming damage will stabilise and you are now just wasting cap, slowly (~5-10 seconds apart) turn off your rep modules. You should have enough running to keep them alive and no more. If you can see a target is still taking damage; don't turn off all reps. The easiest way to think of it is: You want all reps off, and everyone to have 100% armor.

As logi, watch the Sansha on your overview, as they die, the number of reps you need reduces. As the wave ends and there are only a small number of sansha left (1-3) turn off all reps (known as decycling). They will therefore be immediately availabe for the first broadcast of the next wave. You'll get better at judging when to do this yourself as some waves can have several targets that all die together. This is fairly important for armor fleets because armor reps apply the hitpoints at the end of the rep cycle.

You will eventually reach your maximum locked targets, but not all of them really need to be locked right? The easiest way to see if you can unlock a target is if they have a very small amount of shield. 100% armor might just mean someone else is keepping them alive, small amount of shield = they are not being shot.

In an emergency (such as late broadcast) you might find as you lock the target they are already below 50% armor; cancel ALL running reps and apply them to the dying target, you can save anyone else you were repping later. If you think fast enough, abandon dps drones, deploy rep drones and assign them, and overheat 2-3 cycles of your reps. DO NOT BURN THEM OUT. Once the panicked pilot has reached 100% armor, get the reps back on any other targets who have been dying in the mean time. Recall logi drones if you no longer need them and reconnect to your dps drones (Right click you capacitor > Reconnect to lost drones).

Not mandatory; but very effective. Be ready to speak up on TeamSpeak. Call out pilots that are drifting out of range; or are taking damage without broadcasting. It is much faster to press your PTT button than typing it out to post into a text channel. With the possibility the person who needs to read it is not looking at the channel.
 

The Ships


 

Nestor

On the Nestor watch list it is important to have any cruiser logi and the boosters. Slower lock on times means it's important to have the cruisers locked before they broadcast. You should always have cruiser logi and booster ships locked up.

• The Meatshield
• Logi Cruisers
• The Boosters
• Logi Battleships
• FC
• Your Drone Bunny
(DDD for light drones, HHH for heavy drones)

Nestor's have a nice big drone bay so bring both dps and logi drones:
• Ogre
• Acolyte
• Heavy Armor Maintenance Bot
• Heavy Hull Maintenance Bot

Deploy your Heavy Armor Maintenance Bots and command them to engage target on whomsoever needs reps. Default hotkey is "F."
 

Guardian

Whether runnning AS or HQ sites the method for reps and remote cap is the same.

Nestors are priority 1, Booster ships are priority 2 for remote capacitor, if a Nestor or Booster broadcasts for cap; immediately cancel the current recepient  and start transferring to the Nestor or Booster. Keep the cap going even if you have to turn off a couple of reps. 6 reps on a nestor is a lot more effective than two or three on a guardian, and boosts add a huge amount of tank to the fleet.

When in fleet you will find that particular pilots are broadcasting more often for cap than others. You can use the watch list to try and pre-emptively top them up.

• The Meatshield
• Nestor Your chosen anchor ship to orbit
• Cap Buddy (if you have one)
• Logi Ships
• The Boosters
• FC
• Cap ships (for instance Megathrons / Praxi)
• Berossus (His cap skills SUCK)

This is basically the order you will interact with the ships, unless something goes wrong. Deploy your Light Armor Maintenance Bots and command them to engage target on whoever needs reps. Default hotkey is "F." If there are no cap broadcasts, give cap to any Megathrons on grid.

For cap broadcasts; run continuously when the Outuni is on grid, switching the cap transfer to the new target if the Outuni switches fire. For all other broadcasts give out 3 cycles, the cap transfer is cap hungry, and your reps are more important than a dps ship having full cap.

If there is a logi in fleet that needs a permanent cap transfer always have them locked. Always supply this ship with cap unless the FC specifically says otherwise.

 

Oneiros

For this ship the speedtank (your speed is your tank) is the most important thing! Be sure when flying an Oneiros the ship is always moving with afterburner on.

An effective Onei pilot, besides the skills, implants, and modules, must provide the right links to the right ships at the right time. DDD, or HHH which ever is assigned to you in the fleet motd or by the FC. The watch list is a great tool for this, again, color code!.
 
• The Meatshield
• Nestor Your chosen anchor ship to orbit
• Link1 or DDD For TCRC; all links are on the DDD
• link2
• link3
• link4 This slot is taken up by your afterburner in As/HQ sites
• Logi Ships
• The Boosters
• FC

This is basically the order you will interact with the ships, unless something goes wrong. Deploy your Medium Armor Maintenance Bots and command them to engage target on whoever needs reps. Default hotkey is "F."

At the beginning of the site you don't have to lock the FC or Logi cruisers, unless they take damage. So get those links active as soon as possible. Normally 1 opti script 2 tracking scripts to the DDD. Who to give links to is normally in the fleet channel MOTD.
 

The Sites


 

Vanguard (VG)

 
All VG sites: Lock up the whole fleet, period, if you cannot, make sure the FC knows! We will come up with a solution. There is normally no need to move in these sites. Logi cruisers will still orbit something in these sites to reduce their incoming damage.
 

Nation Commander Outpost:


 
Nation Mining Colony:


 
Override Transfer Array:


 

Assault (AS)

 
Nation Consolidation Network:  We really do not run these because of our normal fleet composition. By this I mean, half your fleet needs to be logi cruisers and tech 3 cruisers; the other half battleships. So not really efficient for us to run them.


 
Overwhelmed Civilian Facility:  Upon landing, start moving with prop mod on until you are roughly in the middle of the particle cloud in the middle of the site. This puts you aproximatey 20km above and beyond the structures.

This site is a live warp out site, meaning the fleet exits the site with enemy ships still alive. As a logi ship, when given an "Align To:" broadcast, align to the location, and turn off your prop mod. When you do this look in the direction you are aligning and make sure you won't collide with anything. Once all enemy ships that can warp disrupt/scram are dead, first the dps ships warp out. Then once all other ships have left the site, logi wing is warped together. Do not warp yourself unless you are the only ship left in the site.


 
Nation Commander Stronghold: Upon landing, start moving with prop mod on towards the snake shaped asteroid, stop when you are approximtely 30km away from it.


 

Headquarters (HQ)

 
True Power Provisional Headquarters: Upon Landing after taking the first gate, turn left 90ฐ, and start moving with prop mod on towards the next gate. Double click above the next gate so you won't get stuck on it. Nestors may need to pulse your prop mod to keep the whole fleet within range whilst the fleet is moving. Wait at the gate for FC to call gate status. Be careful not to fly past it.

Upon Landing after taking the second gate, look straight ahead, and start moving with prop mod on towards the next gate. Double click above the next gate so you won't get stuck on it. Nestors may need to pulse your prop mod to keep the whole fleet within range whilst the fleet is moving. Wait at the gate for FC to call gate status. Be careful not to fly past it.

Upon landing after taking the third gate, start moving with prop mod on towards the top left corner of the tower. Stop when the tower is about 15km away. Nestors may need to pulse your prop mod to keep the whole fleet within range whilst the fleet is moving.

After the final wave is dead, deploy dps drones (cruisers can carry them in their hold then fit them using  nestor) and command them to engage the tower.


 
Nation Rebirth Facility: Upon Landing, start moving straight ahead with prop mod on. Stop when the small tower is about 15km away. Nestors may need to pulse your prop mod to keep the whole fleet within range whilst the fleet is moving.

 
True Creations Research Center: This is a particular fun site, can be very fast if we do it right. The Meatshield (An over-tanked ship at the top of your watch list), will take the gate first and depending on the site's load state we will go in anything from immediately to 30 seconds. Don't panic, he will be fine :)

In the meantime all ships should be hot aligned down the gate. Nestor's, because they are slow as wet noodles anyway, shouldn't overshoot even if it's the full 30 seconds. Wait for FC to call gate green. If you are a cruiser, do not overshoot the gate, and do not be the first to warp into the site.

Upon landing, you lock the Meat Shield before doing anything else and apply reps immediately! If possible; avoid deploying medium/heavy repair drones. Never deploy light drones in TCRC. Nestors burn ahead of the fleet towards the tower, but keep the fleet in range. Cruisers should wait a few seconds before using the acceleration gate and orbit a Nestor immediately. Choose a Nestor that is ahead of the fleet to prevent your orbit sending you backwards. Keep an eye on the watch list as the incoming damage jumps around quite a lot at the start of a TCRC.

FC will at some point call burn to tower, burn to the tower full speed with mwd on keeping approximately 20-25km from the shield transfer arrays. Repair ships as normal. Be prepared! In a TCRC if the enemy decide to shoot multiple targets you must keep up with the fleets armor broadcasts.

This site is a live warp out site, meaning the fleet exits the site with enemy ships still alive. As a logi ship, when given an "Align To:" broadcast, align to the location, and turn off your prop mod. When you do this look in the direction you are aligning and make sure you won't collide with anything. Once all enemy ships that can warp disrupt/scram are dead, first the dps ships warp out. Then once all other ships have left the site, logi wing is warped together. Do not warp yourself unless you are the only ship left in the site.

 
The Kundalini Manifest (MOM): The Meatshield (An over-tanked ship at the top of your watch list), will take the gate first and depending on the site's load state we will go in anything from immediately to 30 seconds.

In the meantime all ships should be hot aligned down the gate. Wait for FC to call gate green. If you are a cruiser, do not overshoot the gate, and do not be the first to warp into the site.

Upon landing, you lock the Meat Shield before doing anything else and apply reps immediately! If possible avoid deploying medium/heavy repair drones. Never deploy light drones in MOM site. This site has very high DPS sansha known as bombers. The pilot aggressed by these should broadcast for armor twice, if you see a double bradcast get as many reps as you can on them immediately.

FC will at some point call burn to MOM, burn to the carrier full speed with mwd on keeping it at range approximately 20-25km, do not bump the carrier or other fleet members. Repair ships as normal. Be prepared! the bombers may spawn multiple times and you will need to relock all targets when jammed.

 

Postword


 
I understand, it is a lot of information and you won't remember everything straight away, which is why Nestor is reserved for experienced logisticians. You may feel, “Well I don't know... kind of intimidating to logi in a fleet and keep 40 people alive....” This is true, but here are a few tips to make your life easier:

• Clear your broadcast history (NOT your watch list) frequently. Just after an agro switch or just before using an acceleration gate is a good time. You don't want to be clearing it just after 3 people have broadcast! Sometimes when there's a been a lot of broadcasts it's difficult to know which are still relevant.
• Stay zoomed out with ranging markers on, just stay with the fleet and you'll be fine.
• Carry dps drones, when it comes to TPPH tower bash or contests, swap to dps drones to help with that isk/hr.
• While in warp, double check you have all of the logi squad on watch list. The quickest way is to go to fleet heirarchy, right click the logi squad and "add squad to watchlist."