Tuesday, July 9, 2013

Logi Guide (Also, Hi)

This is the place where I put all my newbie guides for newbies. The first one is this logi guide which I originally posted on the reddits.

I've been seeing a couple of posts asking about logi recently, and I was concerned to see the responses over complicating it. Also, since we're flying talwarfleet and fightcagefleet, there's been no opportunity to teach logi recently.
So, here's a quick guide on how to fit a brand fucking new character into an Exequoror, what the different ships do, why they are good, why they are bad, and how to fly logi like a boss as a total [brave] nub.
If you want to fly a ship other than the Exe, I'll mix up a quick batch of skills you need, but they're all very similar.
Skills
I'll do the skills with a basic level first, and a preferred level with a *, so like this:
  • Hull Upgrades III, V*
Hull Upgrades III will let you equip basic armor tanking mods. IV will get you Damage Control II, and it's good enough. You should get V at some point anyway, but the point of this guide is to show you how QUICK and EASY it is to get into a GOOD logi ship, so the * level is mostly to ward off the haters. It's NOT necessary right away. So:
  1. Signature Analysis II, IV* - 45m train decreases your lock time. Important because you have to target to heal.
  2. Long Range Targeting II, IV* - 1.5hr train to make sure you're in locking range of your buddies.
  3. Targeting III, V* - 4.5hrs gets you 4 lockable targets, good enough.
  4. Energy Management III, V* - Because Exeqs rely on themselves for cap, you need half decent cap skills.
  5. Energy Grid Upgrades III, V* - This will let you fit several cap charging slots to get cap stable. You WILL be cap stable (with propulsion mod off)
  6. Mechanics III - Reqqed for other skills.
  7. Armor Honeycombing II, IV* - 2.5hrs increases your agility a bit, worth it.
  8. Jury Rigging III, IV* - Reqqed for armor rigging.
  9. Armor Rigging II, IV* - Lets you equip armor rigs, you're gonna want them, although they aren't necessary if you're putting together disposable ships.
  10. Hull Upgrades III, V* - Lets you equip armor tanking slots.
  11. Remote Armor Repair Systems III, V* - Lets you equip med remote armor repairers. IV lets you equip tech II!
Total training time: 2d 16hr.
Yep, 2.5 days and you can fly a totally useful, acceptable, BRAVE logi. It's so fucking easy everyone should do it. Cross training to all the other logi will add another 2.5 days at most. So, less than a week and you can fly all racial logi, decently.
Fit
I don't like post fits for newbies, because it doesn't teach you how to fit. So this is how you fit your Exe:
  • High slots: All remote armor repairers. Meta 3 is usually the most cost effective.
  • Mid slots: I like to stick on an MWD, because I'm impatient. Others like AB, because it doesn't hurt your cap total (MWD reduces your total cap pool, even if its off), and it doesn't increase your sig. AB probably better. Fill the remainder with cap rechargers (probably eutetic, meta 3s). You may take these out later, but start with all cap chargers.
  • Low slots: Keep sticking on cap mods (Power Relay is what you're looking for, it reduces shield recharge and increases cap recharge) until your cap is green. Remember to have your prop mod (propulsion mod- your AB or MWD) off when you're trying to make yourself cap stable. Also remember that if you offline your MWD your cap pool increases, so you might not really be stable. Play with it.
Once you're cap stable, fit your basic armor tank in this order: Damage Control, Biggest Armor Plate You Can Fit, Energized Adaptive Nano-membrane, another EANM/explosive hardener, a magnetometric sensor array.
The reason you do it in that order, is - DC - gives you great resists. Resists are overpowered for mathematical reasons. Armor Plate - you need buffer, which is health available to go away while your friendly logibros lock and heal you. EANM x2 - because resists are overpowered. Put on an explosive hardener instead of the second EANM if you don't want to rig. Mag sensor array - to resist jamming.
If you're still cap stable, go to your mid slots and put in a sensor booster with a scan resolution script, this will decrease your lock time and make you land reps on target faster.
  • Rig Slots: At a minimum, put an armor anti-explosive pump if you don't have an explo hardener. Otherwise, rigging your ship will double the cost, which is fine, and I rig my ships, but you can also consider the effectiveness of having a 3/4 effective ship at 1/2 the cost - sometimes worth it.
If you're rigging, put on the anti-explosive pump and 2 trimark armor pumps. I believe this setup (explo resist rig instead of hardener low slot) gives the most effective hitpoints.
  • Drone bay: put at least 1 attack drone in here bro, you GOT to whore on those fucking kill mails. The rest can be logi drones, if you want, but I like to put attack drones in. Just make sure you dont attack friendlies or rep enemies =) If it's too complicated at first, dont' worry about it. Doesn't really matter.
How to Fly
Ok, so you've got your basic skills and ship, now for now to fly it in a PVP fleet. It's fucking easy.
  1. Open your fleet window, click the history tab. (I'm not looking at EVE right now so if I name things wrong, correct me in the comments and I'll edit it, tx newbies =). Set the box in the top left to "broadcast history." Whenever newbies need repairs, they will "broadcast" and you will lock them from this window.
  2. Create your watchlist. Right click on your FC's name and go to fleet>>add to watchlist. Do this for your secondary and tertiary FC as well. Then do it for your logi anchor (your logi FC, usually). Then do it for all your logi bros. If you still have room (max 15), pick your favorite buddies and add them too. On the watchlist, you can see names, broadcasts, and shield/armor/structure damage, in that order. If people are dying but not broadcasting, be a bro and rep 'em anyway.
  3. Anchor on your logi anchor - right click his name on the watchlist and orbit at 2500m.
  4. Don't warp with the main fleet - if the FC is combat warping to the enemy, he will usually tell logi to cancel warp and warp in at 30km or so off the main fight. If he does, spam ctrl+space to cancel, and then when FC calls land, warp to him at 30. Your logi squad leader may do this for you.
  5. Profit.
Seriously, that's it. That's all it takes guys. That's the whole guide. That's all you need to know to be a fucking game changer. If you got questions, post em up here. If I fucked up at any point or made a bunch of typos, I know you twats will point it out in the comments <3
7o fly brave, fly hard.

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