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2024-03-29T06:55:42Z
User contributions
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https://wiki.agony-unleashed.com/index.php?title=Destroyers_in_Comparison&diff=20734
Destroyers in Comparison
2014-04-10T12:33:14Z
<p>Goinggreyfast: Typo</p>
<hr />
<div>[[Category:Public]]<br />
Updated for Retribution by [[User:Goinggreyfast|Greygal]] 04:03, 24 January 2013 (CST).<br><br />
Specifications listed below are accurate as of date above, but can change at anytime. Please check in-game for the latest stats on these ships.<br />
{| border="1" cellpadding="10" cellspacing="0" class="wikitable" style="text-align:center"<br />
! Ship Name !! Race !! Powergrid !! CPU !! Speed !! Targeting Range !! Drone Bay !! Slot Distribution !! Signature Radius !! Bonus Per Level !! Role Bonus<br />
|-<br />
| Coercer || Amarr || 85 || 168 || 255 || 30 || none || 8/2/3 - 8T 0L || 62m || 10% bonus to Small Energy Turret tracking speed, 10% bonus to Small Energy Turret Capacitor usage || 50% bonus to optimal range for small energy turrets<br />
|-<br />
| Dragoon || Amarr || 58 || 150 || 240 || 39 || 75 || 6/2/4 - 3T 3L || 66m || 10% bonus to drone damage and hitpoints, 20% bonus to energy vampire and energy neutralizer transfer range || 25% bonus to drone microwarpdrive speed<br />
|-<br />
| Cormorant || Caldari || 68 || 200 || 250 || 36 || none || 8/3/2 - 7T 1L || 65m || 10% bonus to Small Hybrid Turret tracking speed, 10% bonus to Small Hybrid Turret optimal range || 50% bonus to optimal range for small hybrid turrets<br />
|-<br />
| Corax || Caldari || 48 || 210 || 235 || 45 || none || 7/4/2 - 0T 7L || 69m || 5% bonus to light missile and rocket kinetic damage, 10% bonus to light missile and rocket explosion velocity || 50% bonus to light missile and rocket max velocity<br />
|-<br />
| Catalyst || Gallente || 70 || 178 || 265 || 33 || none || 8/2/3 - 8T 0L || 68m || 10% Bonus to Small Hybrid Turret tracking speed, 10% bonus to Small Hybrid Turret falloff || 50% bonus to optimal range for small hybrid turrets<br />
|-<br />
| Algos|| Gallente || 55 || 160 || 245 || 42 || 60|| 6/3/3 - 5T 0L || 72m || 10% bonus to drone damage and hitpoints, 10% bonus to small hybrid turret tracking || 25% bonus to drone microwarpdrive speed<br />
|-<br />
| Thrasher || Minmatar || 70 || 170 || 270 || 27 || none || 8/3/2 - 7T 1L || 56m || 10% bonus to Small Projectile Turret tracking speed, 5% bonus to Small Projectile Turret damage || 50% bonus to optimal range for small projectile turrets<br />
|-<br />
| Talwar || Minmatar || 51 || 200 || 255 || 36 || none || 7/3/3 - 0T 7L || 60m || 5% bonus to light missile and rocket explosive damage, 15% reduction in microwarpdrive signature radius penalty || 50% bonus to light missile and rocket max velocity<br />
|}</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Recommended_Setups_for_PVP-Wolfpacks&diff=20733
Recommended Setups for PVP-Wolfpacks
2014-04-10T12:28:32Z
<p>Goinggreyfast: /* Destroyers In Comparison */</p>
<hr />
<div>Updated for Retribution by [[User:Goinggreyfast|Greygal]] 03:25, 13 January 2013 (CST)<br />
[[Category:Agony]]<br />
[[Category:PVP_University/WOLFPACKS]]<br />
[[Category:PVP University]]<br />
[[Category:Public]]<br />
==Introduction==<br />
<br />
Destroyers offer many different fitting options, ranging from short range brawlers to >100km long range kiting setups. They can be set up for a high "alpha" damage or fit for lower damage with nice tanking for longer battles. They can be effectively used for solo work, small gang fights, or massive fleet battles. Destroyers are a ton of fun to fly! <br />
<br />
While the potential exists that in any particular Wolfpacks class the FC may decide to fly a different fleet doctrine, most classes will be flying a fleet doctrine known as "HSMR” - which stands for High Speed, Medium Range. <br />
<br />
High Speed Medium Range allows us to have some flexibility in the type of fights we engage in. Ideally, we will look for fights where we are able to project our damage from a variety of ranges in order to dictate the range of the engagement to our advantage.<br />
<br />
Aim for an optimal of between 20 to 30 km with short or medium range ammo. This optimal range will help keep us out of smart-bomb range, most scram/webs, and bubbles launched by opponent interdictors that weren't smart or brave enough to power out to us You should carry a load of long-range ammunition in case it is needed, and also carry some short-range ammo to swap out to if your optimal is by using medium range ammunition. As in our Basic class, fit some sort of Ewar module in any spare midslots you have. <br />
<br />
Unlike our Basic class, you should be fit with a microwarp drive and are encouraged to fit a small armor tank, if you can. We use an armor tank instead of shield tank in this fleet in order to keep our mids open for EWAR modules. At a minimum, you should have a Damage Control Unit fit.<br />
<br />
Because this fleet concept moves so fast, we don’t recommend depending upon drones as your primary method of dealing damage. Instead, we'll be using drones to supplement our fleets EWAR effectiveness. If your drone bay only fits one drone, fit an armor repping drone for patching up the remnants of our fleet after a battle. If your drone bay has room for a full flight of drones, carry at least four ECM drones and at least one webbing drone, then fill any remaining space in your drone bay with spare ECM drones. We won't be using drones in every engagement, they are an option for us to use in certain fights to help mitigate incoming damage and slow down targets. Carry a spare flight of drones in your cargo bay to reload your drone bay at a station after a fight, because the odds are high you'll lose your drones to a fast fleet withdrawal or bombs! <br />
<br />
We're happy for you to put together your own fits, for those of you who want an idea of what we're aiming for, example recommended fits are linked below.<br />
<br />
==Suggested Setups==<br />
For the Wolfpacks HSMR Fleet Doctrine:<br />
*[[Hydra Thrasher HSMR]]<br />
*[[Hydra Talwar HSMR]]<br />
*[[Hydra Catalyst HSMR]]<br />
*[[Hydra Coercer HSMR]]<br />
*[[Hydra Cormorant HSMR]]<br />
*[[Hydra Algos HSMR]] Somewhat less recommended for Wolfpacks HSMR fleet doctrine<br />
*[[Hydra Corax HSMR]] Less recommended for Wolfpacks HSMR fleet doctrine<br />
*[[Hydra Dragoon HSMR]] Not recommended for Wolfpacks HSMR fleet doctrine<br />
<br />
==Destroyers In Comparison==<br />
Updated for Retribution by [[User:Goinggreyfast|Greygal]] 04:03, 24 January 2013 (CST).<br><br />
Specifications listed below are accurate as of date above, but can change at anytime. Please check in-game for the latest stats on these ships. Main article: [[Destroyers in Comparison]]<br />
{| border="1" cellpadding="10" cellspacing="0" class="wikitable" style="text-align:center"<br />
! Ship Name !! Race !! Powergrid !! CPU !! Speed !! Targeting Range !! Drone Bay !! Slot Distribution !! Signature Radius !! Bonus Per Level !! Role Bonus<br />
|-<br />
| Coercer || Amarr || 85 || 168 || 255 || 30 || none || 8/2/3 - 8T 0L || 62m || 10% bonus to Small Energy Turret tracking speed, 10% bonus to Small Energy Turret Capacitor usage || 50% bonus to optimal range for small energy turrets<br />
|-<br />
| Dragoon || Amarr || 58 || 150 || 240 || 39 || 75 || 6/2/4 - 3T 3L || 66m || 10% bonus to drone damage and hitpoints, 20% bonus to energy vampire and energy neutralizer transfer range || 25% bonus to drone microwarpdrive speed<br />
|-<br />
| Cormorant || Caldari || 68 || 200 || 250 || 36 || none || 8/3/2 - 7T 1L || 65m || 10% bonus to Small Hybrid Turret tracking speed, 10% bonus to Small Hybrid Turret optimal range || 50% bonus to optimal range for small hybrid turrets<br />
|-<br />
| Corax || Caldari || 48 || 210 || 235 || 45 || none || 7/4/2 - 0T 7L || 69m || 5% bonus to light missile and rocket kinetic damage, 10% bonus to light missile and rocket explosion velocity || 50% bonus to light missile and rocket max velocity<br />
|-<br />
| Catalyst || Gallente || 70 || 178 || 265 || 33 || none || 8/2/3 - 8T 0L || 68m || 10% Bonus to Small Hybrid Turret tracking speed, 10% bonus to Small Hybrid Turret falloff || 50% bonus to optimal range for small hybrid turrets<br />
|-<br />
| Algos|| Gallente || 55 || 160 || 245 || 42 || 60|| 6/3/3 - 5T 0L || 72m || 10% bonus to drone damage and hitpoints, 10% bonus to small hybrid turret tracking || 25% bonus to drone microwarpdrive speed<br />
|-<br />
| Thrasher || Minmatar || 70 || 170 || 270 || 27 || none || 8/3/2 - 7T 1L || 56m || 10% bonus to Small Projectile Turret tracking speed, 5% bonus to Small Projectile Turret damage || 50% bonus to optimal range for small projectile turrets<br />
|-<br />
| Talwar || Minmatar || 51 || 200 || 255 || 36 || none || 7/3/3 - 0T 7L || 60m || 5% bonus to light missile and rocket explosive damage, 15% reduction in microwarpdrive signature radius penalty || 50% bonus to light missile and rocket max velocity<br />
|}<br />
<br />
==Outdated Class Information==<br />
Old Wolfpacks class fittings, linked only for historical purposes. These articles and fittings are outdated as of Retribution and not to be relied upon. Eventually these will be updated and revamped for a future HSSR (high speed short range) fleet doctrine that we are currently developing as a option for Wolfpacks classes and/or alumni roams.<br />
* [[Generic Wolfpack Coercer]]<br />
* [[Generic Wolfpack Cormorant]]<br />
* [[Generic Wolfpack Thrasher]]<br />
* [[Generic Wolfpacks Catalyst]]</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP-INTERMEDIATE&diff=20729
PVP-INTERMEDIATE
2014-03-15T12:53:47Z
<p>Goinggreyfast: /* Introduction */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/INTERMEDIATE]]<br />
[[Category:PVP University]]<br />
[[Category:Public]]<br />
<br />
==Introduction==<br />
<br />
PVP-INTERMEDIATE looks to expand upon the content of both [[PVP-BASIC]] and [[PVP-WOLFPACKS]]. The course assumes that the student has mastered the concepts and practical exercises, taught in both [[PVP-BASIC]] and [[PVP-WOLFPACKS]], building upon the knowledge ascertained from those previous classes to form a more advanced understanding of gang warfare, logistics, and flying in a fleet with a specific doctrine and specific roles. When a class is announced, a gang type will be announced with it so that students may have adequate time to prepare the appropriate ships to fit the doctrine.<br />
<br />
Intermediate covers and discusses the following:<br />
*Fleet Roles<br />
*Flying in a Doctrine<br />
*Logistics (Flying, Fitting, Broadcasting)<br />
*EWAR (Safety, Movement, Priorities)<br />
*Manual Piloting vs. Anchoring<br />
*Advanced Situational Awareness<br />
<br />
Like [[PVP-WOLFPACKS]], the Intermediate class takes place during the course of one day. The lecture portion of the class endeavors to run 1 to 1.5 hours in length with a 30-45 min practical section following it to practice the concepts learned through the reading material and lecture. After that, the class will move into null to begin looking for good fights with lots of explosions. '''The instructor(s) and fleet commander run the class and roam with the assumption that you have fully read all the required reading, so please do take the time to read them!'''<br />
<br />
Because this class focuses heavily on cruiser gang doctrines and cruisers are slow, it is vitally important that you are on time and in the classroom system when the class starts with the appropriate ship type ready to undock and be flown. It is recommended that you have two DPS ships and one logistics ship if planning to fly DPS, or two logistics ships and one DPS ship if you plan on flying logistics. Be sure you set your medical clone to the classroom system, and be sure you are flying in a cheap or empty clone, as we WILL be engaging targets of opportunity and flying in hostile space.<br />
<br />
==Prerequisites==<br />
<br />
===Required Courses===<br />
#[[PVP-BASIC]]<br />
#[[PVP-WOLFPACKS]]<br />
<br />
===Skills===<br />
<br />
#Racial Cruiser III (recommended IV)<br />
#Hull Upgrades V<br />
#Advanced Weapon Upgrades III (recommended IV)<br />
#Propulsion Jamming IV<br />
#Jury Rigging III<br />
#Navigation V<br />
#Powergrid Management V<br />
#CPU Management V<br />
#Capacitor Management III (recommended IV)<br />
#High Speed Maneuvering IV <br />
#Shield Rigging I<br />
#Armor Rigging I<br />
#Astronautics Rigging I<br />
#Thermodynamics III (recommended IV)<br />
<br />
====Logistics====<br />
*Shield Emission Systems III+<br />
*Remote Armor Repair Systems III+<br />
*Capacitor Emission Systems III+<br />
*Repair Drone Operation II+<br />
<br />
====Shield Tank====<br />
*Shield Operation IV (recommended V)<br />
*Shield Management IV (recommended V)<br />
*Tactical Manipulation IV<br />
<br />
====Armor Tank====<br />
*Hull Upgrades V<br />
*Mechanics IV (recommended V)<br />
*Armor Compensation Skills III (recommended IV)<br />
<br />
====Gunnery====<br />
=====T2 Projectile Turrets=====<br />
*Gunnery V<br />
*Medium Projectile Turret V<br />
*Sharpshooter IV<br />
*Motion Prediction IV<br />
*Medium Artillery Specialization I (recommended III)<br />
*Medium Autocannon Specialization I (recommended III)<br />
=====T2 Hybrid Turrets=====<br />
*Gunnery V<br />
*Medium Hybrid Turret V<br />
*Sharpshooter IV<br />
*Motion Prediction IV<br />
*Medium Railgun Specialization I (recommended III)<br />
*Medium Blaster Specialization I (recommended III)<br />
=====T2 Laser Turrets=====<br />
*Gunnery V<br />
*Medium Laser Turret V<br />
*Sharpshooter IV<br />
*Motion Prediction IV<br />
*Medium Pulse Laser Specialization I (recommended III)<br />
*Medium Beam Laser Specialization I (recommended III)<br />
=====Turret Support Skills=====<br />
*Surgical Strike III+<br />
*Trajectory Analysis III+<br />
*Rapid Firing III+<br />
*Controlled Bursts III+<br />
<br />
====Missiles====<br />
=====T2 Rapid Light Missiles=====<br />
*Missile Launcher Operation V<br />
*Light Missiles V<br />
*Light Missile Specialization III+<br />
=====T2 Heavy & Heavy Assault Missiles=====<br />
*Missile Launcher Operation V<br />
*Light Missiles III<br />
*Heavy Missiles V<br />
*Heavy Missile Specialization I (recommended III)<br />
=====Launcher Support Skills=====<br />
*Missile Bombardment III+<br />
*Missile Projection III+<br />
*Target Navigation Prediction III+<br />
*Warhead Upgrades III+<br />
*Guided Missile Precision III+<br />
*Rapid Launch III+<br />
<br />
====EWAR====<br />
*Electronic Warfare IV <br />
*Sensor Linking IV<br />
*Weapon Disruption IV<br />
*Target Painting IV<br />
*Frequency Modulation III+<br />
*Long Distance Jamming III+<br />
<br />
====Drones====<br />
*Drones V<br />
*Scout Drone Operation V<br />
*Appropriate racial Drone Specialization II+<br />
*Electronic Warfare Drone Interfacing II+<br />
*Drone Navigation II+<br />
*Drone Durability II+<br />
<br />
==Preparation==<br />
The instructor will assume that you have studied the articles below prior to attending class. Remember that in PVP-UNIVERSITY classes, it is your responsibility to do the learning. We can only provide the information, you have to decide to learn it.<br />
#Read all articles indexed below.<br />
#Buy and fit at least 3 cruisers of your choice in accordance with the guidelines below.<br />
#Come on Teamspeak before the course to verify that your microphone and headset are working. You must be able to listen ''and'' speak on Teamspeak in order to participate.<br />
===Ships and Fittings===<br />
The Intermediate class takes place entirely in cruisers with specialized roles for DPS, EWAR, and Logistics making it a dangerous entity.<br />
<br />
A '''Damage Control II''' is ''required'', and one damp, track, and web at class location to balance the fleet's hydra capability prior to roam. Lows/mids may be replaced so long as the doctrine appropriate tank resists are 60%+ accross the board.<br />
<br />
For complete details and recommended setups on fitting your ship for this class, please read the [[Recommended Setups for PVP-Intermediate]] article.<br />
<br />
===Required Reading===<br />
*[[PVP-INTERMEDIATE Preparation Checklist]]<br />
*[[Recommended Setups for PVP-Intermediate]]<br />
*[[Remote_repair_concepts|Remote Repair Concepts]]<br />
*[[Remote_repair_time_line_and_cycle_management|Remote Repair Timeline & Cycle Management]]<br />
*[[Setting Up for Broadcasts]]<br />
<br />
===Optional Reading===<br />
*[[Fleet Navigation in 0.0]]<br />
*[[Tracking]]<br />
*[[Kiting in PVP]]<br />
*[[Tanking]]<br />
*[[Remote_repair_tips_and_techniques|Remote Repair Tips and Techniques]]<br />
<br />
===General PVP-U Articles===<br />
*[[PVP University FAQ]]<br />
*[[Agony Empire Rules of Engagement]]<br />
*[[Alumni]]<br />
*[[Using Neo's Fleet Manager Tool]]<br />
*[[Setting Up Teamspeak]]</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP_University_FAQ&diff=20684
PVP University FAQ
2014-01-08T13:39:09Z
<p>Goinggreyfast: /* Can my corporation/alliance arrange for a private pvp course with Agony? */</p>
<hr />
<div><small><br />
Original text by various Authors<br><br />
Copyright© 2012 Agony Unleashed<br><br />
Updated [[User:Goinggreyfast|Greygal]] 09:00, 6 November 2012 (CST)<br><br />
All Rights Reserved<br><br />
</small><br />
<br />
[[Category:Public]]<br />
[[Category:PVP University]]<br />
==Overview==<br />
<br />
The PVP University has taken on a life of its own such that answering questions and administrating the classes has become a rather large job. In order to minimize the amount of time spent on the forums answering the same questions over and over again, we've decided to consolidate those answers in an FAQ and post big, bold links to it all over the PVP University forum. Without further ado, what follows is a collection of the most frequently asked (and answered) questions in the PVP University.<br />
<br />
==Signing Up For Classes==<br />
<br />
===When is the next class?===<br />
Look for a thread at the top of our [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ Enrollment Forum].<br />
<br />
Classes are scheduled as instructors and administrators are available and in such a way that will not conflict with any of Agony's internal events or other classes that may be scheduled (you will probably never see a separate BASIC and WOLFPACKS run the same weekend).<br />
<br />
Generally speaking, we aim for two classes per month, usually BASIC and one of the other classes. This allows us to schedule other weekends for internal operations, specialized seminars and other events.<br />
<br />
===How do I know when a class will open?===<br />
<br />
There is an ingame mailing list called 'Agony PVP Uni'. An announcement will be posted to this list at the same time we post a thread announcing a class in the Enrollment forum.<br />
<br />
In order to join the ingame mailing list follow the instructions below:<br />
<br />
1. Open your Eve Mail inbox.<br />
<br />
2. Click the 'Add Mailing List' button at the bottom of the window.<br />
<br />
3. Type in "Agony PVP Uni"<br />
<br />
4. Click 'Join'.<br />
<br />
This is not to be confused with our public chat channel, "Agony Public".<br />
<br />
===Ok, I'm looking at an open sign-up thread. Now how do I sign up?===<br />
If you want to enroll in a PvP University course, general directions are listed below. As some classes may have specific enrollment requirements, please always follow the directions on the Enrollment thread. Please make sure that you follow the instructions to the letter, don't try to invent any unique manner of registration and so on. <br />
<br />
'''Please read and understand this section completely before enrolling.'''<br />
<br />
In order to sign up to and attend a class, '''you will have to register on the Agony forums'''. This is required.<br />
<br />
When a new class is announced, a new sticky thread will appear in the [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ enrollment forum] and will be titled with the course name, date and time (for example, PVP-BASIC – 14th FEB, 0200 EVE TIME). The time is always based on Eve server time (i.e. UTC)! The name of this thread will also indicate whether it is open for enrollment:<br />
<br />
- A thread with the prefix '''[OPEN]''' means the class is open for enrollment.<br />
<br />
- A thread with the prefix '''[ANNOUNCED]''' means that the class has been announced, but is not yet open for enrollment (usually the announcement will state the date and time that enrollment will open).<br />
<br />
- A thread with the prexix '''[CLOSED]''' means that the class is full, completed, or enrollment has been otherwise closed. New enrollments in a [CLOSED] thread (with the exception of alumni) will not be accepted.<br />
<br />
To sign up to the class, simply post a reply in that thread in the following format:<br><br />
<br />
''Forum Name – Character Name (CORP TICKER)''<br />
<br />
For example:<br><br />
<br />
''Azual – Azual Skoll (AGONY)''<br />
<br />
Note that you must not use < > brackets or [ ] brackets because they mess up the program we use to process your enrollment.<br />
<br />
If the course has any pre-requisite courses (for example PVP-WOLFPACKS required you to have first attended PVP-BASIC) please add a link in your signature to the enrollment thread for the course you took.<br><br />
<br />
====Paying For The Course====<br />
<br />
Once you’ve signed up in the enrolment thread, the final step is to pay for the course. To do this:<br><br><br />
<br />
- Open the People & Places window in game.<br><br />
<br />
- Under ‘Corporation’, search for ‘Agony Unleashed’<br><br />
<br />
- Right click the result, and select ‘Give Money’.<br><br />
<br />
- Enter the relevant amount for the course (see below!)<br><br />
<br />
- In the ‘Reason’ field, enter the course code from your enrollment thread (e.g. BASIC – 1402090200); '''make sure this is the first thing entered in this field''', since this message will be truncated in the log!<br><br />
<br />
- Click OK!<br><br><br />
<br />
Please note: Please transfer money from a personal account where possible. If you use a corp to corp funds transfer, you will need to advise the instructor so he knows to look for it!<br><br />
<br />
Standard prices for our three main classes are as follows:<br />
<br />
PVP-BASIC: 20 million<br />
PVP-WOLFPACKS: 30 million<br />
PVP-ADVANCED: 45 million<br />
<br />
For all classes not listed here, the price will be given in the enrollment thread. Please note that occasionally even one of the above classes may have a special price, and in all instances the price listed in the enrollment thread overrules those in this FAQ.<br />
<br />
===I'm not signed up for a class. Can I just pay to get access to the reading material?===<br />
<br />
Access to all course reading material is now freely available throughout our Wiki. You don't need to enroll to read the course material, however, the reading material is only part of what each class offers. Classes consist of information that is in addition to the reading material, practical exercises, significant question-and-answer time, and, of course, the most fun you can have in Eve: A long roam through nullsec where many explosions are guaranteed!<br />
<br />
===What about my buddies? Is there any way we get on the same class?===<br />
<br />
Unfortunately Agony does not currently offer a buddy system for class signups. Large groups (greater than 50 potential students) may inquire about organizing a private class (contact Gizznit Malikite).<br />
<br />
===I've been marked as "Credited", what does that mean?!===<br />
<br />
That simply means that the class administrator has recognized your payment, but you signed up after the class was already closed, or you missed attending the class. The admin marks you as Credited so (s)he knows you've paid in case a slot opens up or the class is expanded. <br />
<br />
Once you are credited, you are free to sign up for any later class of the same type for free (e.g. if you're credited for BASIC, you can only use that for another BASIC). Just make sure when you enroll that you mention you are using your class credit, and please link to the thread of the class you were credited from.<br />
<br />
===I can't make it to the class! Have I lost my money?===<br />
<br />
Of course not! Similar to the above, if you're signed up for a class but are unable to make it on the day, post in the enrollment thread and let us know, and you will be marked as credited so that you don't have to pay to take the course at a later date!<br />
<br />
===Eve University Students – A Special Note===<br />
<br />
Eve University, as a philanthropic organisation, attempts to maintain positive standings with as many other Eve entities as possible. Therefore, it prohibits students of Eve-U from unauthorized combat in 0.0. As an Eve-U student, you are welcome to attend an Agony class - but you should speak to your Eve-U mentor first and be prepared to drop out of Eve-U for a day to come to the Agony class.<br />
<br />
== Corporate Accounts ==<br />
<br />
'''How do I set up a corporate account with Agony? I want to send a bunch of my friends through your class!'''<br />
<br />
To qualify an officer of your corporation (or alliance) must set up a corporate account by making a post in [http://www.agony-unleashed.com/index.php?/topic/7794-course-credits-and-corp-accounts/ this forum] and then sending AGONY Unleashed the isk. Wihin a short amount of time an AGONY director will process your account. After this you will be able to enroll your students and the money will be deducted from your account. Make sure to give some time for processing, please don't try to set up the account one day before the course!<br />
<br />
When starting a new account, please put this line in your post:<br />
<br />
(Ticker) Corp Name - funds<br />
<br />
For example:<br />
<br />
(JVL) Joint Ventures Limited - 200mil<br />
<br />
Make sure your students mention they are on the corp/alliance account.<br />
<br />
As your account runs out you can add more money to your account and then merely post about it on the enrollment forum and it will be processed. Please provide date of payment for faster processing.<br />
<br />
When setting up an account please provide your corp name, corp ticker and, if applicable, a list of classes authorized. <br />
<br />
Transfer all isk in a corp to corp transfer to Agony Unleashed, and be sure to include a comment on what the isk is for.<br />
<br />
To view current balances and account activity, please '''[https://docs.google.com/spreadsheet/ccc?key=0AjiftfPQ7Q0adFVxVHFaa0hDZVNUNjNCMzc5UTVxWUE#gid=0 click here]!'''<br />
<br />
==Preparing for Class==<br />
Make sure you have read all the required reading before the class, since this will not be covered in the theory section and both your instructor and your FC will assume you have read it!<br />
<br />
For any class, there is a checklist you should follow to prepare.<br />
<br />
# '''Enrollment''' - Make sure have correctly enrolled in the class, that you know when it is, and that your payment has been made (either by yourself, or through a corporate account on your behalf). Make sure you are aware that times advertised for classes are in EVE time. This is the time shown in the lower lefthand corner of your screen when docked in EVE (by default). [http://evemon.battleclinic.com/ EVEMon] also has a feature that will show the current EVE time.<br />
# '''Connect to the "Agony Public" channel''' - Click the speech bubble icon in the top bar across any chat window to open the Join Channel window. Type "Agony Public", and click 'Join'.<br />
# '''Connect to the Teamspeak server''' - Once you gain access to the class materials, visit the [[Setting Up Teamspeak]] article and follow the instructions there on connecting to our Teamspeak server. NOTE: If you don't have a microphone, you still need to connect to Teamspeak so you can listen to the class. There is no point in attending if you can't hear the instructor!<br />
# '''Check your skills''' - The skills you need to have before the class starts are listed on that classe's wiki page. They vary by class type but they are the minimum skills you MUST have trained to attend that class. Generally they aren't that steep at all, being after all '''minimum requirements'''.<br />
# '''(Optional) Prepare your jump clone''' - If you plan on using your implant-free jump clone for the class, you will want to jump into it and fly it to the meeting location prior to start of the class. If you're looking for more information on jump clones and how you might go about obtaining one, refer to the following article: [[Jump Clones]].<br />
# '''Start reading the rest of the articles, browse the PVP-BASIC forum''' - The PVP-Basic articles can be found [http://www.agony-unleashed.com/wiki/index.php?title=Category:PVP_University/BASIC here]. [http://www.agony-unleashed.com/index.php?/forum/3-pvp-basic/ Here's] the PVP-Basic forum. <br />
# '''Buy your ships''' - In the case of BASIC, choose one type of frigate that you think you'll enjoy for the duration of the class. Having your class frigates in different types seems like a really good idea in theory, but in practice it tends to be frustrating and annoying. Don't choose a frigate with an astrometrics bonus. Don't choose an assault frigate, interceptor, or electronic attack frigate as a student - they require different techniques to fly than a basic tech 1 frigate, and we won't be covering those techniques in this class. We usually don't use target painters in the BASIC class, so don't choose a Vigil. Once you've chosen a type of ship, buy at least two of them, three if you can afford it. <br />
# '''Buy afterburners''' - Each of your ships will need an afterburner. For certain ships, this doesn't give optimal combat performance, but it's the right choice for most. There are a number of training exercises where the instructor will say "turn on your afterburner" - not having one means you miss out on some of the educational value. Don't buy or fit microwarp drives, when we say 'afterburner' we mean 'afterburner'. If you feel like fitting named, t2 or faction afterburners, then go for it. Just remember that in 0.0, the real question is not 'if' you lose your ship, but 'when'.<br />
# '''Buy midslot and lowslot items''' - Have a look at the recommended modules and try to collect the full set. If you've chosen a ship that gets a bonus to ewar modules (Crucifier, Griffin, or Maulus) make sure you have all the modules from that ship grants a bonus to. (Tracking disruptors, ECM varieties, or sensor damps, respectively.) <br />
# '''Buy highslot items''' - The midslot items are vitally important to a Hydra fleet, so you buy those and make sure you can fit them before you look at fitting weapons. Be aware that different midslot items require different amounts of CPU - don't be afraid to use lighter-caliber guns to make sure you can equip your ewar. (If you're loaded with cash, consider buying a mixture of gun calibers so that you can maximise your punch once the ewar is finalized during the class. Similarly, named modules can help, if you can afford to lose them.)<br />
# '''Buy ammunition''' - 400-1000 rounds per ship should see you through nicely. If possible, bring an ammunition type that gives you an optimal range around 6km and one that gives an optimal range greater than 15km.<br />
# '''Gather everything at the class location''' - Gather your ships and modules at the class location. This location varies depending on where Agony is operating at the time, '''make sure you read the class description''' to find out where it starts! Some classes are held on the test server. If your class is based on the test server it will plainly say so in the booking thread.<br />
# '''Fit out your ships and insure them''' - Set up your ships with identical fittings in every slot and get the platinum insurance on each. During the class, you're reasonably likely to be asked to change your fittings around, but you may as well make certain that there's at least one configuration that works.<br />
# '''Set your medical clone to the class location''' - In the unfortunate event that you do get podded, waking up 50 systems away from the class would ruin your evening.<br />
# '''Configure your overview and your graphics settings''' - Follow the <!--[[Configuring_the_EVE_client_for_PVP|-->configuration<!--]]--> [[Overview_Setup|instructions]] that are a part of the BASIC course material. Yes, you really do need to turn off your sound and effects, and you really do need to set up your overview so that you can't see anything beyond the essentials. If you don't do this and you're lucky, your overview will be cluttered and you might cause a friendly fire incident. If you're unlucky, your client will crash when you jump into a system full of hostiles.<br />
<br />
==Attending Class==<br />
<br />
'''Ok, it says the class is at 0200 Eve Time on Sunday... when the heck is that?!'''<br />
<br />
You know the little clock on your EVE UI ingame when you're docked (usually lower left)? That's Eve Time, Icelandic local time, also known as Greenwich Mean Time (GMT). The easiest way to figure out what time the class is in your time is to figure out how you're offset from GMT and then count back (or forward) from the planned classtime.<br />
<br />
For instance, if you're in US Central time zone in winter time (non-daylight savings time), GMT is +6 hours. So, count back 6 hours from the class time. The class starts at 2000 hours US Central, which is 8 PM. We passed midnight, so it's 8 PM Saturday, not Sunday.<br />
<br />
An alternative method is to set up a second clock on the Windows desktop to show Icelandic GMT OR simply look in the lower left corner of EVEMon for the current EVE Time.<br />
<br />
In any case, make sure you adjust the announced class time for your time zone. Classes are ALWAYS announced in EVE Time.<br />
<br />
'''I'm here! Now what do I do?!'''<br />
<br />
Just make sure you're in the Agony Public channel and connected to our Teamspeak server on time. Stay docked and follow the instructions of the instructor and class administrator. Class will start on time, and we'll pick up stragglers until it's time to undock and start practical exercises. At that point anyone left behind gets to come back for the next class.<br />
<br />
'''Let’s start shooting people!'''<br />
<br />
Wait! We at Agony love shooting people, but make sure you’re familiar with our Rules of Engagement, which you can find [[Agony Empire Rules of Engagement|HERE!]]<br />
<br />
In particular, note that '''you MAY NOT FIRE on another student on the course''' whatever the circumstances! Get this one wrong and bad things will happen.<br />
<br />
<br />
'''The Caldari/Gallente Hate Me! Or I'm a Criminal and can't get to High-Sec!'''<br />
<br />
If you can't safely get into the Class High-Sec Start System, then there are ways around this. Training Diplomacy is highly recommended if your problem is factional police chasing you. You need to get your Faction Standing above -5 to get them to stop shooting you.<br />
<br />
Doing the theory with an alt is another common strategy. Use one of your alt character slots (or another account if you have one). Let your instructor/class admin know beforehand. The theory section in high-sec is brief, but important and practices some basic maneuvering. Most of this can be done in a basic ship with minimal skills. Fitting an afterburner is probably the most vital of the skills. You can change to your main when the class enters low-sec.<br />
<br />
Keep your main in a nearby low-sec system, with all your combat ships and your medical clone. That way if you lose your ship or pod, you can easily regroup from there. There will be some differences in your alt's skills and ship handling abilities, so you may need to adjust your orbit distances a little when you change to your main.<br />
<br />
==After The Class==<br />
<br />
'''OMG That rocked! I wish there was someone I could thank for this!'''<br />
<br />
You’re in luck! Agony pilots are not paid and give up their own PvP time to teach you. Classes take an enormous amount of effort, planning and preparation. Agony Unleashed provides this service because we enjoy teaching others our love of PvP.<br />
<br />
So, make sure you thank your instructors and FC’s! Usually a feedback thread will be started after the class where we ask for your views on what went well, what you enjoyed, and what you’d like to see done differently. Please take the time to give us your feedback!<br><br><br />
<br />
'''Killmails – what are they and what should I do with them?'''<br />
<br />
If you’re lucky enough to get the final blow on a target, you will get what we call a ‘killmail’. To find these, open your Character Sheet and go to the ‘Combat Log’ tab, then ‘Kills’.<br />
<br />
If you get a killmail on one of our classes, please post this mail on our public killboard. To do this, right click the entry in your combat log and select ‘Copy Kill Information’. Then go to the [http://www.agony-unleashed.com Agony Unleashed website] and follow the link to our [http://www.agony-unleashed.com/killboard/ Public Killboard].<br />
<br />
Click on the ‘Post Mail’ tab, and paste the kill information you copied from your combat log. You will require a password in order to post this mail; to get this password simply ask in fleet chat during or after the class, and an Agony member will give it to you.<br><br><br />
<br />
Now that we use a corp killboard rather than a generic one, you '''can''' post your losses too (the killboard used to get confused, now it should work fine).<br />
<br />
'''I see everyone has these neat links to their classes in their sigs, can I do that??'''<br><br />
Sure! It's even necessary for the higher-level classes that have prerequisites that you link to your past classes.<br />
<br />
A link is created in a forum post by using the following format in your post. The first step once you are ready to edit your post is to click the link button (it looks like a chain link, next to the bold button). That will give you starter code to fill in to create the link which looks like the following:<br />
<br />
[link=hyperlink url][/link]<br />
<br />
From there, remove the "hyperlink url" section and put in the web address of the page you are linking. In between the "]" and the "[/link]" you enter in the text of the link. This can be a description, or the URL itself.<br />
<br />
For example:<br />
<br />
[link=http://www.agony-unleashed.com]Agony Unleashed Web Site[/link]<br />
Would show in your post as:<br />
<br />
[http://www.agony-unleashed.com Agony Unleashed Web Site]<br />
<br />
Now, armed with this new knowledge, this is how I would link your old course thread.<br><br />
1. Open notepad or other simple text editor<br><br />
2. Start your new enrollment post (helps to do this in a new window or browser tab)<br><br />
3. Click the "Insert link" button to get the starter code<br><br />
4. Cut and paste that code into notepad<br><br />
5. Find your old course thread. You can do a search or check your post history<br><br />
6. Once you have your old course thread opened, go to the first page that shows the graduate list<br><br />
7. Copy the URL in your address bar and paste it over the "hyperlink url" in your notepad text<br><br />
8. Find the course code from the course information, copy it, and paste it in between the brackets where the descriptor text goes<br><br />
9. Once you have done this for all courses that need to be linked for the enrollment thread you are posting in, click Preview<br><br />
10. Ensure that everything gets formatted correctly and test your links in the preview dialogue<br><br />
11. After you have made sure everything is correct, click Submit<br><br><br />
<br />
For example, if I wanted to attend the upcoming PVP-Wolfpacks course as an alumnus, my enrollment post would look like the following before I submitted or previewed it:<br />
Azual - Azual Skoll (AGONY)<br />
ALUMNI<br />
[link=http://www.agony-unleashed.com/e107_plugins/forum/forum_viewtopic.php?93573]BASIC-2103081800[/link]<br />
[link=http://www.agony-unleashed.com/e107_plugins/forum/forum_viewtopic.php?99088.0]WOLFPACKS-041920081900[/link]<br />
<br />
And it would render like this once I posted it:<br />
Azual - Azual Skoll (AGONY)<br />
ALUMNI<br />
BASIC-2103081800<br />
WOLFPACKS-041920081900<br />
<br />
'''I love you guys, do you think maybe I could fly with you again?!'''<br />
Again you’re in luck! Agony welcome alumni on all of our courses. Providing you have graduated a particular course already (i.e. you can’t be an alumnus for a WOLFPACKS class if you’ve only taken BASIC), you can either sign up in the enrollment thread as usual (but adding that you are an alumnus), or just ask in the Agony Public channel on the day. As long as we’re not totally overwhelmed with students, we’ll be more than happy to have you along with us!<br><br><br />
<br />
Oh and the best part? You don’t need to pay for the class again! For more information on returning as an alumnus, read this: [[Alumni]]. <br />
<br />
'''Where do I go from here?'''<br><br />
Agony offer advanced courses, as well as a number of specialist seminars on topics from Capital Ship Support to Interdictors. You can find out more about our classes here: [[Agony Empire Classes and Seminars]].<br><br><br />
<br />
==Miscellaneous Q&A==<br />
<br />
====If I have taken PVP-Basic, would that mean that Agony will not shoot me say 2 days after the course?====<br />
Sorry, but unless you're in Agony or in our gang, even if you took a pvp class the previous day, you're a fair target. At the end of 0.0 roams we recommend our students leave 0.0 first and then only afterwards leave the Agony fleet.<br />
<br />
====Can my corporation/alliance arrange for a private pvp course with Agony?====<br />
We will do private classes provided that you can gather sufficient number of students for the class (usually at least 40-50 pilots). We will not run a private class for just 5-15 people as it is not worth the amount of time and also makes certain parts of the class 0.0 roam difficult to perform. If your alliance or corp knows several friendly alliances or corporations in your area, then you can pool pilots and ISK together and contact Gizznit Malikite to arrange for a private class.<br />
<br />
====Can you guys teach anything other than frigs and destroyers? How about battleships?====<br />
Currently, our classes focus on the use of frigates, destroyers, and battlecruisers as the foundation of pvp. We are currently developing a new cruiser-based class and reworking our skirmishing/scouting seminar into a class. The foundational notion of PVP-U was that new players can jump into a frigate or a destroyer and, with some basic knowledge, be very effective in pvp without requiring mass amounts of skill points, money, or experience, all of which are required to different degrees when pvp'ing with heavier ships.<br />
<br />
====I already know how to PvP - can I skip PVP-BASICS and take other classes?====<br />
Even if you know most or all of the material, all students are required to take PVP-BASIC. Many have said before that they knew everything only to be surprised that they learned a thing or two in PVP-BASIC. Even if you know the basics of PVP, you must still learn the protocol and battlecoms of how our gangs operate in 0.0.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP_University_FAQ&diff=20683
PVP University FAQ
2014-01-08T13:38:40Z
<p>Goinggreyfast: /* What about my buddies? Is there any way we get on the same class? */</p>
<hr />
<div><small><br />
Original text by various Authors<br><br />
Copyright© 2012 Agony Unleashed<br><br />
Updated [[User:Goinggreyfast|Greygal]] 09:00, 6 November 2012 (CST)<br><br />
All Rights Reserved<br><br />
</small><br />
<br />
[[Category:Public]]<br />
[[Category:PVP University]]<br />
==Overview==<br />
<br />
The PVP University has taken on a life of its own such that answering questions and administrating the classes has become a rather large job. In order to minimize the amount of time spent on the forums answering the same questions over and over again, we've decided to consolidate those answers in an FAQ and post big, bold links to it all over the PVP University forum. Without further ado, what follows is a collection of the most frequently asked (and answered) questions in the PVP University.<br />
<br />
==Signing Up For Classes==<br />
<br />
===When is the next class?===<br />
Look for a thread at the top of our [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ Enrollment Forum].<br />
<br />
Classes are scheduled as instructors and administrators are available and in such a way that will not conflict with any of Agony's internal events or other classes that may be scheduled (you will probably never see a separate BASIC and WOLFPACKS run the same weekend).<br />
<br />
Generally speaking, we aim for two classes per month, usually BASIC and one of the other classes. This allows us to schedule other weekends for internal operations, specialized seminars and other events.<br />
<br />
===How do I know when a class will open?===<br />
<br />
There is an ingame mailing list called 'Agony PVP Uni'. An announcement will be posted to this list at the same time we post a thread announcing a class in the Enrollment forum.<br />
<br />
In order to join the ingame mailing list follow the instructions below:<br />
<br />
1. Open your Eve Mail inbox.<br />
<br />
2. Click the 'Add Mailing List' button at the bottom of the window.<br />
<br />
3. Type in "Agony PVP Uni"<br />
<br />
4. Click 'Join'.<br />
<br />
This is not to be confused with our public chat channel, "Agony Public".<br />
<br />
===Ok, I'm looking at an open sign-up thread. Now how do I sign up?===<br />
If you want to enroll in a PvP University course, general directions are listed below. As some classes may have specific enrollment requirements, please always follow the directions on the Enrollment thread. Please make sure that you follow the instructions to the letter, don't try to invent any unique manner of registration and so on. <br />
<br />
'''Please read and understand this section completely before enrolling.'''<br />
<br />
In order to sign up to and attend a class, '''you will have to register on the Agony forums'''. This is required.<br />
<br />
When a new class is announced, a new sticky thread will appear in the [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ enrollment forum] and will be titled with the course name, date and time (for example, PVP-BASIC – 14th FEB, 0200 EVE TIME). The time is always based on Eve server time (i.e. UTC)! The name of this thread will also indicate whether it is open for enrollment:<br />
<br />
- A thread with the prefix '''[OPEN]''' means the class is open for enrollment.<br />
<br />
- A thread with the prefix '''[ANNOUNCED]''' means that the class has been announced, but is not yet open for enrollment (usually the announcement will state the date and time that enrollment will open).<br />
<br />
- A thread with the prexix '''[CLOSED]''' means that the class is full, completed, or enrollment has been otherwise closed. New enrollments in a [CLOSED] thread (with the exception of alumni) will not be accepted.<br />
<br />
To sign up to the class, simply post a reply in that thread in the following format:<br><br />
<br />
''Forum Name – Character Name (CORP TICKER)''<br />
<br />
For example:<br><br />
<br />
''Azual – Azual Skoll (AGONY)''<br />
<br />
Note that you must not use < > brackets or [ ] brackets because they mess up the program we use to process your enrollment.<br />
<br />
If the course has any pre-requisite courses (for example PVP-WOLFPACKS required you to have first attended PVP-BASIC) please add a link in your signature to the enrollment thread for the course you took.<br><br />
<br />
====Paying For The Course====<br />
<br />
Once you’ve signed up in the enrolment thread, the final step is to pay for the course. To do this:<br><br><br />
<br />
- Open the People & Places window in game.<br><br />
<br />
- Under ‘Corporation’, search for ‘Agony Unleashed’<br><br />
<br />
- Right click the result, and select ‘Give Money’.<br><br />
<br />
- Enter the relevant amount for the course (see below!)<br><br />
<br />
- In the ‘Reason’ field, enter the course code from your enrollment thread (e.g. BASIC – 1402090200); '''make sure this is the first thing entered in this field''', since this message will be truncated in the log!<br><br />
<br />
- Click OK!<br><br><br />
<br />
Please note: Please transfer money from a personal account where possible. If you use a corp to corp funds transfer, you will need to advise the instructor so he knows to look for it!<br><br />
<br />
Standard prices for our three main classes are as follows:<br />
<br />
PVP-BASIC: 20 million<br />
PVP-WOLFPACKS: 30 million<br />
PVP-ADVANCED: 45 million<br />
<br />
For all classes not listed here, the price will be given in the enrollment thread. Please note that occasionally even one of the above classes may have a special price, and in all instances the price listed in the enrollment thread overrules those in this FAQ.<br />
<br />
===I'm not signed up for a class. Can I just pay to get access to the reading material?===<br />
<br />
Access to all course reading material is now freely available throughout our Wiki. You don't need to enroll to read the course material, however, the reading material is only part of what each class offers. Classes consist of information that is in addition to the reading material, practical exercises, significant question-and-answer time, and, of course, the most fun you can have in Eve: A long roam through nullsec where many explosions are guaranteed!<br />
<br />
===What about my buddies? Is there any way we get on the same class?===<br />
<br />
Unfortunately Agony does not currently offer a buddy system for class signups. Large groups (greater than 50 potential students) may inquire about organizing a private class (contact Gizznit Malikite).<br />
<br />
===I've been marked as "Credited", what does that mean?!===<br />
<br />
That simply means that the class administrator has recognized your payment, but you signed up after the class was already closed, or you missed attending the class. The admin marks you as Credited so (s)he knows you've paid in case a slot opens up or the class is expanded. <br />
<br />
Once you are credited, you are free to sign up for any later class of the same type for free (e.g. if you're credited for BASIC, you can only use that for another BASIC). Just make sure when you enroll that you mention you are using your class credit, and please link to the thread of the class you were credited from.<br />
<br />
===I can't make it to the class! Have I lost my money?===<br />
<br />
Of course not! Similar to the above, if you're signed up for a class but are unable to make it on the day, post in the enrollment thread and let us know, and you will be marked as credited so that you don't have to pay to take the course at a later date!<br />
<br />
===Eve University Students – A Special Note===<br />
<br />
Eve University, as a philanthropic organisation, attempts to maintain positive standings with as many other Eve entities as possible. Therefore, it prohibits students of Eve-U from unauthorized combat in 0.0. As an Eve-U student, you are welcome to attend an Agony class - but you should speak to your Eve-U mentor first and be prepared to drop out of Eve-U for a day to come to the Agony class.<br />
<br />
== Corporate Accounts ==<br />
<br />
'''How do I set up a corporate account with Agony? I want to send a bunch of my friends through your class!'''<br />
<br />
To qualify an officer of your corporation (or alliance) must set up a corporate account by making a post in [http://www.agony-unleashed.com/index.php?/topic/7794-course-credits-and-corp-accounts/ this forum] and then sending AGONY Unleashed the isk. Wihin a short amount of time an AGONY director will process your account. After this you will be able to enroll your students and the money will be deducted from your account. Make sure to give some time for processing, please don't try to set up the account one day before the course!<br />
<br />
When starting a new account, please put this line in your post:<br />
<br />
(Ticker) Corp Name - funds<br />
<br />
For example:<br />
<br />
(JVL) Joint Ventures Limited - 200mil<br />
<br />
Make sure your students mention they are on the corp/alliance account.<br />
<br />
As your account runs out you can add more money to your account and then merely post about it on the enrollment forum and it will be processed. Please provide date of payment for faster processing.<br />
<br />
When setting up an account please provide your corp name, corp ticker and, if applicable, a list of classes authorized. <br />
<br />
Transfer all isk in a corp to corp transfer to Agony Unleashed, and be sure to include a comment on what the isk is for.<br />
<br />
To view current balances and account activity, please '''[https://docs.google.com/spreadsheet/ccc?key=0AjiftfPQ7Q0adFVxVHFaa0hDZVNUNjNCMzc5UTVxWUE#gid=0 click here]!'''<br />
<br />
==Preparing for Class==<br />
Make sure you have read all the required reading before the class, since this will not be covered in the theory section and both your instructor and your FC will assume you have read it!<br />
<br />
For any class, there is a checklist you should follow to prepare.<br />
<br />
# '''Enrollment''' - Make sure have correctly enrolled in the class, that you know when it is, and that your payment has been made (either by yourself, or through a corporate account on your behalf). Make sure you are aware that times advertised for classes are in EVE time. This is the time shown in the lower lefthand corner of your screen when docked in EVE (by default). [http://evemon.battleclinic.com/ EVEMon] also has a feature that will show the current EVE time.<br />
# '''Connect to the "Agony Public" channel''' - Click the speech bubble icon in the top bar across any chat window to open the Join Channel window. Type "Agony Public", and click 'Join'.<br />
# '''Connect to the Teamspeak server''' - Once you gain access to the class materials, visit the [[Setting Up Teamspeak]] article and follow the instructions there on connecting to our Teamspeak server. NOTE: If you don't have a microphone, you still need to connect to Teamspeak so you can listen to the class. There is no point in attending if you can't hear the instructor!<br />
# '''Check your skills''' - The skills you need to have before the class starts are listed on that classe's wiki page. They vary by class type but they are the minimum skills you MUST have trained to attend that class. Generally they aren't that steep at all, being after all '''minimum requirements'''.<br />
# '''(Optional) Prepare your jump clone''' - If you plan on using your implant-free jump clone for the class, you will want to jump into it and fly it to the meeting location prior to start of the class. If you're looking for more information on jump clones and how you might go about obtaining one, refer to the following article: [[Jump Clones]].<br />
# '''Start reading the rest of the articles, browse the PVP-BASIC forum''' - The PVP-Basic articles can be found [http://www.agony-unleashed.com/wiki/index.php?title=Category:PVP_University/BASIC here]. [http://www.agony-unleashed.com/index.php?/forum/3-pvp-basic/ Here's] the PVP-Basic forum. <br />
# '''Buy your ships''' - In the case of BASIC, choose one type of frigate that you think you'll enjoy for the duration of the class. Having your class frigates in different types seems like a really good idea in theory, but in practice it tends to be frustrating and annoying. Don't choose a frigate with an astrometrics bonus. Don't choose an assault frigate, interceptor, or electronic attack frigate as a student - they require different techniques to fly than a basic tech 1 frigate, and we won't be covering those techniques in this class. We usually don't use target painters in the BASIC class, so don't choose a Vigil. Once you've chosen a type of ship, buy at least two of them, three if you can afford it. <br />
# '''Buy afterburners''' - Each of your ships will need an afterburner. For certain ships, this doesn't give optimal combat performance, but it's the right choice for most. There are a number of training exercises where the instructor will say "turn on your afterburner" - not having one means you miss out on some of the educational value. Don't buy or fit microwarp drives, when we say 'afterburner' we mean 'afterburner'. If you feel like fitting named, t2 or faction afterburners, then go for it. Just remember that in 0.0, the real question is not 'if' you lose your ship, but 'when'.<br />
# '''Buy midslot and lowslot items''' - Have a look at the recommended modules and try to collect the full set. If you've chosen a ship that gets a bonus to ewar modules (Crucifier, Griffin, or Maulus) make sure you have all the modules from that ship grants a bonus to. (Tracking disruptors, ECM varieties, or sensor damps, respectively.) <br />
# '''Buy highslot items''' - The midslot items are vitally important to a Hydra fleet, so you buy those and make sure you can fit them before you look at fitting weapons. Be aware that different midslot items require different amounts of CPU - don't be afraid to use lighter-caliber guns to make sure you can equip your ewar. (If you're loaded with cash, consider buying a mixture of gun calibers so that you can maximise your punch once the ewar is finalized during the class. Similarly, named modules can help, if you can afford to lose them.)<br />
# '''Buy ammunition''' - 400-1000 rounds per ship should see you through nicely. If possible, bring an ammunition type that gives you an optimal range around 6km and one that gives an optimal range greater than 15km.<br />
# '''Gather everything at the class location''' - Gather your ships and modules at the class location. This location varies depending on where Agony is operating at the time, '''make sure you read the class description''' to find out where it starts! Some classes are held on the test server. If your class is based on the test server it will plainly say so in the booking thread.<br />
# '''Fit out your ships and insure them''' - Set up your ships with identical fittings in every slot and get the platinum insurance on each. During the class, you're reasonably likely to be asked to change your fittings around, but you may as well make certain that there's at least one configuration that works.<br />
# '''Set your medical clone to the class location''' - In the unfortunate event that you do get podded, waking up 50 systems away from the class would ruin your evening.<br />
# '''Configure your overview and your graphics settings''' - Follow the <!--[[Configuring_the_EVE_client_for_PVP|-->configuration<!--]]--> [[Overview_Setup|instructions]] that are a part of the BASIC course material. Yes, you really do need to turn off your sound and effects, and you really do need to set up your overview so that you can't see anything beyond the essentials. If you don't do this and you're lucky, your overview will be cluttered and you might cause a friendly fire incident. If you're unlucky, your client will crash when you jump into a system full of hostiles.<br />
<br />
==Attending Class==<br />
<br />
'''Ok, it says the class is at 0200 Eve Time on Sunday... when the heck is that?!'''<br />
<br />
You know the little clock on your EVE UI ingame when you're docked (usually lower left)? That's Eve Time, Icelandic local time, also known as Greenwich Mean Time (GMT). The easiest way to figure out what time the class is in your time is to figure out how you're offset from GMT and then count back (or forward) from the planned classtime.<br />
<br />
For instance, if you're in US Central time zone in winter time (non-daylight savings time), GMT is +6 hours. So, count back 6 hours from the class time. The class starts at 2000 hours US Central, which is 8 PM. We passed midnight, so it's 8 PM Saturday, not Sunday.<br />
<br />
An alternative method is to set up a second clock on the Windows desktop to show Icelandic GMT OR simply look in the lower left corner of EVEMon for the current EVE Time.<br />
<br />
In any case, make sure you adjust the announced class time for your time zone. Classes are ALWAYS announced in EVE Time.<br />
<br />
'''I'm here! Now what do I do?!'''<br />
<br />
Just make sure you're in the Agony Public channel and connected to our Teamspeak server on time. Stay docked and follow the instructions of the instructor and class administrator. Class will start on time, and we'll pick up stragglers until it's time to undock and start practical exercises. At that point anyone left behind gets to come back for the next class.<br />
<br />
'''Let’s start shooting people!'''<br />
<br />
Wait! We at Agony love shooting people, but make sure you’re familiar with our Rules of Engagement, which you can find [[Agony Empire Rules of Engagement|HERE!]]<br />
<br />
In particular, note that '''you MAY NOT FIRE on another student on the course''' whatever the circumstances! Get this one wrong and bad things will happen.<br />
<br />
<br />
'''The Caldari/Gallente Hate Me! Or I'm a Criminal and can't get to High-Sec!'''<br />
<br />
If you can't safely get into the Class High-Sec Start System, then there are ways around this. Training Diplomacy is highly recommended if your problem is factional police chasing you. You need to get your Faction Standing above -5 to get them to stop shooting you.<br />
<br />
Doing the theory with an alt is another common strategy. Use one of your alt character slots (or another account if you have one). Let your instructor/class admin know beforehand. The theory section in high-sec is brief, but important and practices some basic maneuvering. Most of this can be done in a basic ship with minimal skills. Fitting an afterburner is probably the most vital of the skills. You can change to your main when the class enters low-sec.<br />
<br />
Keep your main in a nearby low-sec system, with all your combat ships and your medical clone. That way if you lose your ship or pod, you can easily regroup from there. There will be some differences in your alt's skills and ship handling abilities, so you may need to adjust your orbit distances a little when you change to your main.<br />
<br />
==After The Class==<br />
<br />
'''OMG That rocked! I wish there was someone I could thank for this!'''<br />
<br />
You’re in luck! Agony pilots are not paid and give up their own PvP time to teach you. Classes take an enormous amount of effort, planning and preparation. Agony Unleashed provides this service because we enjoy teaching others our love of PvP.<br />
<br />
So, make sure you thank your instructors and FC’s! Usually a feedback thread will be started after the class where we ask for your views on what went well, what you enjoyed, and what you’d like to see done differently. Please take the time to give us your feedback!<br><br><br />
<br />
'''Killmails – what are they and what should I do with them?'''<br />
<br />
If you’re lucky enough to get the final blow on a target, you will get what we call a ‘killmail’. To find these, open your Character Sheet and go to the ‘Combat Log’ tab, then ‘Kills’.<br />
<br />
If you get a killmail on one of our classes, please post this mail on our public killboard. To do this, right click the entry in your combat log and select ‘Copy Kill Information’. Then go to the [http://www.agony-unleashed.com Agony Unleashed website] and follow the link to our [http://www.agony-unleashed.com/killboard/ Public Killboard].<br />
<br />
Click on the ‘Post Mail’ tab, and paste the kill information you copied from your combat log. You will require a password in order to post this mail; to get this password simply ask in fleet chat during or after the class, and an Agony member will give it to you.<br><br><br />
<br />
Now that we use a corp killboard rather than a generic one, you '''can''' post your losses too (the killboard used to get confused, now it should work fine).<br />
<br />
'''I see everyone has these neat links to their classes in their sigs, can I do that??'''<br><br />
Sure! It's even necessary for the higher-level classes that have prerequisites that you link to your past classes.<br />
<br />
A link is created in a forum post by using the following format in your post. The first step once you are ready to edit your post is to click the link button (it looks like a chain link, next to the bold button). That will give you starter code to fill in to create the link which looks like the following:<br />
<br />
[link=hyperlink url][/link]<br />
<br />
From there, remove the "hyperlink url" section and put in the web address of the page you are linking. In between the "]" and the "[/link]" you enter in the text of the link. This can be a description, or the URL itself.<br />
<br />
For example:<br />
<br />
[link=http://www.agony-unleashed.com]Agony Unleashed Web Site[/link]<br />
Would show in your post as:<br />
<br />
[http://www.agony-unleashed.com Agony Unleashed Web Site]<br />
<br />
Now, armed with this new knowledge, this is how I would link your old course thread.<br><br />
1. Open notepad or other simple text editor<br><br />
2. Start your new enrollment post (helps to do this in a new window or browser tab)<br><br />
3. Click the "Insert link" button to get the starter code<br><br />
4. Cut and paste that code into notepad<br><br />
5. Find your old course thread. You can do a search or check your post history<br><br />
6. Once you have your old course thread opened, go to the first page that shows the graduate list<br><br />
7. Copy the URL in your address bar and paste it over the "hyperlink url" in your notepad text<br><br />
8. Find the course code from the course information, copy it, and paste it in between the brackets where the descriptor text goes<br><br />
9. Once you have done this for all courses that need to be linked for the enrollment thread you are posting in, click Preview<br><br />
10. Ensure that everything gets formatted correctly and test your links in the preview dialogue<br><br />
11. After you have made sure everything is correct, click Submit<br><br><br />
<br />
For example, if I wanted to attend the upcoming PVP-Wolfpacks course as an alumnus, my enrollment post would look like the following before I submitted or previewed it:<br />
Azual - Azual Skoll (AGONY)<br />
ALUMNI<br />
[link=http://www.agony-unleashed.com/e107_plugins/forum/forum_viewtopic.php?93573]BASIC-2103081800[/link]<br />
[link=http://www.agony-unleashed.com/e107_plugins/forum/forum_viewtopic.php?99088.0]WOLFPACKS-041920081900[/link]<br />
<br />
And it would render like this once I posted it:<br />
Azual - Azual Skoll (AGONY)<br />
ALUMNI<br />
BASIC-2103081800<br />
WOLFPACKS-041920081900<br />
<br />
'''I love you guys, do you think maybe I could fly with you again?!'''<br />
Again you’re in luck! Agony welcome alumni on all of our courses. Providing you have graduated a particular course already (i.e. you can’t be an alumnus for a WOLFPACKS class if you’ve only taken BASIC), you can either sign up in the enrollment thread as usual (but adding that you are an alumnus), or just ask in the Agony Public channel on the day. As long as we’re not totally overwhelmed with students, we’ll be more than happy to have you along with us!<br><br><br />
<br />
Oh and the best part? You don’t need to pay for the class again! For more information on returning as an alumnus, read this: [[Alumni]]. <br />
<br />
'''Where do I go from here?'''<br><br />
Agony offer advanced courses, as well as a number of specialist seminars on topics from Capital Ship Support to Interdictors. You can find out more about our classes here: [[Agony Empire Classes and Seminars]].<br><br><br />
<br />
==Miscellaneous Q&A==<br />
<br />
====If I have taken PVP-Basic, would that mean that Agony will not shoot me say 2 days after the course?====<br />
Sorry, but unless you're in Agony or in our gang, even if you took a pvp class the previous day, you're a fair target. At the end of 0.0 roams we recommend our students leave 0.0 first and then only afterwards leave the Agony fleet.<br />
<br />
====Can my corporation/alliance arrange for a private pvp course with Agony?====<br />
We will do private classes provided that you can gather sufficient number of students for the class (usually at least 40-50 pilots). We will not run a private class for just 5-15 people as it is not worth the amount of time and also makes certain parts of the class 0.0 roam difficult to perform. If your alliance or corp knows several friendly alliances or corporations in your area, then you can pool pilots and ISK together and contact Greygal to arrange for a private class. <br />
<br />
====Can you guys teach anything other than frigs and destroyers? How about battleships?====<br />
Currently, our classes focus on the use of frigates, destroyers, and battlecruisers as the foundation of pvp. We are currently developing a new cruiser-based class and reworking our skirmishing/scouting seminar into a class. The foundational notion of PVP-U was that new players can jump into a frigate or a destroyer and, with some basic knowledge, be very effective in pvp without requiring mass amounts of skill points, money, or experience, all of which are required to different degrees when pvp'ing with heavier ships.<br />
<br />
====I already know how to PvP - can I skip PVP-BASICS and take other classes?====<br />
Even if you know most or all of the material, all students are required to take PVP-BASIC. Many have said before that they knew everything only to be surprised that they learned a thing or two in PVP-BASIC. Even if you know the basics of PVP, you must still learn the protocol and battlecoms of how our gangs operate in 0.0.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP_University_FAQ&diff=20682
PVP University FAQ
2014-01-08T13:32:26Z
<p>Goinggreyfast: removal of spam link</p>
<hr />
<div><small><br />
Original text by various Authors<br><br />
Copyright© 2012 Agony Unleashed<br><br />
Updated [[User:Goinggreyfast|Greygal]] 09:00, 6 November 2012 (CST)<br><br />
All Rights Reserved<br><br />
</small><br />
<br />
[[Category:Public]]<br />
[[Category:PVP University]]<br />
==Overview==<br />
<br />
The PVP University has taken on a life of its own such that answering questions and administrating the classes has become a rather large job. In order to minimize the amount of time spent on the forums answering the same questions over and over again, we've decided to consolidate those answers in an FAQ and post big, bold links to it all over the PVP University forum. Without further ado, what follows is a collection of the most frequently asked (and answered) questions in the PVP University.<br />
<br />
==Signing Up For Classes==<br />
<br />
===When is the next class?===<br />
Look for a thread at the top of our [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ Enrollment Forum].<br />
<br />
Classes are scheduled as instructors and administrators are available and in such a way that will not conflict with any of Agony's internal events or other classes that may be scheduled (you will probably never see a separate BASIC and WOLFPACKS run the same weekend).<br />
<br />
Generally speaking, we aim for two classes per month, usually BASIC and one of the other classes. This allows us to schedule other weekends for internal operations, specialized seminars and other events.<br />
<br />
===How do I know when a class will open?===<br />
<br />
There is an ingame mailing list called 'Agony PVP Uni'. An announcement will be posted to this list at the same time we post a thread announcing a class in the Enrollment forum.<br />
<br />
In order to join the ingame mailing list follow the instructions below:<br />
<br />
1. Open your Eve Mail inbox.<br />
<br />
2. Click the 'Add Mailing List' button at the bottom of the window.<br />
<br />
3. Type in "Agony PVP Uni"<br />
<br />
4. Click 'Join'.<br />
<br />
This is not to be confused with our public chat channel, "Agony Public".<br />
<br />
===Ok, I'm looking at an open sign-up thread. Now how do I sign up?===<br />
If you want to enroll in a PvP University course, general directions are listed below. As some classes may have specific enrollment requirements, please always follow the directions on the Enrollment thread. Please make sure that you follow the instructions to the letter, don't try to invent any unique manner of registration and so on. <br />
<br />
'''Please read and understand this section completely before enrolling.'''<br />
<br />
In order to sign up to and attend a class, '''you will have to register on the Agony forums'''. This is required.<br />
<br />
When a new class is announced, a new sticky thread will appear in the [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ enrollment forum] and will be titled with the course name, date and time (for example, PVP-BASIC – 14th FEB, 0200 EVE TIME). The time is always based on Eve server time (i.e. UTC)! The name of this thread will also indicate whether it is open for enrollment:<br />
<br />
- A thread with the prefix '''[OPEN]''' means the class is open for enrollment.<br />
<br />
- A thread with the prefix '''[ANNOUNCED]''' means that the class has been announced, but is not yet open for enrollment (usually the announcement will state the date and time that enrollment will open).<br />
<br />
- A thread with the prexix '''[CLOSED]''' means that the class is full, completed, or enrollment has been otherwise closed. New enrollments in a [CLOSED] thread (with the exception of alumni) will not be accepted.<br />
<br />
To sign up to the class, simply post a reply in that thread in the following format:<br><br />
<br />
''Forum Name – Character Name (CORP TICKER)''<br />
<br />
For example:<br><br />
<br />
''Azual – Azual Skoll (AGONY)''<br />
<br />
Note that you must not use < > brackets or [ ] brackets because they mess up the program we use to process your enrollment.<br />
<br />
If the course has any pre-requisite courses (for example PVP-WOLFPACKS required you to have first attended PVP-BASIC) please add a link in your signature to the enrollment thread for the course you took.<br><br />
<br />
====Paying For The Course====<br />
<br />
Once you’ve signed up in the enrolment thread, the final step is to pay for the course. To do this:<br><br><br />
<br />
- Open the People & Places window in game.<br><br />
<br />
- Under ‘Corporation’, search for ‘Agony Unleashed’<br><br />
<br />
- Right click the result, and select ‘Give Money’.<br><br />
<br />
- Enter the relevant amount for the course (see below!)<br><br />
<br />
- In the ‘Reason’ field, enter the course code from your enrollment thread (e.g. BASIC – 1402090200); '''make sure this is the first thing entered in this field''', since this message will be truncated in the log!<br><br />
<br />
- Click OK!<br><br><br />
<br />
Please note: Please transfer money from a personal account where possible. If you use a corp to corp funds transfer, you will need to advise the instructor so he knows to look for it!<br><br />
<br />
Standard prices for our three main classes are as follows:<br />
<br />
PVP-BASIC: 20 million<br />
PVP-WOLFPACKS: 30 million<br />
PVP-ADVANCED: 45 million<br />
<br />
For all classes not listed here, the price will be given in the enrollment thread. Please note that occasionally even one of the above classes may have a special price, and in all instances the price listed in the enrollment thread overrules those in this FAQ.<br />
<br />
===I'm not signed up for a class. Can I just pay to get access to the reading material?===<br />
<br />
Access to all course reading material is now freely available throughout our Wiki. You don't need to enroll to read the course material, however, the reading material is only part of what each class offers. Classes consist of information that is in addition to the reading material, practical exercises, significant question-and-answer time, and, of course, the most fun you can have in Eve: A long roam through nullsec where many explosions are guaranteed!<br />
<br />
===What about my buddies? Is there any way we get on the same class?===<br />
<br />
Unfortunately Agony does not currently offer a buddy system for class signups. Large groups (greater than 50 potential students) may inquire about organizing a private class (contact Greygal). <br />
<br />
===I've been marked as "Credited", what does that mean?!===<br />
<br />
That simply means that the class administrator has recognized your payment, but you signed up after the class was already closed, or you missed attending the class. The admin marks you as Credited so (s)he knows you've paid in case a slot opens up or the class is expanded. <br />
<br />
Once you are credited, you are free to sign up for any later class of the same type for free (e.g. if you're credited for BASIC, you can only use that for another BASIC). Just make sure when you enroll that you mention you are using your class credit, and please link to the thread of the class you were credited from.<br />
<br />
===I can't make it to the class! Have I lost my money?===<br />
<br />
Of course not! Similar to the above, if you're signed up for a class but are unable to make it on the day, post in the enrollment thread and let us know, and you will be marked as credited so that you don't have to pay to take the course at a later date!<br />
<br />
===Eve University Students – A Special Note===<br />
<br />
Eve University, as a philanthropic organisation, attempts to maintain positive standings with as many other Eve entities as possible. Therefore, it prohibits students of Eve-U from unauthorized combat in 0.0. As an Eve-U student, you are welcome to attend an Agony class - but you should speak to your Eve-U mentor first and be prepared to drop out of Eve-U for a day to come to the Agony class.<br />
<br />
== Corporate Accounts ==<br />
<br />
'''How do I set up a corporate account with Agony? I want to send a bunch of my friends through your class!'''<br />
<br />
To qualify an officer of your corporation (or alliance) must set up a corporate account by making a post in [http://www.agony-unleashed.com/index.php?/topic/7794-course-credits-and-corp-accounts/ this forum] and then sending AGONY Unleashed the isk. Wihin a short amount of time an AGONY director will process your account. After this you will be able to enroll your students and the money will be deducted from your account. Make sure to give some time for processing, please don't try to set up the account one day before the course!<br />
<br />
When starting a new account, please put this line in your post:<br />
<br />
(Ticker) Corp Name - funds<br />
<br />
For example:<br />
<br />
(JVL) Joint Ventures Limited - 200mil<br />
<br />
Make sure your students mention they are on the corp/alliance account.<br />
<br />
As your account runs out you can add more money to your account and then merely post about it on the enrollment forum and it will be processed. Please provide date of payment for faster processing.<br />
<br />
When setting up an account please provide your corp name, corp ticker and, if applicable, a list of classes authorized. <br />
<br />
Transfer all isk in a corp to corp transfer to Agony Unleashed, and be sure to include a comment on what the isk is for.<br />
<br />
To view current balances and account activity, please '''[https://docs.google.com/spreadsheet/ccc?key=0AjiftfPQ7Q0adFVxVHFaa0hDZVNUNjNCMzc5UTVxWUE#gid=0 click here]!'''<br />
<br />
==Preparing for Class==<br />
Make sure you have read all the required reading before the class, since this will not be covered in the theory section and both your instructor and your FC will assume you have read it!<br />
<br />
For any class, there is a checklist you should follow to prepare.<br />
<br />
# '''Enrollment''' - Make sure have correctly enrolled in the class, that you know when it is, and that your payment has been made (either by yourself, or through a corporate account on your behalf). Make sure you are aware that times advertised for classes are in EVE time. This is the time shown in the lower lefthand corner of your screen when docked in EVE (by default). [http://evemon.battleclinic.com/ EVEMon] also has a feature that will show the current EVE time.<br />
# '''Connect to the "Agony Public" channel''' - Click the speech bubble icon in the top bar across any chat window to open the Join Channel window. Type "Agony Public", and click 'Join'.<br />
# '''Connect to the Teamspeak server''' - Once you gain access to the class materials, visit the [[Setting Up Teamspeak]] article and follow the instructions there on connecting to our Teamspeak server. NOTE: If you don't have a microphone, you still need to connect to Teamspeak so you can listen to the class. There is no point in attending if you can't hear the instructor!<br />
# '''Check your skills''' - The skills you need to have before the class starts are listed on that classe's wiki page. They vary by class type but they are the minimum skills you MUST have trained to attend that class. Generally they aren't that steep at all, being after all '''minimum requirements'''.<br />
# '''(Optional) Prepare your jump clone''' - If you plan on using your implant-free jump clone for the class, you will want to jump into it and fly it to the meeting location prior to start of the class. If you're looking for more information on jump clones and how you might go about obtaining one, refer to the following article: [[Jump Clones]].<br />
# '''Start reading the rest of the articles, browse the PVP-BASIC forum''' - The PVP-Basic articles can be found [http://www.agony-unleashed.com/wiki/index.php?title=Category:PVP_University/BASIC here]. [http://www.agony-unleashed.com/index.php?/forum/3-pvp-basic/ Here's] the PVP-Basic forum. <br />
# '''Buy your ships''' - In the case of BASIC, choose one type of frigate that you think you'll enjoy for the duration of the class. Having your class frigates in different types seems like a really good idea in theory, but in practice it tends to be frustrating and annoying. Don't choose a frigate with an astrometrics bonus. Don't choose an assault frigate, interceptor, or electronic attack frigate as a student - they require different techniques to fly than a basic tech 1 frigate, and we won't be covering those techniques in this class. We usually don't use target painters in the BASIC class, so don't choose a Vigil. Once you've chosen a type of ship, buy at least two of them, three if you can afford it. <br />
# '''Buy afterburners''' - Each of your ships will need an afterburner. For certain ships, this doesn't give optimal combat performance, but it's the right choice for most. There are a number of training exercises where the instructor will say "turn on your afterburner" - not having one means you miss out on some of the educational value. Don't buy or fit microwarp drives, when we say 'afterburner' we mean 'afterburner'. If you feel like fitting named, t2 or faction afterburners, then go for it. Just remember that in 0.0, the real question is not 'if' you lose your ship, but 'when'.<br />
# '''Buy midslot and lowslot items''' - Have a look at the recommended modules and try to collect the full set. If you've chosen a ship that gets a bonus to ewar modules (Crucifier, Griffin, or Maulus) make sure you have all the modules from that ship grants a bonus to. (Tracking disruptors, ECM varieties, or sensor damps, respectively.) <br />
# '''Buy highslot items''' - The midslot items are vitally important to a Hydra fleet, so you buy those and make sure you can fit them before you look at fitting weapons. Be aware that different midslot items require different amounts of CPU - don't be afraid to use lighter-caliber guns to make sure you can equip your ewar. (If you're loaded with cash, consider buying a mixture of gun calibers so that you can maximise your punch once the ewar is finalized during the class. Similarly, named modules can help, if you can afford to lose them.)<br />
# '''Buy ammunition''' - 400-1000 rounds per ship should see you through nicely. If possible, bring an ammunition type that gives you an optimal range around 6km and one that gives an optimal range greater than 15km.<br />
# '''Gather everything at the class location''' - Gather your ships and modules at the class location. This location varies depending on where Agony is operating at the time, '''make sure you read the class description''' to find out where it starts! Some classes are held on the test server. If your class is based on the test server it will plainly say so in the booking thread.<br />
# '''Fit out your ships and insure them''' - Set up your ships with identical fittings in every slot and get the platinum insurance on each. During the class, you're reasonably likely to be asked to change your fittings around, but you may as well make certain that there's at least one configuration that works.<br />
# '''Set your medical clone to the class location''' - In the unfortunate event that you do get podded, waking up 50 systems away from the class would ruin your evening.<br />
# '''Configure your overview and your graphics settings''' - Follow the <!--[[Configuring_the_EVE_client_for_PVP|-->configuration<!--]]--> [[Overview_Setup|instructions]] that are a part of the BASIC course material. Yes, you really do need to turn off your sound and effects, and you really do need to set up your overview so that you can't see anything beyond the essentials. If you don't do this and you're lucky, your overview will be cluttered and you might cause a friendly fire incident. If you're unlucky, your client will crash when you jump into a system full of hostiles.<br />
<br />
==Attending Class==<br />
<br />
'''Ok, it says the class is at 0200 Eve Time on Sunday... when the heck is that?!'''<br />
<br />
You know the little clock on your EVE UI ingame when you're docked (usually lower left)? That's Eve Time, Icelandic local time, also known as Greenwich Mean Time (GMT). The easiest way to figure out what time the class is in your time is to figure out how you're offset from GMT and then count back (or forward) from the planned classtime.<br />
<br />
For instance, if you're in US Central time zone in winter time (non-daylight savings time), GMT is +6 hours. So, count back 6 hours from the class time. The class starts at 2000 hours US Central, which is 8 PM. We passed midnight, so it's 8 PM Saturday, not Sunday.<br />
<br />
An alternative method is to set up a second clock on the Windows desktop to show Icelandic GMT OR simply look in the lower left corner of EVEMon for the current EVE Time.<br />
<br />
In any case, make sure you adjust the announced class time for your time zone. Classes are ALWAYS announced in EVE Time.<br />
<br />
'''I'm here! Now what do I do?!'''<br />
<br />
Just make sure you're in the Agony Public channel and connected to our Teamspeak server on time. Stay docked and follow the instructions of the instructor and class administrator. Class will start on time, and we'll pick up stragglers until it's time to undock and start practical exercises. At that point anyone left behind gets to come back for the next class.<br />
<br />
'''Let’s start shooting people!'''<br />
<br />
Wait! We at Agony love shooting people, but make sure you’re familiar with our Rules of Engagement, which you can find [[Agony Empire Rules of Engagement|HERE!]]<br />
<br />
In particular, note that '''you MAY NOT FIRE on another student on the course''' whatever the circumstances! Get this one wrong and bad things will happen.<br />
<br />
<br />
'''The Caldari/Gallente Hate Me! Or I'm a Criminal and can't get to High-Sec!'''<br />
<br />
If you can't safely get into the Class High-Sec Start System, then there are ways around this. Training Diplomacy is highly recommended if your problem is factional police chasing you. You need to get your Faction Standing above -5 to get them to stop shooting you.<br />
<br />
Doing the theory with an alt is another common strategy. Use one of your alt character slots (or another account if you have one). Let your instructor/class admin know beforehand. The theory section in high-sec is brief, but important and practices some basic maneuvering. Most of this can be done in a basic ship with minimal skills. Fitting an afterburner is probably the most vital of the skills. You can change to your main when the class enters low-sec.<br />
<br />
Keep your main in a nearby low-sec system, with all your combat ships and your medical clone. That way if you lose your ship or pod, you can easily regroup from there. There will be some differences in your alt's skills and ship handling abilities, so you may need to adjust your orbit distances a little when you change to your main.<br />
<br />
==After The Class==<br />
<br />
'''OMG That rocked! I wish there was someone I could thank for this!'''<br />
<br />
You’re in luck! Agony pilots are not paid and give up their own PvP time to teach you. Classes take an enormous amount of effort, planning and preparation. Agony Unleashed provides this service because we enjoy teaching others our love of PvP.<br />
<br />
So, make sure you thank your instructors and FC’s! Usually a feedback thread will be started after the class where we ask for your views on what went well, what you enjoyed, and what you’d like to see done differently. Please take the time to give us your feedback!<br><br><br />
<br />
'''Killmails – what are they and what should I do with them?'''<br />
<br />
If you’re lucky enough to get the final blow on a target, you will get what we call a ‘killmail’. To find these, open your Character Sheet and go to the ‘Combat Log’ tab, then ‘Kills’.<br />
<br />
If you get a killmail on one of our classes, please post this mail on our public killboard. To do this, right click the entry in your combat log and select ‘Copy Kill Information’. Then go to the [http://www.agony-unleashed.com Agony Unleashed website] and follow the link to our [http://www.agony-unleashed.com/killboard/ Public Killboard].<br />
<br />
Click on the ‘Post Mail’ tab, and paste the kill information you copied from your combat log. You will require a password in order to post this mail; to get this password simply ask in fleet chat during or after the class, and an Agony member will give it to you.<br><br><br />
<br />
Now that we use a corp killboard rather than a generic one, you '''can''' post your losses too (the killboard used to get confused, now it should work fine).<br />
<br />
'''I see everyone has these neat links to their classes in their sigs, can I do that??'''<br><br />
Sure! It's even necessary for the higher-level classes that have prerequisites that you link to your past classes.<br />
<br />
A link is created in a forum post by using the following format in your post. The first step once you are ready to edit your post is to click the link button (it looks like a chain link, next to the bold button). That will give you starter code to fill in to create the link which looks like the following:<br />
<br />
[link=hyperlink url][/link]<br />
<br />
From there, remove the "hyperlink url" section and put in the web address of the page you are linking. In between the "]" and the "[/link]" you enter in the text of the link. This can be a description, or the URL itself.<br />
<br />
For example:<br />
<br />
[link=http://www.agony-unleashed.com]Agony Unleashed Web Site[/link]<br />
Would show in your post as:<br />
<br />
[http://www.agony-unleashed.com Agony Unleashed Web Site]<br />
<br />
Now, armed with this new knowledge, this is how I would link your old course thread.<br><br />
1. Open notepad or other simple text editor<br><br />
2. Start your new enrollment post (helps to do this in a new window or browser tab)<br><br />
3. Click the "Insert link" button to get the starter code<br><br />
4. Cut and paste that code into notepad<br><br />
5. Find your old course thread. You can do a search or check your post history<br><br />
6. Once you have your old course thread opened, go to the first page that shows the graduate list<br><br />
7. Copy the URL in your address bar and paste it over the "hyperlink url" in your notepad text<br><br />
8. Find the course code from the course information, copy it, and paste it in between the brackets where the descriptor text goes<br><br />
9. Once you have done this for all courses that need to be linked for the enrollment thread you are posting in, click Preview<br><br />
10. Ensure that everything gets formatted correctly and test your links in the preview dialogue<br><br />
11. After you have made sure everything is correct, click Submit<br><br><br />
<br />
For example, if I wanted to attend the upcoming PVP-Wolfpacks course as an alumnus, my enrollment post would look like the following before I submitted or previewed it:<br />
Azual - Azual Skoll (AGONY)<br />
ALUMNI<br />
[link=http://www.agony-unleashed.com/e107_plugins/forum/forum_viewtopic.php?93573]BASIC-2103081800[/link]<br />
[link=http://www.agony-unleashed.com/e107_plugins/forum/forum_viewtopic.php?99088.0]WOLFPACKS-041920081900[/link]<br />
<br />
And it would render like this once I posted it:<br />
Azual - Azual Skoll (AGONY)<br />
ALUMNI<br />
BASIC-2103081800<br />
WOLFPACKS-041920081900<br />
<br />
'''I love you guys, do you think maybe I could fly with you again?!'''<br />
Again you’re in luck! Agony welcome alumni on all of our courses. Providing you have graduated a particular course already (i.e. you can’t be an alumnus for a WOLFPACKS class if you’ve only taken BASIC), you can either sign up in the enrollment thread as usual (but adding that you are an alumnus), or just ask in the Agony Public channel on the day. As long as we’re not totally overwhelmed with students, we’ll be more than happy to have you along with us!<br><br><br />
<br />
Oh and the best part? You don’t need to pay for the class again! For more information on returning as an alumnus, read this: [[Alumni]]. <br />
<br />
'''Where do I go from here?'''<br><br />
Agony offer advanced courses, as well as a number of specialist seminars on topics from Capital Ship Support to Interdictors. You can find out more about our classes here: [[Agony Empire Classes and Seminars]].<br><br><br />
<br />
==Miscellaneous Q&A==<br />
<br />
====If I have taken PVP-Basic, would that mean that Agony will not shoot me say 2 days after the course?====<br />
Sorry, but unless you're in Agony or in our gang, even if you took a pvp class the previous day, you're a fair target. At the end of 0.0 roams we recommend our students leave 0.0 first and then only afterwards leave the Agony fleet.<br />
<br />
====Can my corporation/alliance arrange for a private pvp course with Agony?====<br />
We will do private classes provided that you can gather sufficient number of students for the class (usually at least 40-50 pilots). We will not run a private class for just 5-15 people as it is not worth the amount of time and also makes certain parts of the class 0.0 roam difficult to perform. If your alliance or corp knows several friendly alliances or corporations in your area, then you can pool pilots and ISK together and contact Greygal to arrange for a private class. <br />
<br />
====Can you guys teach anything other than frigs and destroyers? How about battleships?====<br />
Currently, our classes focus on the use of frigates, destroyers, and battlecruisers as the foundation of pvp. We are currently developing a new cruiser-based class and reworking our skirmishing/scouting seminar into a class. The foundational notion of PVP-U was that new players can jump into a frigate or a destroyer and, with some basic knowledge, be very effective in pvp without requiring mass amounts of skill points, money, or experience, all of which are required to different degrees when pvp'ing with heavier ships.<br />
<br />
====I already know how to PvP - can I skip PVP-BASICS and take other classes?====<br />
Even if you know most or all of the material, all students are required to take PVP-BASIC. Many have said before that they knew everything only to be surprised that they learned a thing or two in PVP-BASIC. Even if you know the basics of PVP, you must still learn the protocol and battlecoms of how our gangs operate in 0.0.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=How_to_Enroll_in_and_Attend_a_PvP_University_Course&diff=20681
How to Enroll in and Attend a PvP University Course
2014-01-08T13:29:00Z
<p>Goinggreyfast: removal of spam link</p>
<hr />
<div>[[Category:Public]]<br />
==How to Enroll in a PvP University Course==<br />
<br />
If you want to enroll in a PvP University course, this is how you do it. Please make sure that you follow the instructions to the letter, don't try to invent any unique manner of registration and so on. If you do, then you make 10 times more work for the instructors and that annoys us.<br><br><br />
<br />
'''Please read and understand this article completely before enrolling.'''<br><br />
<span style="color: red">'''Improper Enrollments will NOT be accepted.'''</span><br><br><br />
<br />
In order to sign up to and attend a class, '''you will have to register on the Agony forums'''. This is required so you can gain access to reading materials for the course, as well as the course specific forum.<br><br><br />
<br />
When a new class is announced, a new sticky thread will appear in the [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ enrollment forum] and will be titled with the course name, date and time (for example, PVP-BASIC – 14th FEB, 0200 EVE TIME). NB that the time will always be Eve server time (i.e. GMT)! The name of this thread will also indicate whether it is open for enrollment:<br />
<br />
- A thread with the prefix '''[OPEN]''' means the class is open for enrollment.<br />
<br />
- A thread with the prefix '''[PRE-ENROLLMENT]''' means that the class has been announced, but is not yet open for enrollment (usually the first post the thread will also indicate the date and time that enrollment will open).<br />
<br />
- A thread with the prexix '''[CLOSED]''' means that the full or enrollment has been otherwise closed. New enrollments in a [CLOSED] thread (with the exception of alumni) will not be accepted.<br />
<br />
<br />
To sign up to the class, simply post a reply in that thread in the following format:<br><br />
<br />
''Forum Name – Character Name (CORP TICKER)''<br />
For example:<br><br />
<br />
''Azual – Azual Skoll (AGONY)''<br />
<br />
Note that you must '''not''' use < > brackets or [ ] brackets because they mess up the display of the HTML in the enrolment thread.<br><br><br />
<br />
If the course has pre-requisite courses (for example PVP-WOLFPACKS required you to have first attended PVP-BASIC) please add a link in your post to the enrollment thread for the course you took.<br><br />
<br />
==Paying For The Course==<br />
<br />
Once you’ve signed up in the enrolment thread, the final step is to pay for the course. To do this:<br><br><br />
<br />
- Open the People & Places window in game.<br><br />
<br />
- Under ‘Corporation’, search for ‘Agony Unleashed’<br><br />
<br />
- Right click the result, and select ‘Give Money’.<br><br />
<br />
- Enter the relevant amount for the course (you can find this in your enrollment thread!)<br><br />
<br />
- In the ‘Reason’ field, enter the course code from your enrollment thread (e.g. BASIC – 1402090200); '''make sure this is the first thing entered in this field''', since this message will be truncated in the log!<br><br />
<br />
- Click OK!<br><br><br />
<br />
Please note: Please transfer money from a personal account where possible. If you use a corp to corp funds transfer, you will need to advise the instructor so he knows to look for it!<br><br />
<br />
==Eve University Students – A Special Note==<br />
<br />
Eve University, as a philanthropic organization, attempts to maintain positive standings with as many other Eve entities as possible. As an Eve-U student, you are welcome to attend Agony classes, but you should speak to your Eve-U tutor first and make sure that the current ROE permits this. If it does not, be prepared to drop out of Eve-U for a day to come to the Agony class.<br><br />
<br />
==Reading Materials==<br />
<br />
You will retain online access to the reading materials through the Agony Unleashed Website indefinitely, please note however that the materials are the intellectual property of Agony Unleashed and as such should not be copied, distributed or shared with anyone, without the express permission of the authors or Agony Unleashed. Agony prefers not to make the materials available in an offline format as this potentially can lead to copyright infringement.<br><br><br />
<br />
'''Read all the appropriate reading material.''' If possible, do it at least 24 hours before the course starts so that you can get any questions answered. The course subforums are monitored by all Agony members, not just instructors, and they are all happy to help.<br><br><br />
<br />
<br />
<br />
==Before the Class==<br />
<br />
'''Make sure you complete any extra skills you need to join the course.''' You must have all skill requirements before joining.<br><br><br />
<br />
'''Get your equipment together.''' You will need to have 2-3 ships already fitted as per the Hydra Principle and a couple each of the various EWAR mods for restructuring purposes. Small turret ammo, light missiles and rockets are cheap so bring plenty, you would hate to run out halfway through the livefire in 0.0. We will try to assist with some mods and ammo where we can, but please do not rely on us having everything that you will need available on hand. Truck on over to the course location and be there ahead of time, there is a lot to cover and latecomers always disrupt the class - it's NOT cool. Having your ships and gear there the day before is always a good idea, that way you only need to log in and you will be ready to go.<br><br><br />
<br />
'''Insure your ships.''' We advise that you insure your ships, in PvP its only a matter of time before you lose ships and if it's insured, you will at least recoup a good portion of the ship cost.<br><br><br />
<br />
'''Clones.''' We advise the use of Jumpclones where possible as risking implants can be a costly exercise should things go wrong. If you need any assistance getting a Jumpclone, don't hesitate to ask. Also, please ensure that your medical clone is upgraded before the course starts, as there is always a chance you might get podded and losing skillpoints unnecesarily is not pleasant. It is a good idea to move your medical clone to the course starting point, that way should you get podded you can merely jump into a new ship and be ready to rejoin the fleet, rather than having to travel potentially large distances to get back.<br><br><br />
<br />
'''If you get accidentally put in a class with a war target you MUST observe a cease fire.''' Students firing on each other is disruptive and the instructor will blow up the agressor, pod them and blacklist them. The only time you would ever fire on another student, is if the instructor gave specific orders to do so. This could for example be where the class was infiltrated by persons wishing to interfere with the students or fleet. If another member of the class is firing on you, do not retaliate (however much you want to), simply warp away and tell the instructor.<br><br><br />
<br />
'''Factional Warfare''' should be considered on hold during classes, and as with a normal war, a student engaging another student without instruction to do so will be kicked out of the class and forbidden from returning. Students being fired upon by other students should warp away (if possible) and tell the instructor. They should not fire back (not even electronic warfare) unless the instructor turns the entire class on the aggressing student.<br><br><br />
<br />
'''The Caldari/Gallente Hate Me! Or I'm a Criminal and can't get to High-Sec!''' <br> If you can't safely get into the Class High-Sec Start System, then there are ways around this. Training Diplomacy is highly recommended if your problem is factional police chasing you. You need to get your Faction Standing above -5 to get them to stop shooting you.<br />
<br />
Doing the theory with an alt is another common strategy. Use one of your alt character slots (or another account if you have one). Let your instructor/class admin know beforehand. The theory section in high-sec is brief, but important and practices some basic manouvring. Most of this can be done in a basic ship with minimal skills. Fitting an afterburner is probably the most vital of the skills. You can change to your main when the class enters low-sec.<br />
<br />
Keep your main in a nearby low-sec system, with all your combat ships and your medical clone. That way if you lose your ship or pod, you can easily regroup from there. There will be some differences in your alt's skills and ship handling abilities, so you may need to adjust your orbit distances a little when you change to your main.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Alumni&diff=20680
Alumni
2014-01-08T13:18:28Z
<p>Goinggreyfast: removal of spam link</p>
<hr />
<div>[[Category:Public]]<br />
[[Category:PVP University/BASIC]]<br />
[[Category:PVP University/WOLFPACKS]]<br />
[[Category:PVP University/ADVANCED]]<br />
[[Category:PVP University]]<br />
<br />
__TOC__<br />
<br />
== Introduction ==<br />
<br />
'''Students who have graduated from Agony's courses are welcome re-attend the same course, <u>free of charge</u>.''' If you would like to attend a class as a graduate, sign up for the class in the enrollment thread in the normal way and mention you are attending as an ALUMNI. You may sign up after registration for class has been closed.<br />
<br />
Classes may have additional requirements, responsibilities or options for Alumni. Where these have been established, they are outlined below.<br />
<br />
== PvP Basic ==<br />
Alumni re-attending PVP-Basic may do so subject to the following conditions and options:<br />
* You have the option of attending the entire course again or only meeting up with class for the 'roam' section. Lecture and practical typically last 4 or more hours past the scheduled start time.<br />
* You may volunteer for gang duties such as Rear Guard, Local, 360. You also may be called upon to perform one of those duties under some circumstances.<br />
* You may fly any of the following ship classes:<br />
** Any Tech 1 frigate<br />
** Electronic Attack Frigate<br />
** Interceptor<br />
** Assault Frigate<br />
<br />
As an Alumni, you are permitted to fit a microwarpdrive on your frigate, just be aware of the risks of doing so.<br />
<br />
To bring other ships types to fleet you have to first seek permission from the Fleet Commander. Remember that the frigate gang is a low-inertia gang and any ship that slows the gang down will not be accepted. Frigates warp at 6AU per second, so ships slower than this will generally be turned down. The FC has the final say and anything (ship or behavior) that he or she feels will negatively impact the class will not be accepted.<br />
<br />
Remember: PVP Basic classes take increasing risks throughout the class as the students gain confidence. If targets are few and far between, we will opt to engage against all odds rather than to go home without having experienced combat - so in some circumstances the risk of flying in PVP Basic is extreme. '''Only bring a ship you are willing to lose.''' It may well survive but we cannot be any clearer than that - the risk is yours!<br />
<br />
== PvP Wolfpacks ==<br />
Destroyers are almost as nimble as frigates, and though they don't warp as fast, a wolfpacks class retains the same ability to cold-warp. Therefore, the list of ships Alumni can bring to wolfpacks is ''the same as the PvP-BASIC list'' with the addition, of course, of destroyers. Alumni may not bring an interdictor without pre-arranging this with the FC, as interdictors are extremely dangerous to our own fleet when in inexperienced hands.<br />
<br />
== PvP Intermediate ==<br />
Alumni attended the Intermediate class may do so subject to the following conditions and options:<br />
* You have the option of attending the entire course again or only meeting up with class for the 'roam' section. Lecture and practical typically last 1.5 to 2 hours past the scheduled start time.<br />
* You may volunteer for gang duties such as Local, 360, or Probe duty (and may be called upon to perform one of said duties.)<br />
* You may fly any of the following ship classes:<br />
** T1 Cruiser<br />
** Heavy Assault Cruiser<br />
** Recon Ship<br />
** Electronic Attack Frigate<br />
** Assault Frigate<br />
<br />
To bring other ships types to fleet (such as Heavy Interdiction Cruisers or Light Interdictors) you have to first seek permission from the Fleet Commander. The FC has the final say and anything (ship or behavior) that he or she feels will negatively impact the class will not be accepted. As always, '''only bring a ship you are willing to lose'''.<br />
<br />
== How to be a Good Alumnus == <br />
Once you have completed an Agony class, you are an Alumnus of that class and can tag along with the class for free. In this way, you can retake the class if there is an element you are uncertain of - or you can just join up to be part of the roam.<br />
<br />
Once you feel sure about yourself in class, it is valued by the teachers if you take on helping out a student during class. Try starting a private convo with the student to help him/her understanding any topics that may be problematic. (But only do this if you have the energy and desire to help!)<br />
<br />
If you're interested in moving corps, joining Agony gangs and classes as an Alumnus is one of the best ways to find out if Agony is the corp you are looking for.<br />
<br />
Here is some hints on how to be a good alumnus (or less of a pain in the rear).<br />
<br />
# Learn when to shut up<br />
# Implement #1<br />
# Learn when to speak up<br />
# Implement #3<br />
# Don't be a loot hog - this is not your class<br />
# Don't be afraid to help out<br />
# Don't be a show-off<br />
# Avoid crowding out new students in ganky engagements, remember how exciting getting your first killmail was?<br />
# Enroll in time, so the instructors know what they've got.<br />
# Ask the instructor ahead of time what he/she needs, if you would like to bring something not t1<br />
# Don't answer the questions that are meant for the students.<br />
# Have fun and help others have fun!<br />
<br />
''Credit goes to '''Desirée Maxence''' and '''Ecatherina W''' for inspiration and perspiration on this topic.''<br />
Updated [[User:Goinggreyfast|Greygal]] 09:08, 6 November 2012 (CST)</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=How_to_Enroll_in_and_Attend_a_PvP_University_Course&diff=20615
How to Enroll in and Attend a PvP University Course
2013-11-15T15:58:08Z
<p>Goinggreyfast: /* Eve University Students – A Special Note */</p>
<hr />
<div>[[Category:Public]]<br />
==How to Enroll in a PvP University Course==<br />
<br />
If you want to enroll in a PvP University course, this is how you do it. Please make sure that you follow the instructions to the letter, don't try to invent any unique manner of registration and so on. If you do, then you make 10 times more work for the instructors and that annoys us.<br><br><br />
<br />
'''Please read and understand this article completely before enrolling.'''<br><br />
<span style="color: red">'''Improper Enrollments will NOT be accepted.'''</span><br><br><br />
<br />
In order to sign up to and attend a class, '''you will have to register on the Agony forums'''. This is required so you can gain access to reading materials for the course, as well as the course specific forum.<br><br><br />
<br />
When a new class is announced, a new sticky thread will appear in the [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ enrollment forum] and will be titled with the course name, date and time (for example, PVP-BASIC – 14th FEB, 0200 EVE TIME). NB that the time will always be Eve server time (i.e. GMT)! The name of this thread will also indicate whether it is open for enrollment:<br />
<br />
- A thread with the prefix '''[OPEN]''' means the class is open for enrollment.<br />
<br />
- A thread with the prefix '''[PRE-ENROLLMENT]''' means that the class has been announced, but is not yet open for enrollment (usually the first post the thread will also indicate the date and time that enrollment will open).<br />
<br />
- A thread with the prexix '''[CLOSED]''' means that the full or enrollment has been otherwise closed. New enrollments in a [CLOSED] thread (with the exception of alumni) will not be accepted.<br />
<br />
<br />
To sign up to the class, simply post a reply in that thread in the following format:<br><br />
<br />
''Forum Name – Character Name (CORP TICKER)''<br />
For example:<br><br />
<br />
''Azual – Azual Skoll (AGONY)''<br />
<br />
Note that you must '''not''' use < > brackets or [ ] brackets because they mess up the display of the HTML in the enrolment thread.<br><br><br />
<br />
If the course has pre-requisite courses (for example PVP-WOLFPACKS required you to have first attended PVP-BASIC) please add a link in your post to the enrollment thread for the course you took.<br><br />
<br />
<br />
'''Source(s):''' [http://www.downloadranking.com How to Enroll in and Attend a PvP University Course]<br />
<br />
==Paying For The Course==<br />
<br />
Once you’ve signed up in the enrolment thread, the final step is to pay for the course. To do this:<br><br><br />
<br />
- Open the People & Places window in game.<br><br />
<br />
- Under ‘Corporation’, search for ‘Agony Unleashed’<br><br />
<br />
- Right click the result, and select ‘Give Money’.<br><br />
<br />
- Enter the relevant amount for the course (you can find this in your enrollment thread!)<br><br />
<br />
- In the ‘Reason’ field, enter the course code from your enrollment thread (e.g. BASIC – 1402090200); '''make sure this is the first thing entered in this field''', since this message will be truncated in the log!<br><br />
<br />
- Click OK!<br><br><br />
<br />
Please note: Please transfer money from a personal account where possible. If you use a corp to corp funds transfer, you will need to advise the instructor so he knows to look for it!<br><br />
<br />
==Eve University Students – A Special Note==<br />
<br />
Eve University, as a philanthropic organization, attempts to maintain positive standings with as many other Eve entities as possible. As an Eve-U student, you are welcome to attend Agony classes, but you should speak to your Eve-U tutor first and make sure that the current ROE permits this. If it does not, be prepared to drop out of Eve-U for a day to come to the Agony class.<br><br />
<br />
==Reading Materials==<br />
<br />
You will retain online access to the reading materials through the Agony Unleashed Website indefinitely, please note however that the materials are the intellectual property of Agony Unleashed and as such should not be copied, distributed or shared with anyone, without the express permission of the authors or Agony Unleashed. Agony prefers not to make the materials available in an offline format as this potentially can lead to copyright infringement.<br><br><br />
<br />
'''Read all the appropriate reading material.''' If possible, do it at least 24 hours before the course starts so that you can get any questions answered. The course subforums are monitored by all Agony members, not just instructors, and they are all happy to help.<br><br><br />
<br />
<br />
<br />
==Before the Class==<br />
<br />
'''Make sure you complete any extra skills you need to join the course.''' You must have all skill requirements before joining.<br><br><br />
<br />
'''Get your equipment together.''' You will need to have 2-3 ships already fitted as per the Hydra Principle and a couple each of the various EWAR mods for restructuring purposes. Small turret ammo, light missiles and rockets are cheap so bring plenty, you would hate to run out halfway through the livefire in 0.0. We will try to assist with some mods and ammo where we can, but please do not rely on us having everything that you will need available on hand. Truck on over to the course location and be there ahead of time, there is a lot to cover and latecomers always disrupt the class - it's NOT cool. Having your ships and gear there the day before is always a good idea, that way you only need to log in and you will be ready to go.<br><br><br />
<br />
'''Insure your ships.''' We advise that you insure your ships, in PvP its only a matter of time before you lose ships and if it's insured, you will at least recoup a good portion of the ship cost.<br><br><br />
<br />
'''Clones.''' We advise the use of Jumpclones where possible as risking implants can be a costly exercise should things go wrong. If you need any assistance getting a Jumpclone, don't hesitate to ask. Also, please ensure that your medical clone is upgraded before the course starts, as there is always a chance you might get podded and losing skillpoints unnecesarily is not pleasant. It is a good idea to move your medical clone to the course starting point, that way should you get podded you can merely jump into a new ship and be ready to rejoin the fleet, rather than having to travel potentially large distances to get back.<br><br><br />
<br />
'''If you get accidentally put in a class with a war target you MUST observe a cease fire.''' Students firing on each other is disruptive and the instructor will blow up the agressor, pod them and blacklist them. The only time you would ever fire on another student, is if the instructor gave specific orders to do so. This could for example be where the class was infiltrated by persons wishing to interfere with the students or fleet. If another member of the class is firing on you, do not retaliate (however much you want to), simply warp away and tell the instructor.<br><br><br />
<br />
'''Factional Warfare''' should be considered on hold during classes, and as with a normal war, a student engaging another student without instruction to do so will be kicked out of the class and forbidden from returning. Students being fired upon by other students should warp away (if possible) and tell the instructor. They should not fire back (not even electronic warfare) unless the instructor turns the entire class on the aggressing student.<br><br><br />
<br />
'''The Caldari/Gallente Hate Me! Or I'm a Criminal and can't get to High-Sec!''' <br> If you can't safely get into the Class High-Sec Start System, then there are ways around this. Training Diplomacy is highly recommended if your problem is factional police chasing you. You need to get your Faction Standing above -5 to get them to stop shooting you.<br />
<br />
Doing the theory with an alt is another common strategy. Use one of your alt character slots (or another account if you have one). Let your instructor/class admin know beforehand. The theory section in high-sec is brief, but important and practices some basic manouvring. Most of this can be done in a basic ship with minimal skills. Fitting an afterburner is probably the most vital of the skills. You can change to your main when the class enters low-sec.<br />
<br />
Keep your main in a nearby low-sec system, with all your combat ships and your medical clone. That way if you lose your ship or pod, you can easily regroup from there. There will be some differences in your alt's skills and ship handling abilities, so you may need to adjust your orbit distances a little when you change to your main.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP-U_Instructor_Guidelines&diff=20606
PVP-U Instructor Guidelines
2013-11-04T05:47:11Z
<p>Goinggreyfast: /* The Class Timeline */</p>
<hr />
<div>[[Category: Agony]]<br />
<br />
==Introduction==<br />
<br />
The aim of this article is to provide a set of guidelines for new instructors, in particularly on scheduling and leading classes.<br />
<br />
==The Class Timeline==<br />
<br />
*~3+ Weeks to go<br />
**Pick the class you want to run, decide on a few possible dates and times that would work for you.<br />
**Discuss with the PVP-U Lead Admin, agree on provisional date and time.<br />
**Arrange an FC for the class (if applicable).<br />
*3 Weeks to go<br />
**Post Enrollment Thread (locked).<br />
**Send a mail to the '''Agony PVP Uni''' mailing list announcing the class, with a link to the enrollment thread.<br />
**Add the class to the Agenda on the Agony forum.<br />
*2 Weeks to go<br />
**Unlock Enrollment Thread (signups start here).<br />
**Arrange assistant instructors/admin (if applicable)<br />
**Post internal thread for class support.<br />
*1 Week to go<br />
**Process enrollment and assign access to reading material.<br />
**Chase up any class support that is still lacking.<br />
*1 Hour to go<br />
**Log in early!<br />
**Ensure assistant instructors/admin are present, and agree on sections if you haven't already.<br />
*'''CLASS TIME!'''<br />
**During Roll Call, note down any students who are not present. If they turn up subsequently, cross them off.<br />
*After Class<br />
**De-Sticky the Enrollment Thread<br />
**Post Feedback Thread<br />
**Update 'Credits' sticky with anyone who paid but did not attend.<br />
**Update the Graduate List on the wiki with all who attended (first time students only).<br />
<br />
==Pre-Class==<br />
<br />
===Scheduling Classes===<br />
<br />
* Always schedule classes well in advance. We recommend posting the enrollment thread a minimum of 2 to 3 weeks before the class.<br />
* There is a sticky in the PVP-U Intructors forum for working out class schedules - if you've got an idea when you might want to run a class, but it isn't definite yet, post in there.<br />
* Remember to announce classes in the '''Agony PVP Uni''' mailing list in game.<br />
<br />
===Enrollment Threads===<br />
<br />
* You can use the following template for enrollment threads: [[PVP-U Enrollment Template]]<br />
**(this example is for a BASIC class). Relace anything in the angular brackets with the appropriate info.<br />
** For classes other than BASIC, remember to ammend the template accordingly.<br />
* Remember to include a time and date that enrollment will open. This should be 1 to 2 weeks before the class, and should if possible be at the same time (e.g. for an 1800 class, have enrollment open at 1800) - this avoids confusion, as well as making sure it's in the timezone of prospective students.<br />
* Enrollment threads should be posted with the title [ANNOUNCEMENT]. (Note that you should 'Sticky' class threads, not actually post them as an 'Accouncement').<br />
<br />
===Enrollment Time===<br />
<br />
* If you announce that enrollment will open at a certain time, try to have it open at that time. If you don't expect to be around, arrange for another intsructor to unlock the class for you. At this point, you should change the title to [OPEN].<br />
* As a general rule, a Basic class enrollment thread during peak timezones can fill in about an hour. More advanced classes, especially those on off-peak timezones will take significantly longer to fill, up to a few days.<br />
* Try to have yourself or another instructor monitor the thread once it is close to filling. Once the class has hit it's maximum, post in very bold letters to state the thread is closed, as well as updating the thread title to [CLOSED].<br />
* If the class has overfilled, you may choose to create a waiting list consisting on everyone after the maximum number who signed up before your post (up to a reasonable limit). Whether you do so is up to you.<br />
<br />
===Payment Processing===<br />
<br />
* Be sure to leave plenty of time for processing enrollment. This should be done at least 1 week before the class.<br />
* The method for processing this is as follows:<br />
# Copy and paste all the enrollees onto the list on the front page - this will make processing easier (I like to sort them in alpabetical order).<br />
# You should be able to see wallet payments via the 'Wallet Payments' link from the Agony website. For anyone not paying via credit or a corp account, you should be able to find their name on there - when each student is checked, move them to under the 'confirmed and paid' header.<br />
# For all students paying via corp account, simply edit the Corp Accounts sticky and deduct the relevant amount from their corp's account.<br />
# For anyone using a credit to pay for the course, simply remove their name from the list of credits (which is also under the Corp Accounts sticky).<br />
<br />
===Assigning Wiki Access===<br />
<br />
* Senior instructors will be given admin rights on the forum, which are necessary for assigning wiki access. If you require (or already have) this access, speak to a director or another senior instructor for more detailed instructions on assigning wiki rights.<br />
** If you do not have this access, arrange for a director or senior instructor to assign access for your students.<br />
<br />
NOTE: The normal PVP-U admin rights '''do not''' work for assigning wiki access to Agony members - doing so will remove any rights we do not have the ability to assign (which means all their current Agony access rights will disappear). If you need to give wiki access to an Agony member, get a director to do it for you!<br />
<br />
<br />
==During Class==<br />
<br />
===Calling Roll===<br />
<br />
* When the class begins, all of your students will be in the default channel. Rather than moving them all to a wing channel, we recommend combining this with the Roll Call, whereby you go down the list of students (not Agony or Alumni, and obviously only those who have paid) and call out their named on vent. Students who are present should speak up (to test that their mic is working) and also X up in the Agony Public channel. While you are calling named, have one Agony member dragging students to a wing channel when they speak up, and one giving fleet invites when they X in-game. This significantly reduces the difficulty of these tasks.<br />
* Have alumni indicate that they are alumni in their vent comment. Once all students are moved, have Agony members move alumni (checking against the thread, and the graduate list on the wiki if needs be).<br />
* Take note of any paid students who are not present for Roll Call - you will be adding these to the credited list unless they show up later on.<br />
* If any students mics are not working, get an Agony member to convo them in game and help them solve it - do not waste time doing this yourself!<br />
<br />
===Timekeeping & Managing Questions===<br />
<br />
* The number 1 Golden Rule for instructing a class is to keep the momentum going. A class can very easily over-run, and it's your job as lead instructor to stop that from happening. Obviously, avoid repeating yourself. If you've covered a subject, move on.<br />
* One of the main difficulties with timekeeping is questions. If you're getting questions that have already been covered, are in the reading material or are not relevant, ask students to ask again during a Bio, or get other Agony members to answer questions in fleet while you continue.<br />
** A useful way to manage questions is to have students type a Q in fleet chat when they have a question. You can then take questions at a convenient time, to avoid interruption.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Agony_PVP_University&diff=20605
Agony PVP University
2013-11-04T05:46:42Z
<p>Goinggreyfast: /* PVP-U Contacts */</p>
<hr />
<div>[[Category:PVP University]][[Category:Public]]<br />
<br />
==About the PVP University==<br />
<br />
The ''PVP University'' is Agony's public training wing. We specialise in providing PVP training to the general Eve public, whatever your level of experience.<br />
<br />
On this page you can find details of the services we offer, as well as your primary contacts should you have any enquiries.<br />
<br />
Also check out the [[PVP University FAQ]]<br />
<br />
==PVP-U Services==<br />
<br />
* '''[[Agony_Empire_Classes_and_Seminars|Public PVP Classes]]''' - We provide a range of PVP classes which are available to the general public. You can sign up for these classes via our [http://www.agony-unleashed.com/e107_plugins/forum/forum_viewforum.php?2 enrollment forum].<br />
* '''Private Classes''' - We consider requests for private classes on a case-by-case basis. These are done for a flat fee and are non-refundable. Contact '''Greygal''' for further details.<br />
* '''PVP Consultancy and Private Services''' - We recognise that everyone has different requirements, and we're happy to provide a more specialised service to meet those needs. From FC training to mercenary work, we're happy to discuss the possibilities. Contact '''Greygal''' or '''Gizznitt Malikite''' for more information.<br />
<br />
==Why Agony?==<br />
<br />
Agony has been training pilots to PVP since 2006, and has an excellent reputation throughout the Eve community. Thousands of students have passed through our doors during that time, many of whom are now full time PVPers, either within Agony or elsewhere.<br />
<br />
==PVP-U Contacts==<br />
<br />
* PVP-U Director - <br />
<br />
Oversees the operation of the PVP University. Enquiries regarding private classes and other services should go through her.<br />
<br />
* PVP-U Lead -<br />
<br />
Responsible for the day-to-day running of the PVP University. She should be your first point of contact with questions relating to classes and signups.<br />
<br />
* PVP-U Admin - <br />
<br />
The PVP-U Admins take care of all the hard work, checking payments and solving your problems so the Lead or Director doesn't have to! If you have a problem with your payment or a general enquiry, this is the gal to talk to.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Editing_Guidelines&diff=20604
Editing Guidelines
2013-11-04T05:46:07Z
<p>Goinggreyfast: /* Who Can Edit This Wiki? */</p>
<hr />
<div>==Who Can Edit This Wiki?==<br />
<br />
This wiki is open for anyone to edit upon request. <br />
<br />
To request edit rights on our Wiki:<br />
<br />
* If you are an Agony member, please post a request in the proper Task thread and we will get you sorted out quickly. <br />
* If you are NOT an Agony member, please send a message to Gizznitt on our forums or in game, and he will get you sorted out.<br />
<br />
Once edit rights have been granted to you, please be a responsible editor. Agony maintains overall ownership of this Wiki, and we will block editors who repeatedly make changes irresponsibly.<br />
<br />
==Article Titles==<br />
<br />
When creating a new article, try to keep article titles as simple as possible:<br />
<br />
* For information about a particular ship class, module type etc please just use the name of the ship class/module type. For example, an article about Interdictors would just be called 'Interdictors'.<br />
* For '''ways to fly''' a particular ship type or '''ways to use''' a particular module class, add the word 'Tactics', for example an article about how to fly an interdictor would be called 'Interdictor Tactics'.<br />
<br />
==Linking Articles==<br />
<br />
Where possible, all new articles should be linked from one of the following pages:<br />
<br />
* [[PVP Mechanics]]<br />
* [[Tactics and Techniques]]<br />
* [[Gang Setups]]<br />
* [[Fleet Command]]<br />
* [[Ships and Modules]]<br />
* [[Misc Articles]]<br />
<br />
See the pages themselves for a description of the kind of articles each should contain.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP_University_FAQ&diff=20603
PVP University FAQ
2013-11-04T05:32:48Z
<p>Goinggreyfast: </p>
<hr />
<div><small><br />
Original text by various Authors<br><br />
Copyright© 2012 Agony Unleashed<br><br />
Updated [[User:Goinggreyfast|Greygal]] 09:00, 6 November 2012 (CST)<br><br />
All Rights Reserved<br><br />
</small><br />
<br />
[[Category:Public]]<br />
[[Category:PVP University]]<br />
==Overview==<br />
<br />
The PVP University has taken on a life of its own such that answering questions and administrating the classes has become a rather large job. In order to minimize the amount of time spent on the forums answering the same questions over and over again, we've decided to consolidate those answers in an FAQ and post big, bold links to it all over the PVP University forum. Without further ado, what follows is a collection of the most frequently asked (and answered) questions in the PVP University.<br />
<br />
==Signing Up For Classes==<br />
<br />
===When is the next class?===<br />
Look for a thread at the top of our [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ Enrollment Forum].<br />
<br />
Classes are scheduled as instructors and administrators are available and in such a way that will not conflict with any of Agony's internal events or other classes that may be scheduled (you will probably never see a separate BASIC and WOLFPACKS run the same weekend).<br />
<br />
Generally speaking, we aim for two classes per month, usually BASIC and one of the other classes. This allows us to schedule other weekends for internal operations, specialized seminars and other events.<br />
<br />
<br />
'''Source(s):''' [http://www.downloadranking.com PVP University FAQ]<br />
<br />
===How do I know when a class will open?===<br />
<br />
There is an ingame mailing list called 'Agony PVP Uni'. An announcement will be posted to this list at the same time we post a thread announcing a class in the Enrollment forum.<br />
<br />
In order to join the ingame mailing list follow the instructions below:<br />
<br />
1. Open your Eve Mail inbox.<br />
<br />
2. Click the 'Add Mailing List' button at the bottom of the window.<br />
<br />
3. Type in "Agony PVP Uni"<br />
<br />
4. Click 'Join'.<br />
<br />
This is not to be confused with our public chat channel, "Agony Public".<br />
<br />
===Ok, I'm looking at an open sign-up thread. Now how do I sign up?===<br />
If you want to enroll in a PvP University course, general directions are listed below. As some classes may have specific enrollment requirements, please always follow the directions on the Enrollment thread. Please make sure that you follow the instructions to the letter, don't try to invent any unique manner of registration and so on. <br />
<br />
'''Please read and understand this section completely before enrolling.'''<br />
<br />
In order to sign up to and attend a class, '''you will have to register on the Agony forums'''. This is required.<br />
<br />
When a new class is announced, a new sticky thread will appear in the [http://www.agony-unleashed.com/index.php?/forum/2-enrollment/ enrollment forum] and will be titled with the course name, date and time (for example, PVP-BASIC – 14th FEB, 0200 EVE TIME). The time is always based on Eve server time (i.e. UTC)! The name of this thread will also indicate whether it is open for enrollment:<br />
<br />
- A thread with the prefix '''[OPEN]''' means the class is open for enrollment.<br />
<br />
- A thread with the prefix '''[ANNOUNCED]''' means that the class has been announced, but is not yet open for enrollment (usually the announcement will state the date and time that enrollment will open).<br />
<br />
- A thread with the prexix '''[CLOSED]''' means that the class is full, completed, or enrollment has been otherwise closed. New enrollments in a [CLOSED] thread (with the exception of alumni) will not be accepted.<br />
<br />
To sign up to the class, simply post a reply in that thread in the following format:<br><br />
<br />
''Forum Name – Character Name (CORP TICKER)''<br />
<br />
For example:<br><br />
<br />
''Azual – Azual Skoll (AGONY)''<br />
<br />
Note that you must not use < > brackets or [ ] brackets because they mess up the program we use to process your enrollment.<br />
<br />
If the course has any pre-requisite courses (for example PVP-WOLFPACKS required you to have first attended PVP-BASIC) please add a link in your signature to the enrollment thread for the course you took.<br><br />
<br />
====Paying For The Course====<br />
<br />
Once you’ve signed up in the enrolment thread, the final step is to pay for the course. To do this:<br><br><br />
<br />
- Open the People & Places window in game.<br><br />
<br />
- Under ‘Corporation’, search for ‘Agony Unleashed’<br><br />
<br />
- Right click the result, and select ‘Give Money’.<br><br />
<br />
- Enter the relevant amount for the course (see below!)<br><br />
<br />
- In the ‘Reason’ field, enter the course code from your enrollment thread (e.g. BASIC – 1402090200); '''make sure this is the first thing entered in this field''', since this message will be truncated in the log!<br><br />
<br />
- Click OK!<br><br><br />
<br />
Please note: Please transfer money from a personal account where possible. If you use a corp to corp funds transfer, you will need to advise the instructor so he knows to look for it!<br><br />
<br />
Standard prices for our three main classes are as follows:<br />
<br />
PVP-BASIC: 20 million<br />
PVP-WOLFPACKS: 30 million<br />
PVP-ADVANCED: 45 million<br />
<br />
For all classes not listed here, the price will be given in the enrollment thread. Please note that occasionally even one of the above classes may have a special price, and in all instances the price listed in the enrollment thread overrules those in this FAQ.<br />
<br />
===I'm not signed up for a class. Can I just pay to get access to the reading material?===<br />
<br />
Access to all course reading material is now freely available throughout our Wiki. You don't need to enroll to read the course material, however, the reading material is only part of what each class offers. Classes consist of information that is in addition to the reading material, practical exercises, significant question-and-answer time, and, of course, the most fun you can have in Eve: A long roam through nullsec where many explosions are guaranteed!<br />
<br />
===What about my buddies? Is there any way we get on the same class?===<br />
<br />
Unfortunately Agony does not currently offer a buddy system for class signups. Large groups (greater than 50 potential students) may inquire about organizing a private class. <br />
<br />
===I've been marked as "Credited", what does that mean?!===<br />
<br />
That simply means that the class administrator has recognized your payment, but you signed up after the class was already closed, or you missed attending the class. The admin marks you as Credited so (s)he knows you've paid in case a slot opens up or the class is expanded. <br />
<br />
Once you are credited, you are free to sign up for any later class of the same type for free (e.g. if you're credited for BASIC, you can only use that for another BASIC). Just make sure when you enroll that you mention you are using your class credit, and please link to the thread of the class you were credited from.<br />
<br />
===I can't make it to the class! Have I lost my money?===<br />
<br />
Of course not! Similar to the above, if you're signed up for a class but are unable to make it on the day, post in the enrollment thread and let us know, and you will be marked as credited so that you don't have to pay to take the course at a later date!<br />
<br />
===Eve University Students – A Special Note===<br />
<br />
Eve University, as a philanthropic organisation, attempts to maintain positive standings with as many other Eve entities as possible. Therefore, it prohibits students of Eve-U from unauthorized combat in 0.0. As an Eve-U student, you are welcome to attend an Agony class - but you should speak to your Eve-U mentor first and be prepared to drop out of Eve-U for a day to come to the Agony class.<br />
<br />
== Corporate Accounts ==<br />
<br />
'''How do I set up a corporate account with Agony? I want to send a bunch of my friends through your class!'''<br />
<br />
To qualify an officer of your corporation (or alliance) must set up a corporate account by making a post in [http://www.agony-unleashed.com/index.php?/topic/7794-course-credits-and-corp-accounts/ this forum] and then sending AGONY Unleashed the isk. Wihin a short amount of time an AGONY director will process your account. After this you will be able to enroll your students and the money will be deducted from your account. Make sure to give some time for processing, please don't try to set up the account one day before the course!<br />
<br />
When starting a new account, please put this line in your post:<br />
<br />
(Ticker) Corp Name - funds<br />
<br />
For example:<br />
<br />
(JVL) Joint Ventures Limited - 200mil<br />
<br />
Make sure your students mention they are on the corp/alliance account.<br />
<br />
As your account runs out you can add more money to your account and then merely post about it on the enrollment forum and it will be processed. Please provide date of payment for faster processing.<br />
<br />
When setting up an account please provide your corp name, corp ticker and, if applicable, a list of classes authorized. <br />
<br />
Transfer all isk in a corp to corp transfer to Agony Unleashed, and be sure to include a comment on what the isk is for.<br />
<br />
To view current balances and account activity, please '''[https://docs.google.com/spreadsheet/ccc?key=0AjiftfPQ7Q0adFVxVHFaa0hDZVNUNjNCMzc5UTVxWUE#gid=0 click here]!'''<br />
<br />
==Preparing for Class==<br />
Make sure you have read all the required reading before the class, since this will not be covered in the theory section and both your instructor and your FC will assume you have read it!<br />
<br />
For any class, there is a checklist you should follow to prepare.<br />
<br />
# '''Enrollment''' - Make sure have correctly enrolled in the class, that you know when it is, and that your payment has been made (either by yourself, or through a corporate account on your behalf). Make sure you are aware that times advertised for classes are in EVE time. This is the time shown in the lower lefthand corner of your screen when docked in EVE (by default). [http://evemon.battleclinic.com/ EVEMon] also has a feature that will show the current EVE time.<br />
# '''Connect to the "Agony Public" channel''' - Click the speech bubble icon in the top bar across any chat window to open the Join Channel window. Type "Agony Public", and click 'Join'.<br />
# '''Connect to the Teamspeak server''' - Once you gain access to the class materials, visit the [[Setting Up Teamspeak]] article and follow the instructions there on connecting to our Teamspeak server. NOTE: If you don't have a microphone, you still need to connect to Teamspeak so you can listen to the class. There is no point in attending if you can't hear the instructor!<br />
# '''Check your skills''' - The skills you need to have before the class starts are listed on that classe's wiki page. They vary by class type but they are the minimum skills you MUST have trained to attend that class. Generally they aren't that steep at all, being after all '''minimum requirements'''.<br />
# '''(Optional) Prepare your jump clone''' - If you plan on using your implant-free jump clone for the class, you will want to jump into it and fly it to the meeting location prior to start of the class. If you're looking for more information on jump clones and how you might go about obtaining one, refer to the following article: [[Jump Clones]].<br />
# '''Start reading the rest of the articles, browse the PVP-BASIC forum''' - The PVP-Basic articles can be found [http://www.agony-unleashed.com/wiki/index.php?title=Category:PVP_University/BASIC here]. [http://www.agony-unleashed.com/index.php?/forum/3-pvp-basic/ Here's] the PVP-Basic forum. <br />
# '''Buy your ships''' - In the case of BASIC, choose one type of frigate that you think you'll enjoy for the duration of the class. Having your class frigates in different types seems like a really good idea in theory, but in practice it tends to be frustrating and annoying. Don't choose a frigate with an astrometrics bonus. Don't choose an assault frigate, interceptor, or electronic attack frigate as a student - they require different techniques to fly than a basic tech 1 frigate, and we won't be covering those techniques in this class. We usually don't use target painters in the BASIC class, so don't choose a Vigil. Once you've chosen a type of ship, buy at least two of them, three if you can afford it. <br />
# '''Buy afterburners''' - Each of your ships will need an afterburner. For certain ships, this doesn't give optimal combat performance, but it's the right choice for most. There are a number of training exercises where the instructor will say "turn on your afterburner" - not having one means you miss out on some of the educational value. Don't buy or fit microwarp drives, when we say 'afterburner' we mean 'afterburner'. If you feel like fitting named, t2 or faction afterburners, then go for it. Just remember that in 0.0, the real question is not 'if' you lose your ship, but 'when'.<br />
# '''Buy midslot and lowslot items''' - Have a look at the recommended modules and try to collect the full set. If you've chosen a ship that gets a bonus to ewar modules (Crucifier, Griffin, or Maulus) make sure you have all the modules from that ship grants a bonus to. (Tracking disruptors, ECM varieties, or sensor damps, respectively.) <br />
# '''Buy highslot items''' - The midslot items are vitally important to a Hydra fleet, so you buy those and make sure you can fit them before you look at fitting weapons. Be aware that different midslot items require different amounts of CPU - don't be afraid to use lighter-caliber guns to make sure you can equip your ewar. (If you're loaded with cash, consider buying a mixture of gun calibers so that you can maximise your punch once the ewar is finalized during the class. Similarly, named modules can help, if you can afford to lose them.)<br />
# '''Buy ammunition''' - 400-1000 rounds per ship should see you through nicely. If possible, bring an ammunition type that gives you an optimal range around 6km and one that gives an optimal range greater than 15km.<br />
# '''Gather everything at the class location''' - Gather your ships and modules at the class location. This location varies depending on where Agony is operating at the time, '''make sure you read the class description''' to find out where it starts! Some classes are held on the test server. If your class is based on the test server it will plainly say so in the booking thread.<br />
# '''Fit out your ships and insure them''' - Set up your ships with identical fittings in every slot and get the platinum insurance on each. During the class, you're reasonably likely to be asked to change your fittings around, but you may as well make certain that there's at least one configuration that works.<br />
# '''Set your medical clone to the class location''' - In the unfortunate event that you do get podded, waking up 50 systems away from the class would ruin your evening.<br />
# '''Configure your overview and your graphics settings''' - Follow the <!--[[Configuring_the_EVE_client_for_PVP|-->configuration<!--]]--> [[Overview_Setup|instructions]] that are a part of the BASIC course material. Yes, you really do need to turn off your sound and effects, and you really do need to set up your overview so that you can't see anything beyond the essentials. If you don't do this and you're lucky, your overview will be cluttered and you might cause a friendly fire incident. If you're unlucky, your client will crash when you jump into a system full of hostiles.<br />
<br />
==Attending Class==<br />
<br />
'''Ok, it says the class is at 0200 Eve Time on Sunday... when the heck is that?!'''<br />
<br />
You know the little clock on your EVE UI ingame when you're docked (usually lower left)? That's Eve Time, Icelandic local time, also known as Greenwich Mean Time (GMT). The easiest way to figure out what time the class is in your time is to figure out how you're offset from GMT and then count back (or forward) from the planned classtime.<br />
<br />
For instance, if you're in US Central time zone in winter time (non-daylight savings time), GMT is +6 hours. So, count back 6 hours from the class time. The class starts at 2000 hours US Central, which is 8 PM. We passed midnight, so it's 8 PM Saturday, not Sunday.<br />
<br />
An alternative method is to set up a second clock on the Windows desktop to show Icelandic GMT OR simply look in the lower left corner of EVEMon for the current EVE Time.<br />
<br />
In any case, make sure you adjust the announced class time for your time zone. Classes are ALWAYS announced in EVE Time.<br />
<br />
'''I'm here! Now what do I do?!'''<br />
<br />
Just make sure you're in the Agony Public channel and connected to our Teamspeak server on time. Stay docked and follow the instructions of the instructor and class administrator. Class will start on time, and we'll pick up stragglers until it's time to undock and start practical exercises. At that point anyone left behind gets to come back for the next class.<br />
<br />
'''Let’s start shooting people!'''<br />
<br />
Wait! We at Agony love shooting people, but make sure you’re familiar with our Rules of Engagement, which you can find [[Agony Empire Rules of Engagement|HERE!]]<br />
<br />
In particular, note that '''you MAY NOT FIRE on another student on the course''' whatever the circumstances! Get this one wrong and bad things will happen.<br />
<br />
<br />
'''The Caldari/Gallente Hate Me! Or I'm a Criminal and can't get to High-Sec!'''<br />
<br />
If you can't safely get into the Class High-Sec Start System, then there are ways around this. Training Diplomacy is highly recommended if your problem is factional police chasing you. You need to get your Faction Standing above -5 to get them to stop shooting you.<br />
<br />
Doing the theory with an alt is another common strategy. Use one of your alt character slots (or another account if you have one). Let your instructor/class admin know beforehand. The theory section in high-sec is brief, but important and practices some basic maneuvering. Most of this can be done in a basic ship with minimal skills. Fitting an afterburner is probably the most vital of the skills. You can change to your main when the class enters low-sec.<br />
<br />
Keep your main in a nearby low-sec system, with all your combat ships and your medical clone. That way if you lose your ship or pod, you can easily regroup from there. There will be some differences in your alt's skills and ship handling abilities, so you may need to adjust your orbit distances a little when you change to your main.<br />
<br />
==After The Class==<br />
<br />
'''OMG That rocked! I wish there was someone I could thank for this!'''<br />
<br />
You’re in luck! Agony pilots are not paid and give up their own PvP time to teach you. Classes take an enormous amount of effort, planning and preparation. Agony Unleashed provides this service because we enjoy teaching others our love of PvP.<br />
<br />
So, make sure you thank your instructors and FC’s! Usually a feedback thread will be started after the class where we ask for your views on what went well, what you enjoyed, and what you’d like to see done differently. Please take the time to give us your feedback!<br><br><br />
<br />
'''Killmails – what are they and what should I do with them?'''<br />
<br />
If you’re lucky enough to get the final blow on a target, you will get what we call a ‘killmail’. To find these, open your Character Sheet and go to the ‘Combat Log’ tab, then ‘Kills’.<br />
<br />
If you get a killmail on one of our classes, please post this mail on our public killboard. To do this, right click the entry in your combat log and select ‘Copy Kill Information’. Then go to the [http://www.agony-unleashed.com Agony Unleashed website] and follow the link to our [http://www.agony-unleashed.com/killboard/ Public Killboard].<br />
<br />
Click on the ‘Post Mail’ tab, and paste the kill information you copied from your combat log. You will require a password in order to post this mail; to get this password simply ask in fleet chat during or after the class, and an Agony member will give it to you.<br><br><br />
<br />
Now that we use a corp killboard rather than a generic one, you '''can''' post your losses too (the killboard used to get confused, now it should work fine).<br />
<br />
'''I see everyone has these neat links to their classes in their sigs, can I do that??'''<br><br />
Sure! It's even necessary for the higher-level classes that have prerequisites that you link to your past classes.<br />
<br />
A link is created in a forum post by using the following format in your post. The first step once you are ready to edit your post is to click the link button (it looks like a chain link, next to the bold button). That will give you starter code to fill in to create the link which looks like the following:<br />
<br />
[link=hyperlink url][/link]<br />
<br />
From there, remove the "hyperlink url" section and put in the web address of the page you are linking. In between the "]" and the "[/link]" you enter in the text of the link. This can be a description, or the URL itself.<br />
<br />
For example:<br />
<br />
[link=http://www.agony-unleashed.com]Agony Unleashed Web Site[/link]<br />
Would show in your post as:<br />
<br />
[http://www.agony-unleashed.com Agony Unleashed Web Site]<br />
<br />
Now, armed with this new knowledge, this is how I would link your old course thread.<br><br />
1. Open notepad or other simple text editor<br><br />
2. Start your new enrollment post (helps to do this in a new window or browser tab)<br><br />
3. Click the "Insert link" button to get the starter code<br><br />
4. Cut and paste that code into notepad<br><br />
5. Find your old course thread. You can do a search or check your post history<br><br />
6. Once you have your old course thread opened, go to the first page that shows the graduate list<br><br />
7. Copy the URL in your address bar and paste it over the "hyperlink url" in your notepad text<br><br />
8. Find the course code from the course information, copy it, and paste it in between the brackets where the descriptor text goes<br><br />
9. Once you have done this for all courses that need to be linked for the enrollment thread you are posting in, click Preview<br><br />
10. Ensure that everything gets formatted correctly and test your links in the preview dialogue<br><br />
11. After you have made sure everything is correct, click Submit<br><br><br />
<br />
For example, if I wanted to attend the upcoming PVP-Wolfpacks course as an alumnus, my enrollment post would look like the following before I submitted or previewed it:<br />
Azual - Azual Skoll (AGONY)<br />
ALUMNI<br />
[link=http://www.agony-unleashed.com/e107_plugins/forum/forum_viewtopic.php?93573]BASIC-2103081800[/link]<br />
[link=http://www.agony-unleashed.com/e107_plugins/forum/forum_viewtopic.php?99088.0]WOLFPACKS-041920081900[/link]<br />
<br />
And it would render like this once I posted it:<br />
Azual - Azual Skoll (AGONY)<br />
ALUMNI<br />
BASIC-2103081800<br />
WOLFPACKS-041920081900<br />
<br />
'''I love you guys, do you think maybe I could fly with you again?!'''<br />
Again you’re in luck! Agony welcome alumni on all of our courses. Providing you have graduated a particular course already (i.e. you can’t be an alumnus for a WOLFPACKS class if you’ve only taken BASIC), you can either sign up in the enrollment thread as usual (but adding that you are an alumnus), or just ask in the Agony Public channel on the day. As long as we’re not totally overwhelmed with students, we’ll be more than happy to have you along with us!<br><br><br />
<br />
Oh and the best part? You don’t need to pay for the class again! For more information on returning as an alumnus, read this: [[Alumni]]. <br />
<br />
'''Where do I go from here?'''<br><br />
Agony offer advanced courses, as well as a number of specialist seminars on topics from Capital Ship Support to Interdictors. You can find out more about our classes here: [[Agony Empire Classes and Seminars]].<br><br><br />
<br />
==Miscellaneous Q&A==<br />
<br />
====If I have taken PVP-Basic, would that mean that Agony will not shoot me say 2 days after the course?====<br />
Sorry, but unless you're in Agony or in our gang, even if you took a pvp class the previous day, you're a fair target. At the end of 0.0 roams we recommend our students leave 0.0 first and then only afterwards leave the Agony fleet.<br />
<br />
====Can my corporation/alliance arrange for a private pvp course with Agony?====<br />
We will do private classes provided that you can gather sufficient number of students for the class (usually at least 40-50 pilots). We will not run a private class for just 5-15 people as it is not worth the amount of time and also makes certain parts of the class 0.0 roam difficult to perform. If your alliance or corp knows several friendly alliances or corporations in your area, then you can pool pilots and ISK together and contact to arrange for a private class. <br />
<br />
====Can you guys teach anything other than frigs and destroyers? How about battleships?====<br />
Currently, our classes focus on the use of frigates, destroyers, and battlecruisers as the foundation of pvp. We are currently developing a new cruiser-based class and reworking our skirmishing/scouting seminar into a class. The foundational notion of PVP-U was that new players can jump into a frigate or a destroyer and, with some basic knowledge, be very effective in pvp without requiring mass amounts of skill points, money, or experience, all of which are required to different degrees when pvp'ing with heavier ships.<br />
<br />
====I already know how to PvP - can I skip PVP-BASICS and take other classes?====<br />
Even if you know most or all of the material, all students are required to take PVP-BASIC. Many have said before that they knew everything only to be surprised that they learned a thing or two in PVP-BASIC. Even if you know the basics of PVP, you must still learn the protocol and battlecoms of how our gangs operate in 0.0.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=The_History_of_AGONY&diff=20570
The History of AGONY
2013-10-27T08:10:21Z
<p>Goinggreyfast: /* Curse III */</p>
<hr />
<div>[[Category:Public]]Early history (Origins - Pure Blind II) by Rells. Later history (Curse I - Syndicate III) by Azual.<br />
<br />
==Origins of Agony==<br />
<br />
Rells founded AGONY with a desire to break from big alliance warfare and teach the basics of frigate combat. The first ever PvP-Basic class was run soon after, with 12 students and an ad-hoc curriculum. It was an inauspicious start, but the message was there. New players can be effective in PvP, and that there's a world outside massive sov. warfare.<br />
<br />
==The First Wolfpacks==<br />
<br />
Date: April 30th, 2006<br />
<br />
PVP-BASIC had been running quite regularly by spring of 2006. It was starting to become more well known, advertised by word of mouth and a bit of discreet system spamming. The classes were running 30 or so pilots per class. However many of our graduates wanted more and so did I.<br />
<br />
So several months later I am sitting in MHC-R3 with the first group of about 12 students for the pvp Wolfpacks class. We had intel that an enemy fleet was coming up the pipe from the far end near solitude and they were blasting everything in their path. Slightly ahead of the main fleet was a single Megathron and his tackling buddy. He was presumedly the bait for the main fleet. Once he got you engaged then he would call in his friends and they would finish you off. He certainly did not expect what happened.<br />
<br />
The Megathron jumped into MHC-R3 from 6E-578 and warped after the ship he saw there. He came out of warp 100km off the gate inside a small mobile warp disruptor. Immediately the destroyers on the bubble jumped him, tagging him with EWAR. "Point!!!" yelled an excited Sever Aldaria (nearly blowing my eardrums.) "Damp, Track, Web," the calls came in over Ventrilo. The intrepid mega pilot had been reduced to a paperweight in effectiveness and his valuable tank melted like butter on a hot sunny day. At the same time Rells noticed half the players in he gang were orbiting the mega and in the bubble. Local had already spiked and the relief fleet was in warp. I said over and over again, "get out of the bubble, get out of the damn bubble." As soon as the last destroyer was clear I engaged warp to a safespot, the parting shot from students popping both the pod and wreck. Right as the crew were warping out, the reinforcements were arriving. The landing fleet had to see us flying off grid as they arrived.<br />
<br />
What followed was smack talk like you had rarely seen in your life. Of course they blew up the bubble and told us how stupid we were that we couldn't fly a battleship like "real men." However, I was busily trying to calm down my crew who were suffering from the after effects of adrenaline rush. This was 2006 in Eve online. People just didn't PvP in destroyers. Destroyers were a piece of garbage that had no use whatsoever. However, this Megathron pilot learned what happens when people think out of the box and to the students involved, it served as a lesson that you don't have to have the biggest ship to win at pvp.<br />
<br />
After the fight we collected ourselves and roamed a bit. We caught a couple more ships and toasted them but then time ran out as the class evaporated to the pressure of duties outside Eve Online. After we broke up Choran posted his video of the incident (which used to be on our server) and I posted about the video to the main Eve forums in order to advertise our classes.<br />
<br />
You have to understand that our classes weren't well known and were almost universally condemned as being a scam to rip off newbies or at best devoid of value. Our videos of fights were claimed to have been staged with a throwaway ship in order to bilk players out of isk. You can see on the video post thread what the reaction of the players at the time was. When presented with video evidence they had to believe. However most thought that the Megathron was stupid. "I could kill 14 destroyers in my Ishtar no problem, especially 14 piloted by relatively new players," claimed one pilot. The thread devolved into a flame war that kept it pinned to the top for a week and filled subsequent classes to the point that we had to upgrade our vent account.<br />
<br />
The next few basic classes were packed, Wolfpacks class was even more packed. We were up to 30 destroyers with two covops pilots flying recon. The hurt was put on syndicate. They started avoiding wolfpacks when Carenthor Loon dropped us on two different eagles and they blew so fast not even all the cycled guns on the destroyers went off. Wolfpacks was now a bastion of the AGONY curriculum and strangely the laughter at the destroyers in local subsided. <br />
<br />
==Syndicate==<br />
<br />
Date: 2006<br />
<br />
Base of operations : UM-Q7F<br />
<br />
It was in 2006 that AGONY made its first real foray into 0.0 space for the purpose of living. Since Jump Freighters had not been introduced yet and capitals were restricted to massive alliances, the move resembled an old Battlestar Galactica episode with a train of haulers protected by several smaller ships via recon. The system UM-Q7F was the destination of the fleet. It took a bunch of haulers and runs back and forth with ships but the agony pilots finally got all of their gear a scant two jumps into what was known at the time as the most violent area in Eve.<br />
<br />
At this time PF-346 was a bright sun of a system on the "ships destroyed in last 24 hours" map. Anyone who wanted to prove their virtual manhood in Eve would go and try to hit PF and most of them ended up dead. The attraction of the system was more historical than anything else. PF-346 was the system where people in Beta would go to fight when there were few in the immense universe of Eve and after the start of the game PF-346 remained PVP central. Even to this day on the test server, PF-346 is the central location where people go to fight. In 2006 PF-346 was a nasty place and Syndicate was an extension of PF-346. No one could claim Syndicate for very long before they were crushed by the tide of resident and tourist PvPers. Into this violent soup I had thrown AGONY.<br />
<br />
It wasnt easy living in 0.0 for the first time for many of our pilots. You had to constantly watch your back and you were never able to relax. Some of our members couldn't handle the pressure and left. Other members thought that we should join up with larger alliances. The character Ezra from Brooklyn was one of those and despite being one of the first co-directors, he didnt get what I was trying to accomplish. The first crisis in the survival of AGONY occurred when Ezra took nearly half the corp and left to go join another alliance. I was determined to stick it out and to not have any blues unless there was something damn good in it for AGONY and there rarely was in those days.<br />
<br />
When Ezra left I was pissed to be sure. I felt betrayed by a friend and livid. Fortunately I still had another co-founder named Rasql with me and I adopted a bright young pilot who joined with a good percentage of his entire corp after their ex-ceo stole everything from the corp and left. Sever Aldaria became another director of AGONY as did Stein Vorhees. Despite the "MHC Incident" with a class, another pilot named Carenthor Loon promised to be a future expert in covert ops. AGONY continued to run its classes and build up but out main focus was getting together the class gangs and trying to figure out how to not get crushed like a grape by the feet of the enormous alliances around us.<br />
<br />
Necessity was the mother of invention and Knez Rex was sick of waiting for classes to go out and kick some butt. He fashioned together a Rifter, one of few ships he could fly at the time, and put on the biggest guns he could, then a small buffer tank with a plate. Then he put on two webs and a warp disruptor. At that time that is what you needed to stop an interceptor. The two webs would drop the inty by 90% each, stacking on each other and the point would keep him around -- the scrambler at the time only gave 2 points at 10km with no microwarp turnoff. Knez went out on the first fishing trip ever; he sat on the Harroule gate in MHC-R3 and just waited. His first customer was a Malediction interceptor and he destroyed it to the dismay of the inty pilot.<br />
<br />
By this time other inventions in AGONY were well under way. The safe spot was as old as beta but very few people had bookmarks spaced around a gate at 300km. Some sniper ships which were common at the time would have a couple but the majority of bookmarks in the game were to allow a pilot to warp to 0 on a gate. At that time you could only warp to 15km and so pilots would mark 15km behind a gate and warp to the bookmark -- they were called instas. Although instas went the way of the dodo when warp to 0 came about, through thick controversy, other types of tactical bookmarks came into being. When we discovered we could warp if the target was 150km or more away we knew we could use that to our advantage. Since we didnt have huge fleets to back us up, necessity forced us to innovate and tactical bookmarks started getting marked around gates. We had straight up, behind, all manner of bookmarks. We had bookmarks to drop us 5000km off a gate to scan and other bookmarks to warp up to those sniping battleships who liked to mark directly above the gate. Our covops pilot learned to anchor the fleet in tactical warps and many a sniper died to the fledgling upstarts in AGONY. The alliance 3FA amongst others declared all out war on AGONY in 0.0.<br />
<br />
The problem 3FA had with us was not that they couldn't out gun us; on the contrary they could crush us with firepower. Their problem was that we moved so quickly and with such agility that they couldn't catch us. We would pick off their tacklers, their lead ships and their stragglers and then vanish before they could get a hold of us. On one incident in particular a fleet of nearly 30 3FA ships were chasing the 15 man AGONY fleet through Syndicate. The race was on to get out and their tacklers and fast warping cruisers were trying to catch up to us. One rupture set up to do 4km/s was almost on top of us, being only 1/2 a jump back and 2 jumps ahead of the main 3FA fleet. AGONY went through the next gate and just stopped. As soon as the rupture came through he saw the waiting fleet and held cloak as long as he could. It wasn't long enough. The rupture was popped and podded, the wreck was destroyed and the AGONY pilots were warping off grid just as the gate was firing for the main 3FA fleet. Between the experience AGONY pilots were gaining with tacticals and the fast moving tactics, 3FA and other residents of Syndicate were stymied on how to deal with this pest of a corp.<br />
<br />
The one thing 3FA and other had to fend us off was their vastly superior firepower and 10 to 1 superiority in pilot count. They stopped sitting at 100km and sniping because they lost a lot of ships to AGONY doing that. They stopped running ahead of thier main force because too many got picked off. They stopped attacking AGONY frigs with interceptors because fishing had become commonplace and they lost a lot of valuable interceptors to AGONY. Fleet warfare had devolved into 3FA and others sitting in a tightly bunched ball, huddled under the protection of the main fleet. The laughter at the frig packs roaming once every week through syndicate had subsided and they tried their best to avoid the classes. They had learned that smartbombing BS didn't kill the pack of pesky noobs and they had lost a lot of equipment trying. The frig packs were so quick that the fleets they deployed to take them out couldn't catch the pack and when the pack did engage those fleets the pack would lose a few cheap frigs and typically pop the most expensive thing in the other fleet. Of course the smacktalk never ceased.<br />
<br />
AGONY wasn't content with that situation. Even though the puny corp of less than 20 active players had forced major changes in the behavior of large alliances, AGONY pilots were bloodthirsty and inventive. One day when Rells was sitting over the gate to Harroule watching the 3FA come and go, an interceptor decided to power out to his cormorant at high speed. This was not a good situation for fishing which required catching the inty at short range and pinning it to neutralize the speed tank. Rells was in an annoyed mood and had an up to date clone so he fired his tech 2 rails at the incoming interceptor. All of the shield and half the armor of the ceptor vanished in the first volley. The ceptor pressed on and ended up in orbit after closing the distance at 8km per second. But the tracking of the destroyer and the tech 2 125s was too much and the third voley finished the armor. The interceptor turned to run out of point range but the fourth volley turned the ceptor into plasma.<br />
<br />
It occurred to Rells how to annoy his opponent at that time and he asked people to train up tech 2 small weapons and destroyers. It only required six or seven to execute the plan but ten would be better. Once trained up bookmarks were set and the next 3FA huddled fleet was to get a nasty surprise. A couple days later 3FA was firmly entrenched on the Harroule gate with fast lock tacklers. They saw 12 AGONY come in local adding to what they assumed (correctly) was the covops pilot already there. They scanned and saw the group of destroyers on scan and their snipers salivated at the comming kills. The AGONY pilots appeared on overview and the fleet commander called the primary AGONY target. They didn't get the chance to lock. It took less than six seconds and one volley from all 10 agony destroyers and a malediction was rubble on the gate and the fleet was gone. The second pass blew up a Crow and the FC sent out tacklers to grab the fleet next time they appeared. The tacklers were ready to snare the nasty ships, but the destroyer pack appeared next another 100km further away and a tackler lost their ship to a single volley. Placing more tacklers strung out, they were detearmined to take the force out. The AGONY destroyers, however, didn't oblige and appeared on the other side of the gate and launched a volley at a tech 1 cruiser. Wounded but not dead, the cruiser powered up his repair mechanisms but the second pass blew it up. After 10 min and 10 kills all the light ships had enough of the AGONY guys. They jumped out as soon as they saw the AGONY guys on overview. Chasing at them was suicide, trying to warp was too slow. Now 3FA was to be denied tacklers as was the rest of their allies in the area.<br />
<br />
It didn't take much longer before 3FA had left the area and subsequently broke up. Over time more and more corps gained grudging respect for those pesky AGONY guys. The laughter had subsided and anyone that had locked horns with the tiny group in Syndicate came away with a healthy respect and the conclusion that they had to take a new look at tactics within Eve. Pilots had begun to fear AGONY and that made it harder to get targets for the bloodthirsty maniacs. Eventually they had to move to find more.<br />
<br />
==Great Wildlands I==<br />
<br />
Date: ?<br />
<br />
Base of operations : Egbinger<br />
<br />
The second great crisis in AGONY happened when the targets began to run thin in the Syndicate area. The big alliances had begun to leave syndicate alone and soon you could run an Iteron 5 through PF-246 without a scout. To AGONY this was practically the kiss of death. Although the classes were still running, it became harder and harder to get new targets to give the students practical experience. On top fo that, the bored AGONY pilots were drifting off to low sec at their mission alts to make money. The weekends were times of possible fight but otherwise the fertile ground of combat that had been Syndicate was dry. The directors met and decided that it was time to move.<br />
<br />
Since Rells' old stomping ground with BSA was the Great Wildlands, and he knew the area well, that region was targeted for the move. Advance pilots were dispatched to map the area, prep instas and create tacticals for dissemination. A huge bookmark campaign was underway. Some weeks later the corp was more or less packed up and began to move -- at least partially. Some in AGONY did not want to go to Great Wildlands and for the first solid month in GW, the corp was split in half. People were reluctant to change where they fought and some were just plain lazy. Bickering had started to develop in AGONY on the forums and elsewhere. Once in Great Wildlands, the pilots there had a tough time. The NPC stations in GW were locked up tight by numerous massive and co-NAPed alliances and they were willing to camp for years if necessary. At that time AGONY lacked the moxy to take space or construct outposts so the situation developed where AGONY was now based out of lowsec and had to traverse gate camps to enter 0.0.<br />
<br />
There were some really spectacular fights on that entry gate, one in particular had agony pilots going back time and again for new ships to try to finish off the ships tackled and immobilized. Although the carnage was spectacular, agony continued to learn about intel, teamwork and tactics. The fledgling corp learned how to traverse hostile space and the value of good intel. The fleets became good at using a new concept called Skirmishers. A skirmisher was a tackler pilot racing sometimes several jumps ahead of the fleet to find targets. The skirmisher could move much faster than the fleet and skipped through empty systems in the route quickly, giving him time to look for targets in occupied systems while the main fleet caught up. The fleet movements became more fluid and deadly. Agony fleets could cover huge expanses of space quickly with very little stopping and waiting on gate. With several skirmishers the fleet could probe alternate branches and even pull rear guard to allow them to double back on hostile forces.<br />
<br />
However, times were tough in AGONY and antipathy was high. People hated living in lowsec and they hated even more dealing with opponents that seemed to only show up in fleets of 400 and were all NAPed together. People drifted off to mission agents to recover from combat losses and AGONY was spread out all over the universe. At this time AGONY was in mortal threat of becoming one of many corps that just didn't make it in the hostile world of Eve. Although Rells was trying to keep the corp together with the other leadership, the whole PvP situation simply sucked. Squadrons came into being in order to manage the issue and try to put people closer to their commanders and that had some good effects but it didn't recover things. Furthermore, the more problems the GW people had, the harder it was to get people still in Syndicate to move. AGONY was, quite simply, dieing slowly. People were peeling off AGONY to go elsewhere and Rells was pained at every departure. It was becoming clear that moving to GW was, well, dumb. It was time for another change.<br />
<br />
==Pure Blind I==<br />
<br />
Date: ?<br />
<br />
Base of operations : X-7OMU<br />
<br />
The second move was agreed to by leadership and was met with a howl of protest. After all the first one wasnt so fun so it was little wonder the membership was reluctant to embrace another. Many wanted to go back to syndicate and pick up the AGONY stragglers (some of which never left there to this day). Many were just not happy. So the question was, where do we move to. All sorts of 0.0 regions were out there but had problems. Curse was rich in rat loot but occupied by rats that were a pain to kill. The regions of Catch, Outer Ring and Venal were considered but discarded because of their relatively tight pipes which favored huge fleets because they allowed few alternate routes. Pure Blind turned out to have potential. It had NPC stations, it had many alternate routes to limit the amount of trapping that can be done by large fleets. Pure blind also had the ability to access other regions as well as a high-sec to 0.0 gate which was active.<br />
<br />
Torrinos was owned by ISS at the time. ISS was, at one time, the largest supplier of Tech 2 in the game at a time when tech 2 was made only by those with BPOs won out of a random chance lottery. ISS had collected dozens of BPOs but they were, in the end, carebears. Living in 0.0 was something they had to do, not something they wanted to do. At the same time x-70mu, the target system for the move, was owned by a shaky alliance. To facilitate the move, Rells negotiated the first blue alliance in AGONY's history. At the time Rells was training empire control 5 to establish his own alliance but Rells really needed the inhabitants of x-70mu to mostly stay off his back while he got his corp back into 0.0. The move commenced, advanced pilots plotted instas and tacticals. Agony scraped together a run of two freighters which contained 90% of the corp and player assets. The freighters docked back in x-70mu and AGONY was once again back in 0.0.<br />
<br />
Once in 0.0, AGONY based out of the only kick-out station in the system and warned pilots to spread their gear to other stations. That was a safe warning because the inhabitants of the north took on an instant air of hostility. AGONY's overtures of peace were rebuffed possibly because they set only one blue alliance and believed peace was best established by wiping out everyone else. Alliances and corps offered NAPs one after another but Rells had boiled down diplomacy to a single word, "No". The hostiles swarmed in and AGONY learned how to use a kick-out station to their advantage. Docking in Sisters of Eve Academy was pure suicide. AGONY pilots would log in to hit a kill in the system if necessary and they were quick. Some tried bubbles but met with Flyby snipers for their trouble. AGONY was starting to come back, like a vampire, fueled by blood lust.<br />
<br />
All things must come to an end and so did AGONY's first NAP. One corp in the NAPed alliance was especially hostile and some of their members were downright rubes. One day they took it in their head to fire on and destroy an agony pilot while he was still blue to them. The resulting political controversy ended up ripping apart the fragile alliance and the aggressive corp remained, set AGONY red and devoted their existence to wiping out AGONY. AGONY rather enjoyed the fights, taunting the opponent, executing flybys on the bubble camps and otherwise making their life miserable. At one point AGONY managed to catch a freighter in space and pilots appeared out of the woodwork for AGONY to take it down. It didn't take long before the aggressive corp in question was spewing obscenities daily in local. However, there were a few bright spots in the opponent. A pilot named Roccinante was very good at what he did and was pretty respectful. AGONY began to solicit him to drop his corp and come over to the dark side. Another pilot named Beef Hardslab was well regarded as a worthy opponent as well. When the other corp broke up, AGONY acquired Beef and Roc and several other pilots.<br />
<br />
In Pure Blind, AGONY acquired skills in using POSes, researching tons of tech 1 BPOs and created a logistical nightmare that was perpetuated by the desire to keep basic equipment on hand for pilots in the corp. The logistics consumed the playtime of many AGONY pilots including Rells and was massively boring as well. However, there were bright spots in the skills department. Flybys had been perfected and AGONY was more often the hunter than the hunted. Beef Hardslab, borrowing on ideas from Heikki (a well known player at the time) invented the modern durka trap and incinerated tons of unwary ships. The hunting was good and so was the fishing. After a while enemy interceptors refused to engage single agony pilots. Also Pure Blind was the heyday of PVP university classes with BASIC, WOLFPACKS and COVOPS beign refined and ADVANCED being invented. AGONY upgraded the Vent server and fielded massive packs of destroyers and frigs. The classes once scorned were filling literally within minutes of announcement. AGONY also began to get into heavier ships and complimented those with extremely well trained skirmishers.<br />
<br />
AGONY was well on the way to recovery.<br />
<br />
Pure blind was something of an idyllic time for AGONY in the middle of the corp's development. There were targets aplenty as anyone who wanted to traverse into the north needed to either go through pure blind or solidly held and camped alliance space. The alliances really didn't want Pure Blind that much because there was little there for the big crews to exploit. There were few moons of real value and the rats were of mediocre quality. Furthermore the NPC stations meant that it was impractical to dislodge any small corp that wished to take up residence. Sure the alliances had the manpower to infinitely camp the stations but that gets old fast for alliance pilots and since they couldn't take the stations, the area was left pretty much alone to act as a huge combat arena. That suited AGONY just fine. <br />
<br />
AGONY became the roaming pack of PVPers that could literally be anywhere in the North at a moment's notice. Ratters learned to straight dock or warp and cloak when a single AGONY came in system. It got to the point that AGONY was occasionally able to fly haulers right through empire chokes without escort because those camping the gates would be fearful, for good reason, of a trap. When they did come after AGONY, the opponents usually preferred to outnumber us 3 or 4 to 1 and then they felt better about it but mostly we managed to avoid serious wipe outs in combat. Our ships were relatively cheap and AGONY pilots had a nose for smelling the 250million isk caracal in the enemy formation. In fact AGONY had to be the king of roamers because people had begun to desert pure blind to escape the raving bunch of maniacs that could not be NAPed and would shoot anything. Even BOB, after a quick foray into pure blind, left to pursue more productive activities after loosing multiple interceptors to fishing and flybys and several battleships to basic classes. <br />
<br />
When it came to AGONY's combat development, we finally had the moxy to make a serious attempt at small POS warfare. The operations required a massive amount of battleship firepower at the time. There were no dread pilots in AGONY and dreads themselves were enormously expensive. AGONY under the FC and event leadership of Bamar took out several small POSes after putting them in reinforced. Now the farmers were evacuating Pure Blind as well. About this time NXT Level (Roc and Beef's old corp) got a carrier in trouble off the Sisters of Eve station in x-7omu. Unfortunately we simply didn't have the firepower to break the tank but the carrier pilot was scared out of his mind and Rells poked that fire a bit asking him where his backup from NXT was. It was only a week or two later that the carrier pilot in question dropped NXT and left the area. Rells had counted another psyops coup. <br />
<br />
Other developments in AGONY were seriously underway with the implementation of the PVP-ADVANCED class and the refinement of several other classes. The problem with the classes is that they had gotten so long and complicated that it took 12 hours to run them. Clearly this was not sustainable with 2 or 3 people running all of the classes week in and week out. Rells had formed AGONY to get paid for teaching PVP and now he had a bit more than he bargained for. Every week the class would fill in minutes and Rells would end up spending entire weekends at the mic. Some weekends Rells was insane enough to run two classes back to back. However, the classes were the core of the recruitment efforts. Although AGONY didn't recruit actively from the classes unless the pilot was in an NPC corp, many pilots decided on their own that they would like to join. The skills and discipline they were gaining through the classes was paying off in combat and many AGONY players, known today as a feircely lethal pilots, had their humble beginnings learning about tracking and orbiting in PVP-BASIC.<br />
<br />
Some class fights were particularly memorable. In one incident a wolfpacks class was jumped by a bait battleship while off gate in x-70mu. The class opened up on the bait but then quickly changed targets when the main fleet came in. EWAR was executed flawlessly and the smaller attacking ships blew like popcorn. When an interdictor warped in to pin us in a bubble, the students seamlessly switched to the interdictor and blew him up less than a second after he hit his bubble launcher. The opposition lost several ships in that fight, some really expesnive HACs and recons worth half a billion isk, and the losses to the class were only a couple of destroyers. <br />
<br />
Another fight that was particularly memorable occurred at the end of the first PVP advanced class when the class was headed back to Nonni to break up. A famous pirate named Lord Vodka decided he would attack the fleet with his command ship and a couple of friends while the fleet was in a safe spot. His command ship ended up blasted to pieces and the blinking pirate zipped his pod out to a station to regroup with his friends. The Advanced class warped to a planet to remote rep damage. Shortly after a group of well tanked battleships, all blinking red, jumped the AGONY formation. The pirates knew that usually when they warp into a group in lowsec, the group scatters and they can pick off targets as they wish. Unfortunately for the pirates they hadn't fought the combat psychotic known as Rells and they had no idea that the gang in question was actually a group of students looking for blood. No one scattered and Rells called primary targets. One ship went down and another was being worked on when two falcons showed up on the scene. Rells immediately burned out to the falcons in the company of two rapier pilots. Points were put on one of the falcons and the other ran scared, warping off. Rells was shortly jammed but the damage had been done, rells 5 drones were now eating away at the fragile recon and the two rapiers now had webs and disruptors on the falcon. The falcon fought valiantly but couldn't keep us all jammed and eventually caved to the mass of drones. His friend in the other falcon warped in to try to help him jam off the rest of us but the friend was caught by the rapier and stopped long enough to be the next victim. In the meantime the class had taken out 3 more ships with minimum losses, the blackbirds jamming the snot out of the opponent and the damps and tracks taking their toll. There was one battleship left, it was lord Vodka again in a heavily tanked BS trying to hold off destruction and loose. He was in 20% armor, 10%, 5% and in warps a Nidhoggur carrier to a planet in lowsec. The Nidhoggur caught the battleship with remote reps at half structure and we couldn't defeat the remote reps so we warped off. Of course the Nidhoggur was crazy and would subsequently lose that ship to another crew that had a waiting BS fleet. As we did not, we withdrew. <br />
<br />
It was at this time that Sever Aldaria, the default corporate videographer, completed his ground breaking video, the "Agony Phenomenon" and that video showed the magnificent corp that AGONY had become. Any ideas that we were a joke of a corp had been relegated to those in the Eve community that thought "Reason" was a dried fruit you get out of a Sun Maid box. The classes were well regarded and many corps began to require them for membership. It became increasingly harder to get into a class. Although many had threatened to compete with AGONY, anyone who tried realized just how much work it was and abandoned the idea. At this time it started to be known that if you wanted to learn about general aspects of eve and carebearing you went to Eve University but when you wanted to learn combat, you would come to AGONY. We were now the sharp point of the spear in pvp education and tactics thought Eve had begun to change. People abandoned monolithic fleets with huge firepower and started to work on ways of countering those wackos in AGONY. Through a combination of game balance changes and the spread of tactics from the thousands of pilots educated by agony, the sniping battleship was deprecated in favor of much more inventive strategies. Although a great portion of Eve still remains entrenched in firepower, much of eve actually thinks about tactics, traps, deceit and strategy. <br />
<br />
The only serious problem in pure blind was that AGONY pilots were outgrowing tech 1 ships of all kinds and even tech 2 frigs. They were reaching a wall whereby they would need much more financial backing to proceed into the next level of ship combat. Furthermore, as invention hadn't been ... well ... invented yet, tech 2 was still enormously expensive. Clearly AGONY pilots needed to spend more time gathering isk than ever before. Some went off to their mission agents and some went off to work on a POS farm in another area of space with alts that couldn't be associated with AGONY. The pilots couldn't do these things while being known as AGONY pilots because that would get their investments wrecked by any number of the organizations we had pissed off up to now. Sure, some organizations respected AGONY's teeth but few actually liked us. <br />
<br />
However the money issue couldn't be denied and AGONY started getting spread out in search of isk. Through the stupidity of CCP, making money in empire was significantly more productive than doing so in 0.0 at the time. In fact most of 0.0 was a barren wasteland that was there seemingly to be merely an impediment to travel. Agony pilots kept on their alts in far flung areas of empire to hoard some cash before the next big fight. This was becoming an ever more heavy draw on the combat resources of AGONY and an impediment to growth. <br />
<br />
Another problem was that AGONY was becoming too complacent and comfortable for Rells' taste. They had bordered on arrogance in their handling of opponents and that indicated that they needed much more of a challenge. Something to keep what Rells called "the crucible" going. A crucible is a container used for melting metal at thousands of degrees and Rells had always seen the corp as a crucible where the strong, adaptive, intelligent team players were the most likely to survive. With money pressing and the need for more challenge, Rells began to look North to Venal.<br />
<br />
<br />
==Venal I==<br />
<br />
Date: ?<br />
<br />
Base of operations : 6NJ8-V<br />
<br />
As the corp members began to need more and more funding, it was clear that they would have to disperse to their mission agents because the Pure Blind region simply couldn't support the needs of AGONY. As a result people were spread out all over the universe and often logging in just for scheduled gangs and for a quick gank in x-70mu. On top of that many in the corp had become complacent. Pure Blind had mostly cleared out of any serious threat and camping gates that didnt fire for 9 hours straight was not in the nature of AGONY pilots. However another mini-crisis was brewing as well. <br />
<br />
In the lead up to Venal, AGONY had recruited heavily and as a result had a large number of potential pilots in the corp that needed a bit of mentoring. All sorts of mistakes were being made that were, in the minds of leadership, stupid at the best. Haulers were jumped into 0.0 without waiting for recon reports, pilots were flying into obvious traps and being popped like pinyatas and the general quality of PvP had been watered down. Although it wasn't exactly the fault of the newer pilots, they needed training is all, but it was also a fault of leadership. Gone were the days when AGONY could simply assimilate new players and hope they picked up living in 0.0 by osmosis. AGONYs policy of recruiting newbie players (which in the long run turn out to be some of the best) contributed to the problem. <br />
<br />
There was a third and ultimately more devastating problem pending. At this time AGONY was trying to keep corp hangers full of tech 1 gear, frigs and destroyers and some cruisers for members to use. One problem that was that some people were appropriating ships from the hangars and then tossing them away in stupid maneuvers because they didn't have any vested interest in the ships themselves. This is a natural byproduct of being given things, people tend to value those things less. Combined with the increase in pilots, logistics had become a daily 6 hour job for about 10 people in the corp including Rells. Life was consisting of logging in and replacing things in hangars, starting jobs getting the over 200 blueprints researched and then logging out tired and unhappy from having done no killing. AGONY for many in logistics had become a job, not a game. Many logistics people drifted off to other corps and the load was increased to the point of ridiculous. At one point Rells tracked that he had been spending 52 hours in one week doing logistics and hadn't run a gang in weeks. <br />
<br />
Clearly this was an unsustainable situation and so Rells began to look for ways to make corp members more independent and fatten their wallets. he reasoned that if they had more money they would be more likely to buy thier own ship or module rather than wait for someone to fill the gap in inventory. Rells also hoped that making the pilots richer would give more desire to stay in 0.0 space and not be transient 0.0 arena folks. A move was in the planning with leadership and Venal was the target. It was rich, it was far into 0.0 space which discouraged transient pilots, it was hostile giving players more challenge and it had NPC stations, essential for a corp without the moxy to hold space. <br />
<br />
The move to Venal was received with lukewarm reception at best which really surprised Rells. Rells attributed this to apathy and the obvious challenge that pure blind meant and pushed forward eager to create a crucible once more. He didn't want the pilots happy and comfortable but rather fat with isk and raving maniacs with bloodlust. After some convincing carrier flights began to hop gear up to the Sisters of Eve station in 6NJ8-V, Venal. Pilots began to filter up to the new home base and get the lay of the land. It was a tense time in AGONY. Many felt that Rells had made an awful mistake and some thought he was being outright pretentious and arrogant but most of AGONY persevered. The locals, however, were not amused.<br />
<br />
Phalanx alliance had held that space with tacit approval from their friends for as long as they could remember. They were not happy with their new co-habitant and less with the flippant attitude the new corp seemed to have towards diplomacy. Dimplomatic efforts were rebuffed with "no, we don't want a NAP." Furthermore, threats to crush AGONY just seemed to make the CEO chuckle and say, "Bring it on." Rells was far to concerned with internal strife to care one whiff about Phalanx Alliance and their posturing. Phalanx did try to make good on their threat to destroy agony and tied to enlist their allies in the process. Now began the Phalanx Alliance campaign which had something of a bittersweet ending. <br />
<br />
Phalanx was aggressive but not too bright. Many agony tactics worked beautifully on them. In one event Beef Hardslab managed to kill several interceptors returning from a fight with only the help of Rells' interdictor. The smartbombs did the trick. AGONY was anywhere and everywhere. Station camps were treated with flybys and other demoralizing tactics. On top of that psyops was in full force. Rells had become a bit bummed about the reception to the Venal move and had resolved to take out his anger on Phalanx alliance. Rells left a number of clues to Phalanx which indicated that their closest ally had actually hired AGONY to get rid of Phalanx so that the ally could have the system. Rells refused to confirm the allegations saying that he could not discuss the business of AGONY with their clients. The resonances had been set up and now just needed to be nurtured and they would rupture Phalanx. Rells then ordered pilots to not attack their supposed client if Phalanx was present or to allow the other alliance to escape from fights. Intel from Phalanx began to report these things and an earthquake built up in phalanx. Under the combined pressure of killing Phalanx peaceful ratters and interrupting their lucrative one jump trade missions, Phalanx began to crack. Obscenities began to be common in space and AGONY delighted in getting them muted by devs for obscenities not necessarily because they cared about the obscenity (agony were all adults after all) but because it pestered Phalanx and Phalanx earned it with their mouth. Phalanx were bad sports, horrible at pvp in numbers less than 30 and couldn't take the pressure. Corps began to peel off phalanx, they cancelled their NAP with other alliances and the breakup had begun. <br />
<br />
However, at the same time AGONY had its own problems to deal with. For one thing, the European players were under far more pressure than the American ones and it was far too late before Rells realized the enormity of the problem and many euros unfortunately took that as a sign of indifference. Rells actually didn't understand until he took a day off work to see what the problem was. Phalanx had the euros camped in a lot and it was much tougher to implement the guerrilla war that was the hallmark of AGONY during that time frame. Rells, finally realizing the problem started to advise ways of countering it and stepped up his psyops that he was hopeful was about to crack phalanx in half, relieving the pressure on the euros. Unfortunately it wasn't enough and Rells felt he had let down his euro players. But his next mistake would be one that would almost kill AGONY.<br />
<br />
The AGONY directors had met and decided that PVP-BASIC and WOLFPACKS wasn't enough, that there needed to be more formalizzed training beyond that. Venal had exposed the weakness in training in some pilots and the leadership wanted to plug these holes. As a group they decided to introduce certifications and military rank (which had up to then been honorary) and to require certifications for rank. Furthermore they reasoned the seasoned experts in AGONY would quickly run their certs back to the requirements of their rank. It seemed fair at the time to require everyone have the same qualifications to reach a rank and all of the leadership agreed to set an example by knocking out the certs they needed themselves. Rells brought the new ranking system to the membership and the reaction was entirely unexpected. <br />
<br />
Long time players, friends of Rells, were extremely angry at the rank reset and the certification requirements. They didn't feel they needed to justify their ranks and were pissed at being asked to do so. Many apparently felt it a betrayal of trust which was certainly not the intention of Rells or anyone else in the corp leadership. Several people immediately announced they were leaving and Rells was the lightning rod of their ire. Rells hadn't anticipated this reaction but rather thought people would be happy to have a formal rank structure. The anger completely caught him off guard and depressed him. Between the combination of the move to Venal and the cert system, long time friends had decided they didnt want to be part of AGONY anymore and Rells hated every leaving thread. Leaving threads snowballed and gained momentum and soon a large contingent was leaving and a large contingent was just as intent on staying. A civil war had erupted in AGONY.<br />
<br />
One hazard of being a CEO is that people sometimes forget you are a real person. Rells was crushed at what was happening to the corp and didn't know how to fix it. Furthermore, long time friends of Rells that he had flown with for 2 or more years had started to issue epithets, and accusations that were incredibly hurtful. Rells passed it off as anger and frustration but in reality few knew that Rells was a basket case, depressed and upset on a daily basis. Twice Rells offered his resignation to be rejected and talked down by leadership. It got to the point where many of the ex agony pilots were not only being extremely nasty to their former CEO, but they were doing it very publicly. Rells didn't give a damn what strangers though of him, only people he cared for could hurt him and some of them did. He knew that they had some valid points and some legit complaints but when the insults and nastiness came out, Rells just disconnected and went into something of a zombie mode. <br />
<br />
The exodus had started to subside and AGONY was in a bit of a state of shock. Like a boxer stunned by a right hook, AGONY was on the floor and struggling to get up. Rells was in much worse condition having canceled and reactivated his account seven times in a month. However, things began to stabilize because of the resilience of the pilots and the fact that the rest of the AGONY leadership handled it far better than Rells. Phalanx, for their part coincidentally decided they wanted to evict AGONY for good and set up bubbles on the station and kept them there for days, manned 24 hours a day. The USA agony players were able to harass them and even get them to blow up their own bubbles on a number of occasions when no one in their corp could unanchor. However, the euros had a much harder time of it with fleets of 50 often in the system. Rells had made the mistake of not requiring enough diversification of where equipment should be put in several stations and even systems to allow options in the case of camping. Ultimately Phalanx ended up ending their own siege and giving up on driving AGONY out but at the same time AGONY was in a horrible state of affairs with a lot of animosity on both sides, the decision was made to withdraw agony first to h-pa and then back to pure blind. Coming back felt bad, as if AGONY had been defeated for the first time. The corp was in a bad state and Rells had just about had enough of Eve.<br />
<br />
==Pure Blind II==<br />
<br />
Date: April 08 to Nov 08<br />
<br />
Base of operations : X-7OMU<br />
<br />
Back in Pure Blind, AGONY began to recover some of its strength and added some new memberships. Dozens of posts that had exchanged nasty comments from both sides, Rells included among the transgressors, were moved to archive to facilitate the rebuilding and prevent recruits from seeing the carnage. Agony began to prosper again after a while but Rells had faded from the game for the most part, often not logging in for weeks at a time. It was time for new leadership of AGONY and it wasn't long after that when Rells finalized his resignation nominating Bamar as his successor, started to look at other games and having bad luck in them, quit MMOs for over a year. The corp that Rells had founded so that he could PvP without ever having to rat or mine again, was now honestly better off in other leadership and Rells was officially burned out on eve. <br />
<br />
However, AGONY began to take new directions. Bamar, began to put his own imprint upon the corp and the corp began to recover a lot of its former glory. Not too long after, Bamar would reverse out the horrible mistake of the certs and move the corp in his own direction and it has prospered under Bamar possibly more than it ever did or could have under Rells. <br />
<br />
So ends my personal recorded history of AGONY. Naturally it is recorded from my own point of view and others had different impressions of certain incidents. However, perhaps for the first time, some may know my view of things. Writing this has been an emotional experience.<br />
<br />
Today the pilots of AGONY are known Eve-wide as being lethal and innovative and under fantastic leadership with fantastic people staffing the fleets. Bigger organizations than AGONY have a healthy respect for the pilots of AGONY and you can see it in how they try and fight you. I hope that I had some part in starting the ride but it is for all of you, every one of you, to take that history, that fight for survival, that wonderful coalescence of tactics and keep the name high and honored among the corps of eve. In AGONY's beginning no one knew who AGONY was -- and many that were known before, are lost to be forgotten by history but AGONY remains. Now few dont know AGONY.<br />
<br />
==Curse I==<br />
<br />
Date: Nov 08 to Feb 09<br />
<br />
Base of operations : Hemin<br />
<br />
As the Great War reached its peak, the whole north began to NAP against Band of Brothers (the core of this would remain NAPed long after the war ended as the Northern Coalition), and the majority of PvP pilots flocked to the front lines in the south. This left the north, including Agony’s long time home of Pure Blind, a very quiet place. It was time for a ‘vacation’. <br />
<br />
Our destination was Curse, in the south. Like Syndicate, Curse is a heavily stationed region, and thus a popular area for smaller non-sov holding factions who are typically hostile to each other. It was also close enough to the main fighting that it was still well populated. <br />
<br />
Agony made its home in Hemin, a pipe system close to empire, making it excellent for bubble camping and bringing the targets to us, which indeed became a common and very successful tactic for Agony gangs during this deployment. The initial period in particular, before Agony had tamed the system, saw great deal of action right on our doorstep. At the time of this writing (roughly a year later) Hemin remains one of Agony’s most destructive systems in history. <br />
<br />
This deployment also saw an incident which is forever ingrained in Agony history as ‘Speedy’s balls’, during which a drunken Executive Outcomes carrier pilot hotdropped a small Agony sub-capital camp (back in the days when a carrier kill was kind of a big deal!) and was gradually torn apart, accompanied by vent recordings and all.<br />
<br />
Agony's Curse deployment culminated in our entry in the [[AT6 Summary of Matches|6th Alliance Tournament]], in which Agony succesfully made the final 8 teams.<br />
<br />
==Venal II==<br />
<br />
Date: Feb 09 to June 09<br />
<br />
Base of operations : 6NJ8-V<br />
<br />
Tactial Developments: Partial move from localised camping and ad-hoc to more structured, longer range roaming gangs. Larger ship classes (especially Cruisers & BCs) are now the norm in Agony roams.<br />
<br />
Following the Alliance Tournament, Agony’s Curse deployment came to an end. With wallets running low, many members found their PvP time reduced by the need to earn isk. To counteract this, a plan was made to spend a short time, perhaps a month or so, on some hardcore isk making ready for a more challenging deployment afterwards.<br />
<br />
Venal seemed the perfect choice for such a venture. While still NPC space, Venal is deep into 0.0 and is considered quite a profitable region, with excellent ratting territory. It was also an old haunt of Agony, with Venal I often being considered one of Agony’s best deployments. Intel reported that the region was very quiet at the time, and the decision was made.<br />
<br />
What made Venal an interesting deployment was primarily the distance from high sec space, and the bearing of this upon logistics operations. Unlike most of our deployments, Venal as a region does not border empire space. Conventional travel requires around 25 jumps through Pure Blind and Tribute, and even carriers cannot reach Venal in a single cyno jump.<br />
<br />
Thankfully, Agony’s Pure Blind base in X-70MU was still maintained and relatively quiet, so the move was split into two phases; firstly a move to Pure Blind, followed by the final move to Venal. Due to the difficulty of the move, as well as the intended length of stay, ship transport was minimal, and mainly geared towards ratting.<br />
<br />
They say that no plan survives contact with the enemy, and this is exactly how things went. Upon arriving in 6NJ8-V, the same HQ Agony had used during our previous stay in the region, things were not so quiet after all. Our PvP habit rapidly replaced any intention to carebear, and Agony did what Agony does best - pewpew!<br />
<br />
Notable opponents during this stay were Circle of Two (a relatively minor alliance in the Northern Coalition who would later come to unexpected fame as runners up in the [[7th Alliance Tournament]]), Tau Ceti Federation (also NC, these guys moved right into 6NJ with us near the end of the deployment) and Morsus Mihi (that’s right, more NC) in Tribute to the south.<br />
<br />
In the end, Venal II lasted far longer than originally intended, and while it didn’t succeed in its original purpose as an isk raising venture, it did provide an interesting logistical challenge, and a limited amount of action with good a good environment for medium to long roams. Inevitably though, greener pastures soon began to beckon, and as rumours began to spread of a potentially interesting situation in Great Wildlands, it was time to pack up and move back to Pure Blind ready for our next deployment.<br />
<br />
==Great Wildlands II==<br />
<br />
Date: June 09 to October 09<br />
<br />
Base of operations : N-DQ0D<br />
<br />
Tactial Developments: Early GW - Experimenting with the use of POS, and living in a highly hostile environment. Late GW - More focus on solo and smaller gang, due to low activity; smaller ships such as AF become increasingly popular again.<br />
<br />
During the end of Agony’s stay in Venal, Great Wildlands had become a highly contested region due to the collapse of Foundation Alliance, who had previously controlled the area. After the relative quiet of Venal, it was hoped that a warzone like this would provide the kind of interesting tactical challenges that we were looking for.<br />
<br />
As it happened, we faced an entirely different set of challenges. By the time Agony finally deployed to Great Wildlands (via a short stay in Pure Blind), fighting in the region had ceased and the area was firmly in the grip of Cult of War, who had NAPed most other factions in the region (the most notable groups being Gentlemen’s Club and YARR & Co). Rote Kapelle remained neutral and occasionally roamed in from nearby lowsec, but the region was otherwise completely NAPed.<br />
<br />
Our choice of system was N-D, the least populous of the three station systems in Gread Wildlands (the majority of CoW based out of the nearby systems of E02-IK and M-MD3B, which acted as a chokepoint to all of southern GW). This left us with relatively free reign of the northernmost pipes such as the one to Etherium Reach, but effectively cut off from most of the southern Wildlands.<br />
<br />
Due to the station being kickout, we initially staged from a POS. This served the dual purpose of facilitating logistics and provoking a response from CoW.<br />
<br />
Initial operations began as expected. A number of CoW regulars kept the N-D station camped pretty much around the clock, usually with capital support. Roaming gangs encountered some success, but targets in Wildlands were sparse, and CoW & friends were quick to use their numbers advantage in most fights, with most trips into southern Wildlands being swiftly camped into the pipe once they passed the CoW home systems. Thus Etherium Reach to the north became the preferred destination.<br />
<br />
Before long, CoW began to take an interest in the POS. Initial attacks were mainly casual, and were repelled with a combination of POS gunners and bombing runs. Eventually CoW committed to a more organised assault as expected and put the POS into reinforced. Word was spread discreetly to a few of CoW’s enemies, and when the CoW cap fleet entered siege the following day, they were annihilated by a hotdrop from Pandemic Legion. CoW ultimately returned to remove the POS with a cautious sub-capital fleet, but by this point the damage was done.<br />
<br />
Shortly afterwards, corp focus switched to the [[7th Alliance Tournament]]. Despite an excellent showing behind the scenes and an excellent first round, we suffered a significant loss in the second round and were unable to qualify for the finals.<br />
<br />
Due to a combination of factors, most notably the tournament, Agony activity in Wildlands had gradually died. Most of the corp had moved to lowsec, and gangs generally ignored Wildlands in favour of Etherium Reach. Morale and participation were at a significant low, as was combat efficiency, leading to GW commonly being considered as one of Agony's darker times. Rather than rebuild our Wildlands 0.0 presence, the corp chose to look forwards, with a number of options considered for our future direction including faction warfare and mercenary work. Ultimately though it was backwards, not forwards, that we chose to head.<br />
<br />
==Syndicate II and Agony 0.0==<br />
<br />
Date: October 09 to March 2010<br />
<br />
Base of operations : EZA-FM<br />
<br />
Tactical Devlelopments: Bombers become very popular in the corp, leading to some of Agony's first successful blackops drops as well as co-ordinated bombing tactica. Some move back towards short range roams and localised camping, with HSSR fleets becoming very popular, as well as the re-introduction of HSLR and some (mainly unsuccessful) experimentation with RR battleships.<br />
<br />
Syndicate is considered the birthplace of Old Agony, and in many ways this deployment was intended as a return to those roots in order to re-strengthen the corp.<br />
<br />
Geographically, Syndicate couldn’t be more different to Great Wildlands. A heavily stationed region, Syndicate has historically been a hotbed for small unaligned factions - a huge change to the quasi-sov situation in Wildlands at the time. It also differs in its lack of pipes, with most routes (other than the pipe between upper and lower Syndicate) having multiple viable paths.<br />
<br />
Agony made its new home in EZA-FM southern Syndicate. While not really an obvious through-system to anywhere, EZA is central enough to have numerous entrance and exit routes (and isn’t in a pocket), giving the corp a great deal of maneuvreability. Our most significant neighbours were the very large IT Alliance (mainly ex-Band of Brothers) just one system away in 6-C and Reblier (some of whom later based out of EZA) and long-time Syndicate residents Huzzah Federation in the nearby PC9 pocket. (After the Dominion expansion, most of IT Alliance moved on to sov warfare, and Huzzah ultimately disbanded, with numerous smaller factions moving in in their wakes).<br />
<br />
During this time, Agony also underwent a significant internal change – the replacement of the complex Agony 2.0 philosophy for the more streamlined Agony 0.0.<br />
<br />
The guiding ethos of the change was to focus on PvP rather than beurocracy. Under Agony 0.0, the complex military ranks were removed in exchange for a flat structure, with all Core members (other than directors) sharing equal responsibility. Many internal admin processes were simplified and/or delegated, most notably recruitment and trial periods, which underwent a complete rework. Agony’s previously rigid Code of Conduct and Rules of Engagement were also modified in favour of a more simplified ‘common sense’ system.<br />
<br />
Syndicate proved to be far more suited to small gang and solo PvP than Wildlands had been, with activity, morale and effectiveness quickly rising to pre-Wildlands levels, and then beyond. An influx of new members and the return of many old ones breathed further life into the corp, and Agony began to flourish once again. Tactical development (inspired partly by our unused preparation work on the tourney) was once more a part of Agony life, initially with regular HSLR and HSSR and bomber gangs, and expanding to include RR battleships, Black Ops drops and Titan bridging.<br />
<br />
Other incidents of note include Agony being wardecced by long time Syndicate residents and local gankers Exquisite Malevolence, who proceeded to get their POS network torn down by Agony within the first few days of the war, and Agony's first Mothership kill courtesy of No Trademark.<br />
<br />
==Providence==<br />
<br />
Date: March 2010 to Dec 2010<br />
<br />
Base of operations : H6-CX8<br />
<br />
Tactical Development: First real encounter with Sovereignty. Prolification of logistics, including Agony's first forays into the use of the triage carrier. Blackops drops and Durka battleships become (or re-become) hallmark Agony tactics, with innovation on both. ArmourHAC gangs and later Drake swarms become flavour of the month throughout Eve, with Agony deploying both to great effect. Later parts of the stay saw Agony participating in and leading very large CTA fleets or operating as a subsidary 'ace in the sleeve' for these fleets, such as an autonomous bomber or ewar wing.<br />
<br />
In early 2010, Against All Authorities fell out with the long-time resident of Providence, CVA (and their various allies) and decided to remove them from the region. CVA had long held the region as an NRDS carebear's paradise, and had populated it with a huge number of outposts. However, the space itself was almost worthless in terms of moon income, and there had been little incentive for anyone to remove them.<br />
<br />
AAA approached Agony, along with a small number of other alliances, with the offer of a constellation in Providence with no strings attached - for AAA's part it gave them a non-sov-threatening neighbour on their border, as well as a target rich environment for PVP. For Agony, it gave the same target rich environment, as well as an opportunity to experiment with sovereignty without needing to get involved in the politics of 0.0 bloc warfare.<br />
<br />
CVA was removed fairly swiftly, and Agony moved in as one of the first Providence residents into the constellation around H6-CX8, a pipe constellation close to Providence's main highsec entrance, and a great location for targets. Neighbouring 9UY (the hub connecting all the pipes of Providence) became the home of Ushra'Khan, with the highsec border system of Y-M going to Atlas Alliance, providing significant numbers of targets on both sides.<br />
<br />
Other noteable initial residents included Paxton Federation (an old CVA ally who was initially kept in out of respect for their will to fight, but later removed when they attempted to help CVA reclaim the space), Daisho Syndicate, Sodalitas XX, and Opticon Alliance (who were removed from the region after a misguided betrayal attempt). Later additions include Important Internet Spaceship League and Flying Dangerous (both friends of Agony from Syndicate, with similar modus operandi to our own), Circle of Two (who we earlier fought in Venal II), Shock and Awe, Legio Astartes Arcanum, and the well known mercenary corp Noir who used a constellation primarily for renters. In addition to these, a great number of non-resident corps would roam into Providence for it's rich PVP environment, including Genos Occidere (for a time part of Hydra Reloaded), AAA and AAA Citizens, Initiative, and many others.<br />
<br />
Intially many of the Providence residents were relucant to un-blue either other after the invation, with Agony being the first to do so by a considerable period. Early in Providence Agony mostly stayed out of regional politics, but over time a lack of competent regional leadership, combined with Agony leading the way in PvP tactics and organization, caused Agony to end up at the center of political developments.<br />
<br />
This period also included Agony's first (assisted) Titan kill, and a period of rapid tactical development, with many new tactics becoming commonplace in additon to an increasing (and increasingly expensive) range of ships at our disposal. Of particular note, ArmourHAC gangs (low-sig afterburning armour tanked HACs and guardians, especially Zealots) became incredibly popular throughout Eve, and Agony fielded them with much success.<br />
<br />
Due to the Sov nature of Providence as a region, this deployment was not without it's drama. Providence alliances would rattle their sovereignty sabres from time to time, and a number of Provi resident alliances collapsed (either effectively or entirely) during this period, leaving the membership and power-balance of Provi in almost constant flux.<br />
<br />
The biggest shakeup occurred when first Atlas and then Against ALL Authorities, both of whom had been major players in the taking of Providence, all but collapsed under attack from a number of alliances supported by Pandemic Legion. With the big boys gone, alliances within Provi began jostling for the leadership role, sparking a confrontation between Daisho and Ushra'Khan which saw Provi split into two warring factions in what became known as the 'Providence Civil War'. Agony, along with a number of other neutral alliances opted to stand by the initial agreement of non-invasion, and defend any alliance whose space was under attack - as the weaker of the two parties by a significant margin, this meant Ushra'Khan. Unable to gain any ground against the rest of Providence, Daisho soon began to back down and negotiate peace. However by this point eyes were on Providence from elsewhere, and in its fractured state it looked like a juicy target.<br />
<br />
The first to invade Providence was CVA, the previous residents who had retained much of their strength. All of Providence was soon blue-ed up for defence and CTA fleets of a few hundred a side became the norm, to the disappointment of many Agony pilots. While CVA was able to match or often surpass Provi numbers in Euro timezone, their number in US timezone were almost non-exitant, and the CVA push quickly stalled. However for whatever reason, a number of Provi alliances in the area managed to drop their sov, and CVA pounced on every opportunity, quickly securing themselves a handful of systems in southern Provi without having to fight through the timers. Due to Provi's lower numbers in Euro timezone and the significant defender advantage in Dominion sov mechanics, both sides were now unable to make significant inroads, and the war stagnated.<br />
<br />
After being evicted from Could Ring, the German alliance Ev0ke set their sites on northern Provi, as far from the CVA war as possible and the site of Provi's effectively largest alliance (Daisho had been fairly inactive since the civil war) - Sodalitas XX. With much of provi on the verge of collapse, it fell to Agony to hold the region together with Bamar assuming the leadership role of the coalition. Gradually, Provi began to form a cohesive fighting force. However Ev0ke were a strong and co-ordinated opponent, and this too became a timezone war with very little territorial change on either side.<br />
<br />
This war dragged on for months, with many in Agony tiring of the situation. The tipping point came when Ev0ke managed to bring in their friends from 'NC.' (formerly Triumvirate), eliminating Provi's US advantage. At this point, the majority of Provi quickly fell apart, with a number of alliances either collapsing or leaving. Agony morale and participation were beginning to suffer, and after much internal deliberation, Agony decided it was no longer worth trying to hold the region together. In the space of two days, agony's entire membership and asset base had been relocated to Curse. Agony's sov adventures were over - we were back in NPC 0.0, but far stronger for our experiences.<br />
<br />
==Curse II & Dingleberry==<br />
<br />
Date: Dec 2010 to Feb 2011<br />
<br />
Base of operations : Hemin, Anchauttes<br />
<br />
After moving out of Providence, Agony temporarily relocated to nearby Curse, returning to our old stomping grounds of Hemin. This proved to be a very active region, with locals such as Outbreak and Aggravated Assault providing many a good fight. With sov conflict ongoing in Providence and activity in Catch (both or which are accessed via Curse), there were also numerous large gangs rolling through from groups such as The Initiative.<br />
<br />
While the availability of targets in Curse was excellent, some members weren't happy with the more casual PVP it offered after getting a taste for the more objective-based PVP in the latter days of Providence. Because of that, Agony leadership started looking for alternatives. Technetium was (and may when you read this, still be) incredibly profitable, and we couldn't help but notice a large number of lowsec tech moons owned by alliances in the Northern Coalition which were a long long way from their nullsec base of operations. In the name of good fights and piles of isk, Agony set off for Placid lowsec. The codename, due to <br />
<br />
We picked a tower owned by RAGE, one of the less known NC alliances who were based out of Geminate - about as far away as NC territory got from Placid. Agony managed to knock the tower into reinforced without issue, but as expected the NC unleashed the kitchen sink when the tower came out (apparently someone told them we were working with Pandemic Legion?), and we didn't get a fight. This continued a few times, and while numbers dropped they never reaches a level that Agony's fleet could realistically engage. While lowsec was quiet between operations, nearby Fidelas Constans space in Pure Blind provided us with good hunting grounds (at least at first).<br />
<br />
Not long into the campaign, war broke out in Geminate between the NC and the Drone Russian Federation (DRF). While it remained stagnant at first, this was what would later grow to become the Great Northern War, culminating in the collapse of the NC and the dominance of the DRF over sovereignty nullsec. For now though, it was just enough to distract RAGE from defending their lowsec POSes - the tech moon was ours, although once again we didn't get a fight out of it.<br />
<br />
==Venal III==<br />
<br />
Date: Feb 2011 to May 2011<br />
<br />
Base of operations : K3JR-J<br />
<br />
While technically a success, dingleberry hasn't gone as we'd hoped. Taking on larger alliances alone was evidently not something we could do under the current game mechanics - at least if we wanted a good fight out of it. Thankfully, one of our members had caught wind of some interesting developments up in Venal (a region buried deep in the NC heartland). It turns out an alliance called Merciless with a similar philosophy to Agony was up there harassing the NC, doing a very similar thing to us and getting some very good fights out of it. After flying with them a couple of times, we were convinced - the move to Venal was on.<br />
<br />
At first, things were good. Agony and Merciless along with a few other allies successfully tore up NC space, getting some great fights and some moons to top it off. It was also an excellent location for roaming into the deep NC ratting territories. It was so good in fact, that other groups started moving up to do the same thing - before we knew it, we had a mini coalition of blues, with Merciless at the helm. In Pure Blind, Evoke and NCdot began doing a similar thing, and soon it was a somewhat larger coalition, with NCdot leading the show and Merciless (and thus Agony) along for the ride. Then, we started seeing DRF and Pandemic Legion fleets too, with temporary blue standings for joint ops. Without ever really intending it, Agony had become a small part in the largest offensive coalition that Eve has ever seen - we'd gone from an apolitical entity to fighting on one side of the Great Northern War and contributing (a very tiny part) to the downfall of the Northern Coalition, long considered to be the one of most powerful blocs in nullsec.<br />
<br />
The rest, as they say, is history. As the DRF advanced into tribute, the NC was broken. Suddenly Agony found ourselves with a host of blues and nobody around to fight (and the fights we did get, were mainly grinding sov and stations for NCdot). In retrospect we should have realised it sooner, but by this point we were unanimous - it was time to make our farewells and go our own way.<br />
<br />
==Pure Blind III==<br />
<br />
Date: June 2011 to July 2011<br />
<br />
Base of operations : J-CIJV<br />
<br />
With the NC still evaccing from its former home, it was too good an opportunity to simply leave the area. A short jump to J-C in Pure Blind put Agony far enough from our former allies to do our own thing, while remaining right in the path of the NC evacuation from the North. At the same time, Evoke and Raiden (both large alliances involved in the campaign against the NC) were staging in Pure Blind for their move '''in''' to the North, so there was plenty of activity in the nearby systems.<br />
<br />
During this time Agony also rediscovered our love for roaming, with trips into Fade, Cloud Ring and even Syndicate becoming regular. There were also plenty of fights to be had with our former blues, many of whom were now living in a fairly target-starved environment.<br />
<br />
Ultimately, targets in Pure Blind dried up as each of the NC alliances collapsed or successfully moved out, and the new residents got bored and moved on to areas where fighting was still to be had. After the great success we'd had with our roams into Syndicate, our next move was an easy one. Agony was going home!<br />
<br />
==Syndicate III==<br />
<br />
Date: August 2011 until August 2012<br />
<br />
Base of operations: 31-MLU, then PVH-8<br />
<br />
Agony has always considered Syndicate something of an ancestral home - it's somewhere we've historically gone to recuperate, and to refocus on the small gang PVP that forms our bread and butter. Having tired of sov grinding and flying as peons in larger fleets, it was the natural destination. To keep our roaming options open, we opted to move into northern Syndicate rather than our former home system of EZA, giving us easy access to both Cloud Ring and Fountain.<br />
<br />
I'll let you know how it goes!<br />
<br />
==The Lowsec Experiment: Faction Warfare!==<br />
<br />
Date: August 2012 until January 2013<br />
<br />
Base of operations: Kamela<br />
<br />
More details Coming Soon!<br />
<br />
==Curse III==<br />
<br />
Date: January 2013 to May 2013<br />
<br />
Base of operations: Hemin<br />
<br />
==Syndicate IV==<br />
<br />
Date: May 2013 to present<br />
<br />
Base of operations: 3KNK</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=The_History_of_AGONY&diff=20569
The History of AGONY
2013-10-27T08:09:35Z
<p>Goinggreyfast: /* Curse II & Dingleberry */</p>
<hr />
<div>[[Category:Public]]Early history (Origins - Pure Blind II) by Rells. Later history (Curse I - Syndicate III) by Azual.<br />
<br />
==Origins of Agony==<br />
<br />
Rells founded AGONY with a desire to break from big alliance warfare and teach the basics of frigate combat. The first ever PvP-Basic class was run soon after, with 12 students and an ad-hoc curriculum. It was an inauspicious start, but the message was there. New players can be effective in PvP, and that there's a world outside massive sov. warfare.<br />
<br />
==The First Wolfpacks==<br />
<br />
Date: April 30th, 2006<br />
<br />
PVP-BASIC had been running quite regularly by spring of 2006. It was starting to become more well known, advertised by word of mouth and a bit of discreet system spamming. The classes were running 30 or so pilots per class. However many of our graduates wanted more and so did I.<br />
<br />
So several months later I am sitting in MHC-R3 with the first group of about 12 students for the pvp Wolfpacks class. We had intel that an enemy fleet was coming up the pipe from the far end near solitude and they were blasting everything in their path. Slightly ahead of the main fleet was a single Megathron and his tackling buddy. He was presumedly the bait for the main fleet. Once he got you engaged then he would call in his friends and they would finish you off. He certainly did not expect what happened.<br />
<br />
The Megathron jumped into MHC-R3 from 6E-578 and warped after the ship he saw there. He came out of warp 100km off the gate inside a small mobile warp disruptor. Immediately the destroyers on the bubble jumped him, tagging him with EWAR. "Point!!!" yelled an excited Sever Aldaria (nearly blowing my eardrums.) "Damp, Track, Web," the calls came in over Ventrilo. The intrepid mega pilot had been reduced to a paperweight in effectiveness and his valuable tank melted like butter on a hot sunny day. At the same time Rells noticed half the players in he gang were orbiting the mega and in the bubble. Local had already spiked and the relief fleet was in warp. I said over and over again, "get out of the bubble, get out of the damn bubble." As soon as the last destroyer was clear I engaged warp to a safespot, the parting shot from students popping both the pod and wreck. Right as the crew were warping out, the reinforcements were arriving. The landing fleet had to see us flying off grid as they arrived.<br />
<br />
What followed was smack talk like you had rarely seen in your life. Of course they blew up the bubble and told us how stupid we were that we couldn't fly a battleship like "real men." However, I was busily trying to calm down my crew who were suffering from the after effects of adrenaline rush. This was 2006 in Eve online. People just didn't PvP in destroyers. Destroyers were a piece of garbage that had no use whatsoever. However, this Megathron pilot learned what happens when people think out of the box and to the students involved, it served as a lesson that you don't have to have the biggest ship to win at pvp.<br />
<br />
After the fight we collected ourselves and roamed a bit. We caught a couple more ships and toasted them but then time ran out as the class evaporated to the pressure of duties outside Eve Online. After we broke up Choran posted his video of the incident (which used to be on our server) and I posted about the video to the main Eve forums in order to advertise our classes.<br />
<br />
You have to understand that our classes weren't well known and were almost universally condemned as being a scam to rip off newbies or at best devoid of value. Our videos of fights were claimed to have been staged with a throwaway ship in order to bilk players out of isk. You can see on the video post thread what the reaction of the players at the time was. When presented with video evidence they had to believe. However most thought that the Megathron was stupid. "I could kill 14 destroyers in my Ishtar no problem, especially 14 piloted by relatively new players," claimed one pilot. The thread devolved into a flame war that kept it pinned to the top for a week and filled subsequent classes to the point that we had to upgrade our vent account.<br />
<br />
The next few basic classes were packed, Wolfpacks class was even more packed. We were up to 30 destroyers with two covops pilots flying recon. The hurt was put on syndicate. They started avoiding wolfpacks when Carenthor Loon dropped us on two different eagles and they blew so fast not even all the cycled guns on the destroyers went off. Wolfpacks was now a bastion of the AGONY curriculum and strangely the laughter at the destroyers in local subsided. <br />
<br />
==Syndicate==<br />
<br />
Date: 2006<br />
<br />
Base of operations : UM-Q7F<br />
<br />
It was in 2006 that AGONY made its first real foray into 0.0 space for the purpose of living. Since Jump Freighters had not been introduced yet and capitals were restricted to massive alliances, the move resembled an old Battlestar Galactica episode with a train of haulers protected by several smaller ships via recon. The system UM-Q7F was the destination of the fleet. It took a bunch of haulers and runs back and forth with ships but the agony pilots finally got all of their gear a scant two jumps into what was known at the time as the most violent area in Eve.<br />
<br />
At this time PF-346 was a bright sun of a system on the "ships destroyed in last 24 hours" map. Anyone who wanted to prove their virtual manhood in Eve would go and try to hit PF and most of them ended up dead. The attraction of the system was more historical than anything else. PF-346 was the system where people in Beta would go to fight when there were few in the immense universe of Eve and after the start of the game PF-346 remained PVP central. Even to this day on the test server, PF-346 is the central location where people go to fight. In 2006 PF-346 was a nasty place and Syndicate was an extension of PF-346. No one could claim Syndicate for very long before they were crushed by the tide of resident and tourist PvPers. Into this violent soup I had thrown AGONY.<br />
<br />
It wasnt easy living in 0.0 for the first time for many of our pilots. You had to constantly watch your back and you were never able to relax. Some of our members couldn't handle the pressure and left. Other members thought that we should join up with larger alliances. The character Ezra from Brooklyn was one of those and despite being one of the first co-directors, he didnt get what I was trying to accomplish. The first crisis in the survival of AGONY occurred when Ezra took nearly half the corp and left to go join another alliance. I was determined to stick it out and to not have any blues unless there was something damn good in it for AGONY and there rarely was in those days.<br />
<br />
When Ezra left I was pissed to be sure. I felt betrayed by a friend and livid. Fortunately I still had another co-founder named Rasql with me and I adopted a bright young pilot who joined with a good percentage of his entire corp after their ex-ceo stole everything from the corp and left. Sever Aldaria became another director of AGONY as did Stein Vorhees. Despite the "MHC Incident" with a class, another pilot named Carenthor Loon promised to be a future expert in covert ops. AGONY continued to run its classes and build up but out main focus was getting together the class gangs and trying to figure out how to not get crushed like a grape by the feet of the enormous alliances around us.<br />
<br />
Necessity was the mother of invention and Knez Rex was sick of waiting for classes to go out and kick some butt. He fashioned together a Rifter, one of few ships he could fly at the time, and put on the biggest guns he could, then a small buffer tank with a plate. Then he put on two webs and a warp disruptor. At that time that is what you needed to stop an interceptor. The two webs would drop the inty by 90% each, stacking on each other and the point would keep him around -- the scrambler at the time only gave 2 points at 10km with no microwarp turnoff. Knez went out on the first fishing trip ever; he sat on the Harroule gate in MHC-R3 and just waited. His first customer was a Malediction interceptor and he destroyed it to the dismay of the inty pilot.<br />
<br />
By this time other inventions in AGONY were well under way. The safe spot was as old as beta but very few people had bookmarks spaced around a gate at 300km. Some sniper ships which were common at the time would have a couple but the majority of bookmarks in the game were to allow a pilot to warp to 0 on a gate. At that time you could only warp to 15km and so pilots would mark 15km behind a gate and warp to the bookmark -- they were called instas. Although instas went the way of the dodo when warp to 0 came about, through thick controversy, other types of tactical bookmarks came into being. When we discovered we could warp if the target was 150km or more away we knew we could use that to our advantage. Since we didnt have huge fleets to back us up, necessity forced us to innovate and tactical bookmarks started getting marked around gates. We had straight up, behind, all manner of bookmarks. We had bookmarks to drop us 5000km off a gate to scan and other bookmarks to warp up to those sniping battleships who liked to mark directly above the gate. Our covops pilot learned to anchor the fleet in tactical warps and many a sniper died to the fledgling upstarts in AGONY. The alliance 3FA amongst others declared all out war on AGONY in 0.0.<br />
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The problem 3FA had with us was not that they couldn't out gun us; on the contrary they could crush us with firepower. Their problem was that we moved so quickly and with such agility that they couldn't catch us. We would pick off their tacklers, their lead ships and their stragglers and then vanish before they could get a hold of us. On one incident in particular a fleet of nearly 30 3FA ships were chasing the 15 man AGONY fleet through Syndicate. The race was on to get out and their tacklers and fast warping cruisers were trying to catch up to us. One rupture set up to do 4km/s was almost on top of us, being only 1/2 a jump back and 2 jumps ahead of the main 3FA fleet. AGONY went through the next gate and just stopped. As soon as the rupture came through he saw the waiting fleet and held cloak as long as he could. It wasn't long enough. The rupture was popped and podded, the wreck was destroyed and the AGONY pilots were warping off grid just as the gate was firing for the main 3FA fleet. Between the experience AGONY pilots were gaining with tacticals and the fast moving tactics, 3FA and other residents of Syndicate were stymied on how to deal with this pest of a corp.<br />
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The one thing 3FA and other had to fend us off was their vastly superior firepower and 10 to 1 superiority in pilot count. They stopped sitting at 100km and sniping because they lost a lot of ships to AGONY doing that. They stopped running ahead of thier main force because too many got picked off. They stopped attacking AGONY frigs with interceptors because fishing had become commonplace and they lost a lot of valuable interceptors to AGONY. Fleet warfare had devolved into 3FA and others sitting in a tightly bunched ball, huddled under the protection of the main fleet. The laughter at the frig packs roaming once every week through syndicate had subsided and they tried their best to avoid the classes. They had learned that smartbombing BS didn't kill the pack of pesky noobs and they had lost a lot of equipment trying. The frig packs were so quick that the fleets they deployed to take them out couldn't catch the pack and when the pack did engage those fleets the pack would lose a few cheap frigs and typically pop the most expensive thing in the other fleet. Of course the smacktalk never ceased.<br />
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AGONY wasn't content with that situation. Even though the puny corp of less than 20 active players had forced major changes in the behavior of large alliances, AGONY pilots were bloodthirsty and inventive. One day when Rells was sitting over the gate to Harroule watching the 3FA come and go, an interceptor decided to power out to his cormorant at high speed. This was not a good situation for fishing which required catching the inty at short range and pinning it to neutralize the speed tank. Rells was in an annoyed mood and had an up to date clone so he fired his tech 2 rails at the incoming interceptor. All of the shield and half the armor of the ceptor vanished in the first volley. The ceptor pressed on and ended up in orbit after closing the distance at 8km per second. But the tracking of the destroyer and the tech 2 125s was too much and the third voley finished the armor. The interceptor turned to run out of point range but the fourth volley turned the ceptor into plasma.<br />
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It occurred to Rells how to annoy his opponent at that time and he asked people to train up tech 2 small weapons and destroyers. It only required six or seven to execute the plan but ten would be better. Once trained up bookmarks were set and the next 3FA huddled fleet was to get a nasty surprise. A couple days later 3FA was firmly entrenched on the Harroule gate with fast lock tacklers. They saw 12 AGONY come in local adding to what they assumed (correctly) was the covops pilot already there. They scanned and saw the group of destroyers on scan and their snipers salivated at the comming kills. The AGONY pilots appeared on overview and the fleet commander called the primary AGONY target. They didn't get the chance to lock. It took less than six seconds and one volley from all 10 agony destroyers and a malediction was rubble on the gate and the fleet was gone. The second pass blew up a Crow and the FC sent out tacklers to grab the fleet next time they appeared. The tacklers were ready to snare the nasty ships, but the destroyer pack appeared next another 100km further away and a tackler lost their ship to a single volley. Placing more tacklers strung out, they were detearmined to take the force out. The AGONY destroyers, however, didn't oblige and appeared on the other side of the gate and launched a volley at a tech 1 cruiser. Wounded but not dead, the cruiser powered up his repair mechanisms but the second pass blew it up. After 10 min and 10 kills all the light ships had enough of the AGONY guys. They jumped out as soon as they saw the AGONY guys on overview. Chasing at them was suicide, trying to warp was too slow. Now 3FA was to be denied tacklers as was the rest of their allies in the area.<br />
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It didn't take much longer before 3FA had left the area and subsequently broke up. Over time more and more corps gained grudging respect for those pesky AGONY guys. The laughter had subsided and anyone that had locked horns with the tiny group in Syndicate came away with a healthy respect and the conclusion that they had to take a new look at tactics within Eve. Pilots had begun to fear AGONY and that made it harder to get targets for the bloodthirsty maniacs. Eventually they had to move to find more.<br />
<br />
==Great Wildlands I==<br />
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Date: ?<br />
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Base of operations : Egbinger<br />
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The second great crisis in AGONY happened when the targets began to run thin in the Syndicate area. The big alliances had begun to leave syndicate alone and soon you could run an Iteron 5 through PF-246 without a scout. To AGONY this was practically the kiss of death. Although the classes were still running, it became harder and harder to get new targets to give the students practical experience. On top fo that, the bored AGONY pilots were drifting off to low sec at their mission alts to make money. The weekends were times of possible fight but otherwise the fertile ground of combat that had been Syndicate was dry. The directors met and decided that it was time to move.<br />
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Since Rells' old stomping ground with BSA was the Great Wildlands, and he knew the area well, that region was targeted for the move. Advance pilots were dispatched to map the area, prep instas and create tacticals for dissemination. A huge bookmark campaign was underway. Some weeks later the corp was more or less packed up and began to move -- at least partially. Some in AGONY did not want to go to Great Wildlands and for the first solid month in GW, the corp was split in half. People were reluctant to change where they fought and some were just plain lazy. Bickering had started to develop in AGONY on the forums and elsewhere. Once in Great Wildlands, the pilots there had a tough time. The NPC stations in GW were locked up tight by numerous massive and co-NAPed alliances and they were willing to camp for years if necessary. At that time AGONY lacked the moxy to take space or construct outposts so the situation developed where AGONY was now based out of lowsec and had to traverse gate camps to enter 0.0.<br />
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There were some really spectacular fights on that entry gate, one in particular had agony pilots going back time and again for new ships to try to finish off the ships tackled and immobilized. Although the carnage was spectacular, agony continued to learn about intel, teamwork and tactics. The fledgling corp learned how to traverse hostile space and the value of good intel. The fleets became good at using a new concept called Skirmishers. A skirmisher was a tackler pilot racing sometimes several jumps ahead of the fleet to find targets. The skirmisher could move much faster than the fleet and skipped through empty systems in the route quickly, giving him time to look for targets in occupied systems while the main fleet caught up. The fleet movements became more fluid and deadly. Agony fleets could cover huge expanses of space quickly with very little stopping and waiting on gate. With several skirmishers the fleet could probe alternate branches and even pull rear guard to allow them to double back on hostile forces.<br />
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However, times were tough in AGONY and antipathy was high. People hated living in lowsec and they hated even more dealing with opponents that seemed to only show up in fleets of 400 and were all NAPed together. People drifted off to mission agents to recover from combat losses and AGONY was spread out all over the universe. At this time AGONY was in mortal threat of becoming one of many corps that just didn't make it in the hostile world of Eve. Although Rells was trying to keep the corp together with the other leadership, the whole PvP situation simply sucked. Squadrons came into being in order to manage the issue and try to put people closer to their commanders and that had some good effects but it didn't recover things. Furthermore, the more problems the GW people had, the harder it was to get people still in Syndicate to move. AGONY was, quite simply, dieing slowly. People were peeling off AGONY to go elsewhere and Rells was pained at every departure. It was becoming clear that moving to GW was, well, dumb. It was time for another change.<br />
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==Pure Blind I==<br />
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Date: ?<br />
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Base of operations : X-7OMU<br />
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The second move was agreed to by leadership and was met with a howl of protest. After all the first one wasnt so fun so it was little wonder the membership was reluctant to embrace another. Many wanted to go back to syndicate and pick up the AGONY stragglers (some of which never left there to this day). Many were just not happy. So the question was, where do we move to. All sorts of 0.0 regions were out there but had problems. Curse was rich in rat loot but occupied by rats that were a pain to kill. The regions of Catch, Outer Ring and Venal were considered but discarded because of their relatively tight pipes which favored huge fleets because they allowed few alternate routes. Pure Blind turned out to have potential. It had NPC stations, it had many alternate routes to limit the amount of trapping that can be done by large fleets. Pure blind also had the ability to access other regions as well as a high-sec to 0.0 gate which was active.<br />
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Torrinos was owned by ISS at the time. ISS was, at one time, the largest supplier of Tech 2 in the game at a time when tech 2 was made only by those with BPOs won out of a random chance lottery. ISS had collected dozens of BPOs but they were, in the end, carebears. Living in 0.0 was something they had to do, not something they wanted to do. At the same time x-70mu, the target system for the move, was owned by a shaky alliance. To facilitate the move, Rells negotiated the first blue alliance in AGONY's history. At the time Rells was training empire control 5 to establish his own alliance but Rells really needed the inhabitants of x-70mu to mostly stay off his back while he got his corp back into 0.0. The move commenced, advanced pilots plotted instas and tacticals. Agony scraped together a run of two freighters which contained 90% of the corp and player assets. The freighters docked back in x-70mu and AGONY was once again back in 0.0.<br />
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Once in 0.0, AGONY based out of the only kick-out station in the system and warned pilots to spread their gear to other stations. That was a safe warning because the inhabitants of the north took on an instant air of hostility. AGONY's overtures of peace were rebuffed possibly because they set only one blue alliance and believed peace was best established by wiping out everyone else. Alliances and corps offered NAPs one after another but Rells had boiled down diplomacy to a single word, "No". The hostiles swarmed in and AGONY learned how to use a kick-out station to their advantage. Docking in Sisters of Eve Academy was pure suicide. AGONY pilots would log in to hit a kill in the system if necessary and they were quick. Some tried bubbles but met with Flyby snipers for their trouble. AGONY was starting to come back, like a vampire, fueled by blood lust.<br />
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All things must come to an end and so did AGONY's first NAP. One corp in the NAPed alliance was especially hostile and some of their members were downright rubes. One day they took it in their head to fire on and destroy an agony pilot while he was still blue to them. The resulting political controversy ended up ripping apart the fragile alliance and the aggressive corp remained, set AGONY red and devoted their existence to wiping out AGONY. AGONY rather enjoyed the fights, taunting the opponent, executing flybys on the bubble camps and otherwise making their life miserable. At one point AGONY managed to catch a freighter in space and pilots appeared out of the woodwork for AGONY to take it down. It didn't take long before the aggressive corp in question was spewing obscenities daily in local. However, there were a few bright spots in the opponent. A pilot named Roccinante was very good at what he did and was pretty respectful. AGONY began to solicit him to drop his corp and come over to the dark side. Another pilot named Beef Hardslab was well regarded as a worthy opponent as well. When the other corp broke up, AGONY acquired Beef and Roc and several other pilots.<br />
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In Pure Blind, AGONY acquired skills in using POSes, researching tons of tech 1 BPOs and created a logistical nightmare that was perpetuated by the desire to keep basic equipment on hand for pilots in the corp. The logistics consumed the playtime of many AGONY pilots including Rells and was massively boring as well. However, there were bright spots in the skills department. Flybys had been perfected and AGONY was more often the hunter than the hunted. Beef Hardslab, borrowing on ideas from Heikki (a well known player at the time) invented the modern durka trap and incinerated tons of unwary ships. The hunting was good and so was the fishing. After a while enemy interceptors refused to engage single agony pilots. Also Pure Blind was the heyday of PVP university classes with BASIC, WOLFPACKS and COVOPS beign refined and ADVANCED being invented. AGONY upgraded the Vent server and fielded massive packs of destroyers and frigs. The classes once scorned were filling literally within minutes of announcement. AGONY also began to get into heavier ships and complimented those with extremely well trained skirmishers.<br />
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AGONY was well on the way to recovery.<br />
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Pure blind was something of an idyllic time for AGONY in the middle of the corp's development. There were targets aplenty as anyone who wanted to traverse into the north needed to either go through pure blind or solidly held and camped alliance space. The alliances really didn't want Pure Blind that much because there was little there for the big crews to exploit. There were few moons of real value and the rats were of mediocre quality. Furthermore the NPC stations meant that it was impractical to dislodge any small corp that wished to take up residence. Sure the alliances had the manpower to infinitely camp the stations but that gets old fast for alliance pilots and since they couldn't take the stations, the area was left pretty much alone to act as a huge combat arena. That suited AGONY just fine. <br />
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AGONY became the roaming pack of PVPers that could literally be anywhere in the North at a moment's notice. Ratters learned to straight dock or warp and cloak when a single AGONY came in system. It got to the point that AGONY was occasionally able to fly haulers right through empire chokes without escort because those camping the gates would be fearful, for good reason, of a trap. When they did come after AGONY, the opponents usually preferred to outnumber us 3 or 4 to 1 and then they felt better about it but mostly we managed to avoid serious wipe outs in combat. Our ships were relatively cheap and AGONY pilots had a nose for smelling the 250million isk caracal in the enemy formation. In fact AGONY had to be the king of roamers because people had begun to desert pure blind to escape the raving bunch of maniacs that could not be NAPed and would shoot anything. Even BOB, after a quick foray into pure blind, left to pursue more productive activities after loosing multiple interceptors to fishing and flybys and several battleships to basic classes. <br />
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When it came to AGONY's combat development, we finally had the moxy to make a serious attempt at small POS warfare. The operations required a massive amount of battleship firepower at the time. There were no dread pilots in AGONY and dreads themselves were enormously expensive. AGONY under the FC and event leadership of Bamar took out several small POSes after putting them in reinforced. Now the farmers were evacuating Pure Blind as well. About this time NXT Level (Roc and Beef's old corp) got a carrier in trouble off the Sisters of Eve station in x-7omu. Unfortunately we simply didn't have the firepower to break the tank but the carrier pilot was scared out of his mind and Rells poked that fire a bit asking him where his backup from NXT was. It was only a week or two later that the carrier pilot in question dropped NXT and left the area. Rells had counted another psyops coup. <br />
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Other developments in AGONY were seriously underway with the implementation of the PVP-ADVANCED class and the refinement of several other classes. The problem with the classes is that they had gotten so long and complicated that it took 12 hours to run them. Clearly this was not sustainable with 2 or 3 people running all of the classes week in and week out. Rells had formed AGONY to get paid for teaching PVP and now he had a bit more than he bargained for. Every week the class would fill in minutes and Rells would end up spending entire weekends at the mic. Some weekends Rells was insane enough to run two classes back to back. However, the classes were the core of the recruitment efforts. Although AGONY didn't recruit actively from the classes unless the pilot was in an NPC corp, many pilots decided on their own that they would like to join. The skills and discipline they were gaining through the classes was paying off in combat and many AGONY players, known today as a feircely lethal pilots, had their humble beginnings learning about tracking and orbiting in PVP-BASIC.<br />
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Some class fights were particularly memorable. In one incident a wolfpacks class was jumped by a bait battleship while off gate in x-70mu. The class opened up on the bait but then quickly changed targets when the main fleet came in. EWAR was executed flawlessly and the smaller attacking ships blew like popcorn. When an interdictor warped in to pin us in a bubble, the students seamlessly switched to the interdictor and blew him up less than a second after he hit his bubble launcher. The opposition lost several ships in that fight, some really expesnive HACs and recons worth half a billion isk, and the losses to the class were only a couple of destroyers. <br />
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Another fight that was particularly memorable occurred at the end of the first PVP advanced class when the class was headed back to Nonni to break up. A famous pirate named Lord Vodka decided he would attack the fleet with his command ship and a couple of friends while the fleet was in a safe spot. His command ship ended up blasted to pieces and the blinking pirate zipped his pod out to a station to regroup with his friends. The Advanced class warped to a planet to remote rep damage. Shortly after a group of well tanked battleships, all blinking red, jumped the AGONY formation. The pirates knew that usually when they warp into a group in lowsec, the group scatters and they can pick off targets as they wish. Unfortunately for the pirates they hadn't fought the combat psychotic known as Rells and they had no idea that the gang in question was actually a group of students looking for blood. No one scattered and Rells called primary targets. One ship went down and another was being worked on when two falcons showed up on the scene. Rells immediately burned out to the falcons in the company of two rapier pilots. Points were put on one of the falcons and the other ran scared, warping off. Rells was shortly jammed but the damage had been done, rells 5 drones were now eating away at the fragile recon and the two rapiers now had webs and disruptors on the falcon. The falcon fought valiantly but couldn't keep us all jammed and eventually caved to the mass of drones. His friend in the other falcon warped in to try to help him jam off the rest of us but the friend was caught by the rapier and stopped long enough to be the next victim. In the meantime the class had taken out 3 more ships with minimum losses, the blackbirds jamming the snot out of the opponent and the damps and tracks taking their toll. There was one battleship left, it was lord Vodka again in a heavily tanked BS trying to hold off destruction and loose. He was in 20% armor, 10%, 5% and in warps a Nidhoggur carrier to a planet in lowsec. The Nidhoggur caught the battleship with remote reps at half structure and we couldn't defeat the remote reps so we warped off. Of course the Nidhoggur was crazy and would subsequently lose that ship to another crew that had a waiting BS fleet. As we did not, we withdrew. <br />
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It was at this time that Sever Aldaria, the default corporate videographer, completed his ground breaking video, the "Agony Phenomenon" and that video showed the magnificent corp that AGONY had become. Any ideas that we were a joke of a corp had been relegated to those in the Eve community that thought "Reason" was a dried fruit you get out of a Sun Maid box. The classes were well regarded and many corps began to require them for membership. It became increasingly harder to get into a class. Although many had threatened to compete with AGONY, anyone who tried realized just how much work it was and abandoned the idea. At this time it started to be known that if you wanted to learn about general aspects of eve and carebearing you went to Eve University but when you wanted to learn combat, you would come to AGONY. We were now the sharp point of the spear in pvp education and tactics thought Eve had begun to change. People abandoned monolithic fleets with huge firepower and started to work on ways of countering those wackos in AGONY. Through a combination of game balance changes and the spread of tactics from the thousands of pilots educated by agony, the sniping battleship was deprecated in favor of much more inventive strategies. Although a great portion of Eve still remains entrenched in firepower, much of eve actually thinks about tactics, traps, deceit and strategy. <br />
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The only serious problem in pure blind was that AGONY pilots were outgrowing tech 1 ships of all kinds and even tech 2 frigs. They were reaching a wall whereby they would need much more financial backing to proceed into the next level of ship combat. Furthermore, as invention hadn't been ... well ... invented yet, tech 2 was still enormously expensive. Clearly AGONY pilots needed to spend more time gathering isk than ever before. Some went off to their mission agents and some went off to work on a POS farm in another area of space with alts that couldn't be associated with AGONY. The pilots couldn't do these things while being known as AGONY pilots because that would get their investments wrecked by any number of the organizations we had pissed off up to now. Sure, some organizations respected AGONY's teeth but few actually liked us. <br />
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However the money issue couldn't be denied and AGONY started getting spread out in search of isk. Through the stupidity of CCP, making money in empire was significantly more productive than doing so in 0.0 at the time. In fact most of 0.0 was a barren wasteland that was there seemingly to be merely an impediment to travel. Agony pilots kept on their alts in far flung areas of empire to hoard some cash before the next big fight. This was becoming an ever more heavy draw on the combat resources of AGONY and an impediment to growth. <br />
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Another problem was that AGONY was becoming too complacent and comfortable for Rells' taste. They had bordered on arrogance in their handling of opponents and that indicated that they needed much more of a challenge. Something to keep what Rells called "the crucible" going. A crucible is a container used for melting metal at thousands of degrees and Rells had always seen the corp as a crucible where the strong, adaptive, intelligent team players were the most likely to survive. With money pressing and the need for more challenge, Rells began to look North to Venal.<br />
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<br />
==Venal I==<br />
<br />
Date: ?<br />
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Base of operations : 6NJ8-V<br />
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As the corp members began to need more and more funding, it was clear that they would have to disperse to their mission agents because the Pure Blind region simply couldn't support the needs of AGONY. As a result people were spread out all over the universe and often logging in just for scheduled gangs and for a quick gank in x-70mu. On top of that many in the corp had become complacent. Pure Blind had mostly cleared out of any serious threat and camping gates that didnt fire for 9 hours straight was not in the nature of AGONY pilots. However another mini-crisis was brewing as well. <br />
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In the lead up to Venal, AGONY had recruited heavily and as a result had a large number of potential pilots in the corp that needed a bit of mentoring. All sorts of mistakes were being made that were, in the minds of leadership, stupid at the best. Haulers were jumped into 0.0 without waiting for recon reports, pilots were flying into obvious traps and being popped like pinyatas and the general quality of PvP had been watered down. Although it wasn't exactly the fault of the newer pilots, they needed training is all, but it was also a fault of leadership. Gone were the days when AGONY could simply assimilate new players and hope they picked up living in 0.0 by osmosis. AGONYs policy of recruiting newbie players (which in the long run turn out to be some of the best) contributed to the problem. <br />
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There was a third and ultimately more devastating problem pending. At this time AGONY was trying to keep corp hangers full of tech 1 gear, frigs and destroyers and some cruisers for members to use. One problem that was that some people were appropriating ships from the hangars and then tossing them away in stupid maneuvers because they didn't have any vested interest in the ships themselves. This is a natural byproduct of being given things, people tend to value those things less. Combined with the increase in pilots, logistics had become a daily 6 hour job for about 10 people in the corp including Rells. Life was consisting of logging in and replacing things in hangars, starting jobs getting the over 200 blueprints researched and then logging out tired and unhappy from having done no killing. AGONY for many in logistics had become a job, not a game. Many logistics people drifted off to other corps and the load was increased to the point of ridiculous. At one point Rells tracked that he had been spending 52 hours in one week doing logistics and hadn't run a gang in weeks. <br />
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Clearly this was an unsustainable situation and so Rells began to look for ways to make corp members more independent and fatten their wallets. he reasoned that if they had more money they would be more likely to buy thier own ship or module rather than wait for someone to fill the gap in inventory. Rells also hoped that making the pilots richer would give more desire to stay in 0.0 space and not be transient 0.0 arena folks. A move was in the planning with leadership and Venal was the target. It was rich, it was far into 0.0 space which discouraged transient pilots, it was hostile giving players more challenge and it had NPC stations, essential for a corp without the moxy to hold space. <br />
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The move to Venal was received with lukewarm reception at best which really surprised Rells. Rells attributed this to apathy and the obvious challenge that pure blind meant and pushed forward eager to create a crucible once more. He didn't want the pilots happy and comfortable but rather fat with isk and raving maniacs with bloodlust. After some convincing carrier flights began to hop gear up to the Sisters of Eve station in 6NJ8-V, Venal. Pilots began to filter up to the new home base and get the lay of the land. It was a tense time in AGONY. Many felt that Rells had made an awful mistake and some thought he was being outright pretentious and arrogant but most of AGONY persevered. The locals, however, were not amused.<br />
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Phalanx alliance had held that space with tacit approval from their friends for as long as they could remember. They were not happy with their new co-habitant and less with the flippant attitude the new corp seemed to have towards diplomacy. Dimplomatic efforts were rebuffed with "no, we don't want a NAP." Furthermore, threats to crush AGONY just seemed to make the CEO chuckle and say, "Bring it on." Rells was far to concerned with internal strife to care one whiff about Phalanx Alliance and their posturing. Phalanx did try to make good on their threat to destroy agony and tied to enlist their allies in the process. Now began the Phalanx Alliance campaign which had something of a bittersweet ending. <br />
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Phalanx was aggressive but not too bright. Many agony tactics worked beautifully on them. In one event Beef Hardslab managed to kill several interceptors returning from a fight with only the help of Rells' interdictor. The smartbombs did the trick. AGONY was anywhere and everywhere. Station camps were treated with flybys and other demoralizing tactics. On top of that psyops was in full force. Rells had become a bit bummed about the reception to the Venal move and had resolved to take out his anger on Phalanx alliance. Rells left a number of clues to Phalanx which indicated that their closest ally had actually hired AGONY to get rid of Phalanx so that the ally could have the system. Rells refused to confirm the allegations saying that he could not discuss the business of AGONY with their clients. The resonances had been set up and now just needed to be nurtured and they would rupture Phalanx. Rells then ordered pilots to not attack their supposed client if Phalanx was present or to allow the other alliance to escape from fights. Intel from Phalanx began to report these things and an earthquake built up in phalanx. Under the combined pressure of killing Phalanx peaceful ratters and interrupting their lucrative one jump trade missions, Phalanx began to crack. Obscenities began to be common in space and AGONY delighted in getting them muted by devs for obscenities not necessarily because they cared about the obscenity (agony were all adults after all) but because it pestered Phalanx and Phalanx earned it with their mouth. Phalanx were bad sports, horrible at pvp in numbers less than 30 and couldn't take the pressure. Corps began to peel off phalanx, they cancelled their NAP with other alliances and the breakup had begun. <br />
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However, at the same time AGONY had its own problems to deal with. For one thing, the European players were under far more pressure than the American ones and it was far too late before Rells realized the enormity of the problem and many euros unfortunately took that as a sign of indifference. Rells actually didn't understand until he took a day off work to see what the problem was. Phalanx had the euros camped in a lot and it was much tougher to implement the guerrilla war that was the hallmark of AGONY during that time frame. Rells, finally realizing the problem started to advise ways of countering it and stepped up his psyops that he was hopeful was about to crack phalanx in half, relieving the pressure on the euros. Unfortunately it wasn't enough and Rells felt he had let down his euro players. But his next mistake would be one that would almost kill AGONY.<br />
<br />
The AGONY directors had met and decided that PVP-BASIC and WOLFPACKS wasn't enough, that there needed to be more formalizzed training beyond that. Venal had exposed the weakness in training in some pilots and the leadership wanted to plug these holes. As a group they decided to introduce certifications and military rank (which had up to then been honorary) and to require certifications for rank. Furthermore they reasoned the seasoned experts in AGONY would quickly run their certs back to the requirements of their rank. It seemed fair at the time to require everyone have the same qualifications to reach a rank and all of the leadership agreed to set an example by knocking out the certs they needed themselves. Rells brought the new ranking system to the membership and the reaction was entirely unexpected. <br />
<br />
Long time players, friends of Rells, were extremely angry at the rank reset and the certification requirements. They didn't feel they needed to justify their ranks and were pissed at being asked to do so. Many apparently felt it a betrayal of trust which was certainly not the intention of Rells or anyone else in the corp leadership. Several people immediately announced they were leaving and Rells was the lightning rod of their ire. Rells hadn't anticipated this reaction but rather thought people would be happy to have a formal rank structure. The anger completely caught him off guard and depressed him. Between the combination of the move to Venal and the cert system, long time friends had decided they didnt want to be part of AGONY anymore and Rells hated every leaving thread. Leaving threads snowballed and gained momentum and soon a large contingent was leaving and a large contingent was just as intent on staying. A civil war had erupted in AGONY.<br />
<br />
One hazard of being a CEO is that people sometimes forget you are a real person. Rells was crushed at what was happening to the corp and didn't know how to fix it. Furthermore, long time friends of Rells that he had flown with for 2 or more years had started to issue epithets, and accusations that were incredibly hurtful. Rells passed it off as anger and frustration but in reality few knew that Rells was a basket case, depressed and upset on a daily basis. Twice Rells offered his resignation to be rejected and talked down by leadership. It got to the point where many of the ex agony pilots were not only being extremely nasty to their former CEO, but they were doing it very publicly. Rells didn't give a damn what strangers though of him, only people he cared for could hurt him and some of them did. He knew that they had some valid points and some legit complaints but when the insults and nastiness came out, Rells just disconnected and went into something of a zombie mode. <br />
<br />
The exodus had started to subside and AGONY was in a bit of a state of shock. Like a boxer stunned by a right hook, AGONY was on the floor and struggling to get up. Rells was in much worse condition having canceled and reactivated his account seven times in a month. However, things began to stabilize because of the resilience of the pilots and the fact that the rest of the AGONY leadership handled it far better than Rells. Phalanx, for their part coincidentally decided they wanted to evict AGONY for good and set up bubbles on the station and kept them there for days, manned 24 hours a day. The USA agony players were able to harass them and even get them to blow up their own bubbles on a number of occasions when no one in their corp could unanchor. However, the euros had a much harder time of it with fleets of 50 often in the system. Rells had made the mistake of not requiring enough diversification of where equipment should be put in several stations and even systems to allow options in the case of camping. Ultimately Phalanx ended up ending their own siege and giving up on driving AGONY out but at the same time AGONY was in a horrible state of affairs with a lot of animosity on both sides, the decision was made to withdraw agony first to h-pa and then back to pure blind. Coming back felt bad, as if AGONY had been defeated for the first time. The corp was in a bad state and Rells had just about had enough of Eve.<br />
<br />
==Pure Blind II==<br />
<br />
Date: April 08 to Nov 08<br />
<br />
Base of operations : X-7OMU<br />
<br />
Back in Pure Blind, AGONY began to recover some of its strength and added some new memberships. Dozens of posts that had exchanged nasty comments from both sides, Rells included among the transgressors, were moved to archive to facilitate the rebuilding and prevent recruits from seeing the carnage. Agony began to prosper again after a while but Rells had faded from the game for the most part, often not logging in for weeks at a time. It was time for new leadership of AGONY and it wasn't long after that when Rells finalized his resignation nominating Bamar as his successor, started to look at other games and having bad luck in them, quit MMOs for over a year. The corp that Rells had founded so that he could PvP without ever having to rat or mine again, was now honestly better off in other leadership and Rells was officially burned out on eve. <br />
<br />
However, AGONY began to take new directions. Bamar, began to put his own imprint upon the corp and the corp began to recover a lot of its former glory. Not too long after, Bamar would reverse out the horrible mistake of the certs and move the corp in his own direction and it has prospered under Bamar possibly more than it ever did or could have under Rells. <br />
<br />
So ends my personal recorded history of AGONY. Naturally it is recorded from my own point of view and others had different impressions of certain incidents. However, perhaps for the first time, some may know my view of things. Writing this has been an emotional experience.<br />
<br />
Today the pilots of AGONY are known Eve-wide as being lethal and innovative and under fantastic leadership with fantastic people staffing the fleets. Bigger organizations than AGONY have a healthy respect for the pilots of AGONY and you can see it in how they try and fight you. I hope that I had some part in starting the ride but it is for all of you, every one of you, to take that history, that fight for survival, that wonderful coalescence of tactics and keep the name high and honored among the corps of eve. In AGONY's beginning no one knew who AGONY was -- and many that were known before, are lost to be forgotten by history but AGONY remains. Now few dont know AGONY.<br />
<br />
==Curse I==<br />
<br />
Date: Nov 08 to Feb 09<br />
<br />
Base of operations : Hemin<br />
<br />
As the Great War reached its peak, the whole north began to NAP against Band of Brothers (the core of this would remain NAPed long after the war ended as the Northern Coalition), and the majority of PvP pilots flocked to the front lines in the south. This left the north, including Agony’s long time home of Pure Blind, a very quiet place. It was time for a ‘vacation’. <br />
<br />
Our destination was Curse, in the south. Like Syndicate, Curse is a heavily stationed region, and thus a popular area for smaller non-sov holding factions who are typically hostile to each other. It was also close enough to the main fighting that it was still well populated. <br />
<br />
Agony made its home in Hemin, a pipe system close to empire, making it excellent for bubble camping and bringing the targets to us, which indeed became a common and very successful tactic for Agony gangs during this deployment. The initial period in particular, before Agony had tamed the system, saw great deal of action right on our doorstep. At the time of this writing (roughly a year later) Hemin remains one of Agony’s most destructive systems in history. <br />
<br />
This deployment also saw an incident which is forever ingrained in Agony history as ‘Speedy’s balls’, during which a drunken Executive Outcomes carrier pilot hotdropped a small Agony sub-capital camp (back in the days when a carrier kill was kind of a big deal!) and was gradually torn apart, accompanied by vent recordings and all.<br />
<br />
Agony's Curse deployment culminated in our entry in the [[AT6 Summary of Matches|6th Alliance Tournament]], in which Agony succesfully made the final 8 teams.<br />
<br />
==Venal II==<br />
<br />
Date: Feb 09 to June 09<br />
<br />
Base of operations : 6NJ8-V<br />
<br />
Tactial Developments: Partial move from localised camping and ad-hoc to more structured, longer range roaming gangs. Larger ship classes (especially Cruisers & BCs) are now the norm in Agony roams.<br />
<br />
Following the Alliance Tournament, Agony’s Curse deployment came to an end. With wallets running low, many members found their PvP time reduced by the need to earn isk. To counteract this, a plan was made to spend a short time, perhaps a month or so, on some hardcore isk making ready for a more challenging deployment afterwards.<br />
<br />
Venal seemed the perfect choice for such a venture. While still NPC space, Venal is deep into 0.0 and is considered quite a profitable region, with excellent ratting territory. It was also an old haunt of Agony, with Venal I often being considered one of Agony’s best deployments. Intel reported that the region was very quiet at the time, and the decision was made.<br />
<br />
What made Venal an interesting deployment was primarily the distance from high sec space, and the bearing of this upon logistics operations. Unlike most of our deployments, Venal as a region does not border empire space. Conventional travel requires around 25 jumps through Pure Blind and Tribute, and even carriers cannot reach Venal in a single cyno jump.<br />
<br />
Thankfully, Agony’s Pure Blind base in X-70MU was still maintained and relatively quiet, so the move was split into two phases; firstly a move to Pure Blind, followed by the final move to Venal. Due to the difficulty of the move, as well as the intended length of stay, ship transport was minimal, and mainly geared towards ratting.<br />
<br />
They say that no plan survives contact with the enemy, and this is exactly how things went. Upon arriving in 6NJ8-V, the same HQ Agony had used during our previous stay in the region, things were not so quiet after all. Our PvP habit rapidly replaced any intention to carebear, and Agony did what Agony does best - pewpew!<br />
<br />
Notable opponents during this stay were Circle of Two (a relatively minor alliance in the Northern Coalition who would later come to unexpected fame as runners up in the [[7th Alliance Tournament]]), Tau Ceti Federation (also NC, these guys moved right into 6NJ with us near the end of the deployment) and Morsus Mihi (that’s right, more NC) in Tribute to the south.<br />
<br />
In the end, Venal II lasted far longer than originally intended, and while it didn’t succeed in its original purpose as an isk raising venture, it did provide an interesting logistical challenge, and a limited amount of action with good a good environment for medium to long roams. Inevitably though, greener pastures soon began to beckon, and as rumours began to spread of a potentially interesting situation in Great Wildlands, it was time to pack up and move back to Pure Blind ready for our next deployment.<br />
<br />
==Great Wildlands II==<br />
<br />
Date: June 09 to October 09<br />
<br />
Base of operations : N-DQ0D<br />
<br />
Tactial Developments: Early GW - Experimenting with the use of POS, and living in a highly hostile environment. Late GW - More focus on solo and smaller gang, due to low activity; smaller ships such as AF become increasingly popular again.<br />
<br />
During the end of Agony’s stay in Venal, Great Wildlands had become a highly contested region due to the collapse of Foundation Alliance, who had previously controlled the area. After the relative quiet of Venal, it was hoped that a warzone like this would provide the kind of interesting tactical challenges that we were looking for.<br />
<br />
As it happened, we faced an entirely different set of challenges. By the time Agony finally deployed to Great Wildlands (via a short stay in Pure Blind), fighting in the region had ceased and the area was firmly in the grip of Cult of War, who had NAPed most other factions in the region (the most notable groups being Gentlemen’s Club and YARR & Co). Rote Kapelle remained neutral and occasionally roamed in from nearby lowsec, but the region was otherwise completely NAPed.<br />
<br />
Our choice of system was N-D, the least populous of the three station systems in Gread Wildlands (the majority of CoW based out of the nearby systems of E02-IK and M-MD3B, which acted as a chokepoint to all of southern GW). This left us with relatively free reign of the northernmost pipes such as the one to Etherium Reach, but effectively cut off from most of the southern Wildlands.<br />
<br />
Due to the station being kickout, we initially staged from a POS. This served the dual purpose of facilitating logistics and provoking a response from CoW.<br />
<br />
Initial operations began as expected. A number of CoW regulars kept the N-D station camped pretty much around the clock, usually with capital support. Roaming gangs encountered some success, but targets in Wildlands were sparse, and CoW & friends were quick to use their numbers advantage in most fights, with most trips into southern Wildlands being swiftly camped into the pipe once they passed the CoW home systems. Thus Etherium Reach to the north became the preferred destination.<br />
<br />
Before long, CoW began to take an interest in the POS. Initial attacks were mainly casual, and were repelled with a combination of POS gunners and bombing runs. Eventually CoW committed to a more organised assault as expected and put the POS into reinforced. Word was spread discreetly to a few of CoW’s enemies, and when the CoW cap fleet entered siege the following day, they were annihilated by a hotdrop from Pandemic Legion. CoW ultimately returned to remove the POS with a cautious sub-capital fleet, but by this point the damage was done.<br />
<br />
Shortly afterwards, corp focus switched to the [[7th Alliance Tournament]]. Despite an excellent showing behind the scenes and an excellent first round, we suffered a significant loss in the second round and were unable to qualify for the finals.<br />
<br />
Due to a combination of factors, most notably the tournament, Agony activity in Wildlands had gradually died. Most of the corp had moved to lowsec, and gangs generally ignored Wildlands in favour of Etherium Reach. Morale and participation were at a significant low, as was combat efficiency, leading to GW commonly being considered as one of Agony's darker times. Rather than rebuild our Wildlands 0.0 presence, the corp chose to look forwards, with a number of options considered for our future direction including faction warfare and mercenary work. Ultimately though it was backwards, not forwards, that we chose to head.<br />
<br />
==Syndicate II and Agony 0.0==<br />
<br />
Date: October 09 to March 2010<br />
<br />
Base of operations : EZA-FM<br />
<br />
Tactical Devlelopments: Bombers become very popular in the corp, leading to some of Agony's first successful blackops drops as well as co-ordinated bombing tactica. Some move back towards short range roams and localised camping, with HSSR fleets becoming very popular, as well as the re-introduction of HSLR and some (mainly unsuccessful) experimentation with RR battleships.<br />
<br />
Syndicate is considered the birthplace of Old Agony, and in many ways this deployment was intended as a return to those roots in order to re-strengthen the corp.<br />
<br />
Geographically, Syndicate couldn’t be more different to Great Wildlands. A heavily stationed region, Syndicate has historically been a hotbed for small unaligned factions - a huge change to the quasi-sov situation in Wildlands at the time. It also differs in its lack of pipes, with most routes (other than the pipe between upper and lower Syndicate) having multiple viable paths.<br />
<br />
Agony made its new home in EZA-FM southern Syndicate. While not really an obvious through-system to anywhere, EZA is central enough to have numerous entrance and exit routes (and isn’t in a pocket), giving the corp a great deal of maneuvreability. Our most significant neighbours were the very large IT Alliance (mainly ex-Band of Brothers) just one system away in 6-C and Reblier (some of whom later based out of EZA) and long-time Syndicate residents Huzzah Federation in the nearby PC9 pocket. (After the Dominion expansion, most of IT Alliance moved on to sov warfare, and Huzzah ultimately disbanded, with numerous smaller factions moving in in their wakes).<br />
<br />
During this time, Agony also underwent a significant internal change – the replacement of the complex Agony 2.0 philosophy for the more streamlined Agony 0.0.<br />
<br />
The guiding ethos of the change was to focus on PvP rather than beurocracy. Under Agony 0.0, the complex military ranks were removed in exchange for a flat structure, with all Core members (other than directors) sharing equal responsibility. Many internal admin processes were simplified and/or delegated, most notably recruitment and trial periods, which underwent a complete rework. Agony’s previously rigid Code of Conduct and Rules of Engagement were also modified in favour of a more simplified ‘common sense’ system.<br />
<br />
Syndicate proved to be far more suited to small gang and solo PvP than Wildlands had been, with activity, morale and effectiveness quickly rising to pre-Wildlands levels, and then beyond. An influx of new members and the return of many old ones breathed further life into the corp, and Agony began to flourish once again. Tactical development (inspired partly by our unused preparation work on the tourney) was once more a part of Agony life, initially with regular HSLR and HSSR and bomber gangs, and expanding to include RR battleships, Black Ops drops and Titan bridging.<br />
<br />
Other incidents of note include Agony being wardecced by long time Syndicate residents and local gankers Exquisite Malevolence, who proceeded to get their POS network torn down by Agony within the first few days of the war, and Agony's first Mothership kill courtesy of No Trademark.<br />
<br />
==Providence==<br />
<br />
Date: March 2010 to Dec 2010<br />
<br />
Base of operations : H6-CX8<br />
<br />
Tactical Development: First real encounter with Sovereignty. Prolification of logistics, including Agony's first forays into the use of the triage carrier. Blackops drops and Durka battleships become (or re-become) hallmark Agony tactics, with innovation on both. ArmourHAC gangs and later Drake swarms become flavour of the month throughout Eve, with Agony deploying both to great effect. Later parts of the stay saw Agony participating in and leading very large CTA fleets or operating as a subsidary 'ace in the sleeve' for these fleets, such as an autonomous bomber or ewar wing.<br />
<br />
In early 2010, Against All Authorities fell out with the long-time resident of Providence, CVA (and their various allies) and decided to remove them from the region. CVA had long held the region as an NRDS carebear's paradise, and had populated it with a huge number of outposts. However, the space itself was almost worthless in terms of moon income, and there had been little incentive for anyone to remove them.<br />
<br />
AAA approached Agony, along with a small number of other alliances, with the offer of a constellation in Providence with no strings attached - for AAA's part it gave them a non-sov-threatening neighbour on their border, as well as a target rich environment for PVP. For Agony, it gave the same target rich environment, as well as an opportunity to experiment with sovereignty without needing to get involved in the politics of 0.0 bloc warfare.<br />
<br />
CVA was removed fairly swiftly, and Agony moved in as one of the first Providence residents into the constellation around H6-CX8, a pipe constellation close to Providence's main highsec entrance, and a great location for targets. Neighbouring 9UY (the hub connecting all the pipes of Providence) became the home of Ushra'Khan, with the highsec border system of Y-M going to Atlas Alliance, providing significant numbers of targets on both sides.<br />
<br />
Other noteable initial residents included Paxton Federation (an old CVA ally who was initially kept in out of respect for their will to fight, but later removed when they attempted to help CVA reclaim the space), Daisho Syndicate, Sodalitas XX, and Opticon Alliance (who were removed from the region after a misguided betrayal attempt). Later additions include Important Internet Spaceship League and Flying Dangerous (both friends of Agony from Syndicate, with similar modus operandi to our own), Circle of Two (who we earlier fought in Venal II), Shock and Awe, Legio Astartes Arcanum, and the well known mercenary corp Noir who used a constellation primarily for renters. In addition to these, a great number of non-resident corps would roam into Providence for it's rich PVP environment, including Genos Occidere (for a time part of Hydra Reloaded), AAA and AAA Citizens, Initiative, and many others.<br />
<br />
Intially many of the Providence residents were relucant to un-blue either other after the invation, with Agony being the first to do so by a considerable period. Early in Providence Agony mostly stayed out of regional politics, but over time a lack of competent regional leadership, combined with Agony leading the way in PvP tactics and organization, caused Agony to end up at the center of political developments.<br />
<br />
This period also included Agony's first (assisted) Titan kill, and a period of rapid tactical development, with many new tactics becoming commonplace in additon to an increasing (and increasingly expensive) range of ships at our disposal. Of particular note, ArmourHAC gangs (low-sig afterburning armour tanked HACs and guardians, especially Zealots) became incredibly popular throughout Eve, and Agony fielded them with much success.<br />
<br />
Due to the Sov nature of Providence as a region, this deployment was not without it's drama. Providence alliances would rattle their sovereignty sabres from time to time, and a number of Provi resident alliances collapsed (either effectively or entirely) during this period, leaving the membership and power-balance of Provi in almost constant flux.<br />
<br />
The biggest shakeup occurred when first Atlas and then Against ALL Authorities, both of whom had been major players in the taking of Providence, all but collapsed under attack from a number of alliances supported by Pandemic Legion. With the big boys gone, alliances within Provi began jostling for the leadership role, sparking a confrontation between Daisho and Ushra'Khan which saw Provi split into two warring factions in what became known as the 'Providence Civil War'. Agony, along with a number of other neutral alliances opted to stand by the initial agreement of non-invasion, and defend any alliance whose space was under attack - as the weaker of the two parties by a significant margin, this meant Ushra'Khan. Unable to gain any ground against the rest of Providence, Daisho soon began to back down and negotiate peace. However by this point eyes were on Providence from elsewhere, and in its fractured state it looked like a juicy target.<br />
<br />
The first to invade Providence was CVA, the previous residents who had retained much of their strength. All of Providence was soon blue-ed up for defence and CTA fleets of a few hundred a side became the norm, to the disappointment of many Agony pilots. While CVA was able to match or often surpass Provi numbers in Euro timezone, their number in US timezone were almost non-exitant, and the CVA push quickly stalled. However for whatever reason, a number of Provi alliances in the area managed to drop their sov, and CVA pounced on every opportunity, quickly securing themselves a handful of systems in southern Provi without having to fight through the timers. Due to Provi's lower numbers in Euro timezone and the significant defender advantage in Dominion sov mechanics, both sides were now unable to make significant inroads, and the war stagnated.<br />
<br />
After being evicted from Could Ring, the German alliance Ev0ke set their sites on northern Provi, as far from the CVA war as possible and the site of Provi's effectively largest alliance (Daisho had been fairly inactive since the civil war) - Sodalitas XX. With much of provi on the verge of collapse, it fell to Agony to hold the region together with Bamar assuming the leadership role of the coalition. Gradually, Provi began to form a cohesive fighting force. However Ev0ke were a strong and co-ordinated opponent, and this too became a timezone war with very little territorial change on either side.<br />
<br />
This war dragged on for months, with many in Agony tiring of the situation. The tipping point came when Ev0ke managed to bring in their friends from 'NC.' (formerly Triumvirate), eliminating Provi's US advantage. At this point, the majority of Provi quickly fell apart, with a number of alliances either collapsing or leaving. Agony morale and participation were beginning to suffer, and after much internal deliberation, Agony decided it was no longer worth trying to hold the region together. In the space of two days, agony's entire membership and asset base had been relocated to Curse. Agony's sov adventures were over - we were back in NPC 0.0, but far stronger for our experiences.<br />
<br />
==Curse II & Dingleberry==<br />
<br />
Date: Dec 2010 to Feb 2011<br />
<br />
Base of operations : Hemin, Anchauttes<br />
<br />
After moving out of Providence, Agony temporarily relocated to nearby Curse, returning to our old stomping grounds of Hemin. This proved to be a very active region, with locals such as Outbreak and Aggravated Assault providing many a good fight. With sov conflict ongoing in Providence and activity in Catch (both or which are accessed via Curse), there were also numerous large gangs rolling through from groups such as The Initiative.<br />
<br />
While the availability of targets in Curse was excellent, some members weren't happy with the more casual PVP it offered after getting a taste for the more objective-based PVP in the latter days of Providence. Because of that, Agony leadership started looking for alternatives. Technetium was (and may when you read this, still be) incredibly profitable, and we couldn't help but notice a large number of lowsec tech moons owned by alliances in the Northern Coalition which were a long long way from their nullsec base of operations. In the name of good fights and piles of isk, Agony set off for Placid lowsec. The codename, due to <br />
<br />
We picked a tower owned by RAGE, one of the less known NC alliances who were based out of Geminate - about as far away as NC territory got from Placid. Agony managed to knock the tower into reinforced without issue, but as expected the NC unleashed the kitchen sink when the tower came out (apparently someone told them we were working with Pandemic Legion?), and we didn't get a fight. This continued a few times, and while numbers dropped they never reaches a level that Agony's fleet could realistically engage. While lowsec was quiet between operations, nearby Fidelas Constans space in Pure Blind provided us with good hunting grounds (at least at first).<br />
<br />
Not long into the campaign, war broke out in Geminate between the NC and the Drone Russian Federation (DRF). While it remained stagnant at first, this was what would later grow to become the Great Northern War, culminating in the collapse of the NC and the dominance of the DRF over sovereignty nullsec. For now though, it was just enough to distract RAGE from defending their lowsec POSes - the tech moon was ours, although once again we didn't get a fight out of it.<br />
<br />
==Venal III==<br />
<br />
Date: Feb 2011 to May 2011<br />
<br />
Base of operations : K3JR-J<br />
<br />
While technically a success, dingleberry hasn't gone as we'd hoped. Taking on larger alliances alone was evidently not something we could do under the current game mechanics - at least if we wanted a good fight out of it. Thankfully, one of our members had caught wind of some interesting developments up in Venal (a region buried deep in the NC heartland). It turns out an alliance called Merciless with a similar philosophy to Agony was up there harassing the NC, doing a very similar thing to us and getting some very good fights out of it. After flying with them a couple of times, we were convinced - the move to Venal was on.<br />
<br />
At first, things were good. Agony and Merciless along with a few other allies successfully tore up NC space, getting some great fights and some moons to top it off. It was also an excellent location for roaming into the deep NC ratting territories. It was so good in fact, that other groups started moving up to do the same thing - before we knew it, we had a mini coalition of blues, with Merciless at the helm. In Pure Blind, Evoke and NCdot began doing a similar thing, and soon it was a somewhat larger coalition, with NCdot leading the show and Merciless (and thus Agony) along for the ride. Then, we started seeing DRF and Pandemic Legion fleets too, with temporary blue standings for joint ops. Without ever really intending it, Agony had become a small part in the largest offensive coalition that Eve has ever seen - we'd gone from an apolitical entity to fighting on one side of the Great Northern War and contributing (a very tiny part) to the downfall of the Northern Coalition, long considered to be the one of most powerful blocs in nullsec.<br />
<br />
The rest, as they say, is history. As the DRF advanced into tribute, the NC was broken. Suddenly Agony found ourselves with a host of blues and nobody around to fight (and the fights we did get, were mainly grinding sov and stations for NCdot). In retrospect we should have realised it sooner, but by this point we were unanimous - it was time to make our farewells and go our own way.<br />
<br />
==Pure Blind III==<br />
<br />
Date: June 2011 to July 2011<br />
<br />
Base of operations : J-CIJV<br />
<br />
With the NC still evaccing from its former home, it was too good an opportunity to simply leave the area. A short jump to J-C in Pure Blind put Agony far enough from our former allies to do our own thing, while remaining right in the path of the NC evacuation from the North. At the same time, Evoke and Raiden (both large alliances involved in the campaign against the NC) were staging in Pure Blind for their move '''in''' to the North, so there was plenty of activity in the nearby systems.<br />
<br />
During this time Agony also rediscovered our love for roaming, with trips into Fade, Cloud Ring and even Syndicate becoming regular. There were also plenty of fights to be had with our former blues, many of whom were now living in a fairly target-starved environment.<br />
<br />
Ultimately, targets in Pure Blind dried up as each of the NC alliances collapsed or successfully moved out, and the new residents got bored and moved on to areas where fighting was still to be had. After the great success we'd had with our roams into Syndicate, our next move was an easy one. Agony was going home!<br />
<br />
==Syndicate III==<br />
<br />
Date: August 2011 until August 2012<br />
<br />
Base of operations: 31-MLU, then PVH-8<br />
<br />
Agony has always considered Syndicate something of an ancestral home - it's somewhere we've historically gone to recuperate, and to refocus on the small gang PVP that forms our bread and butter. Having tired of sov grinding and flying as peons in larger fleets, it was the natural destination. To keep our roaming options open, we opted to move into northern Syndicate rather than our former home system of EZA, giving us easy access to both Cloud Ring and Fountain.<br />
<br />
I'll let you know how it goes!<br />
<br />
==The Lowsec Experiment: Faction Warfare!==<br />
<br />
Date: August 2012 until January 2013<br />
<br />
Base of operations: Kamela<br />
<br />
More details Coming Soon!<br />
<br />
==Curse III==<br />
<br />
Date: January 2013 to present<br />
<br />
Base of operations: Hemin<br />
<br />
Just moved here, will let you know how it goes!</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP-Frigspec&diff=20568
PVP-Frigspec
2013-10-26T03:13:04Z
<p>Goinggreyfast: /* Required Reading */</p>
<hr />
<div>[[Category:Public]]<br />
[[Category:PVP University]]<br />
<br />
==Introduction==<br />
<br />
In order to learn how to fight back, the student of PVP needs to realize that Eve Online combat is incredibly rich and diverse. It requires not only character skill points but also a good amount of player skills. The difference between a ship loss and a ship kill is more often the player skills than the character skills.<br />
<br />
The goal of PVP-BASIC is to provide you with the basic skills and confidence required to fly as part of a successful PVP gang, as well as being an introduction to combat in 0.0 space. The lessons taught in PVP-BASIC are fundamental to Eve combat and are a starting point for the study of tactics, strategy and dynamics of Eve PVP. These skills are applicable to all kinds of Eve combat, regardless of whether you're defending your mining fleet from Pirate attacks, or stalking lawless space in search of targets of your own.<br />
<br />
This class is aimed at players who are new to PVP, or have limited PVP experience.<br />
<br />
The core topics this class will be covering are:<br />
#General Ship Fitting, Fleet Roles and Electronic Warfare<br />
#Safespots and Basic Fleet Movement<br />
#Scanning and Recon<br />
#Basic PVP Mechanics<br />
<br />
==Format==<br />
<br />
PVP-BASIC takes place over two consecutive days:<br />
*The first day, which we call the "Class Portion," will be a mixture of theory and practical, generally taught in highsec and lowsec.<br />
*The second day, which we call "Roam Day," we head into 0.0 and put what you have learned to use in many hostile situations.<br />
<br />
The class day lasts around 4 to 4.5 hours. The roam lasts ''at least'' 4 hours, quite often more than 6 hours, but you are free to leave the roam at any time.<br />
<br />
==Prerequisites==<br />
<br />
=== Minimum Recommended Skills ===<br />
#Caldari, Amarr, Gallente or Minmatar Frigate 3+<br />
#Afterburner 1+<br />
#Propulsion Jamming 1+<br />
#Sensor Linking 1+<br />
#Warp Drive Operation 3+<br />
#Weapon Disruption 1+<br />
#Electronic Warfare 1+<br />
#Hull Upgrades 2+<br />
#Weapon Upgrades 1+<br />
#Electronics 3+<br />
#Engineering 3+<br />
<br />
For light missile launchers: <br />
#Missile Launcher Operation 1+<br />
#Standard Missiles 1+<br />
#Launcher Rigging 1+<br />
#Highly suggest Missile Projection 2+ and Missile Bombardment 2+<br />
<br />
For hybrid turrets:<br />
#Gunnery 1+<br />
#Small Hybrid Turret 1+<br />
<br />
For projectile turrets:<br />
#Gunnery 1+<br />
#Small Projectile Turret 1+<br />
<br />
For Energy turrets (lasers):<br />
#Gunnery 1+<br />
#Small Energy Turret 1+<br />
<br />
For Rockets:<br />
#Rockets 1+<br />
#Missile Projection 2+ <br />
#Missile Bombardment 2+ <br />
<br />
For Drones:<br />
#Drones 1+<br />
#Scout Drone Operation 1+<br />
<br />
Some of our suggested fits include a very small shield tank. For these suggested fittings, you will also need Shield Upgrades 1+ (which requires Science 1) and possibly Energy Management II (to fit a Micro Auxiliary Power Core if needed). If you don't have these skills trained, simply fit one of the ewar modules (tracking disruptor or sensor dampener) instead.<br />
<br />
Many of our suggested fits include rigs. Rigs are not required on your ship, but if you wish to fit them you will need a minimum of Mechanic III and Jury Rigging III plus the relevant specific Rigging skill to at least level 1.<br />
<br />
==Preparation==<br />
<br />
The instructor will assume you have read all the articles below before the class starts. Please also make sure you have a working headset or speakers prior to class start.<br />
<br />
# Read the [[Agony Empire Rules of Engagement]]<br />
# Read ''all'' of the articles listed below, especially the [[PVP-Basic Preparation Checklist]]. You do not need to wait for class enrollment to open to read these articles.<br />
# Setup your overview before class, we do NOT cover this in class. [[Overview Setup]].<br />
# Make any applicable client setup changes, we do NOT cover this in class. [[Configuring the EVE client for PVP v2.0]].<br />
# Buy and fit at least 2 ships (recommended 3) and move them to the course location. Note that we will swap out EWAR in class so bring a range of spare EWAR modules.<br />
# Log into Teamspeak before the class to verify that your microphone and headset are working.<br />
# Arrive BEFORE the class, set your clone location to the starting system of the class, and make sure your clone is up to date.<br />
<br />
===Required Reading===<br />
<br />
For your convenience, all of our PVP Basics class reading materials are now available for your Kindle or Kindle App! '''[http://dl.eve-files.com/media/1203/Agony_Basic_PvP_Guide.zip Click Here to download the Agony PVP Basics Kindle Book.]''' Please note that the Kindle version has NOT been updated for Retribution yet.<br />
<br />
The first ten articles linked below have been updated for Retribution, the rest are in progress!<br />
*[[PVP-Basic Preparation Checklist]]<br />
*[[The Hydra Principle]]<br />
*[[Recommended Ship Setups for BASIC]]<br />
*[[Fleet Navigation in 0.0]]<br />
*[[Bookmarks]]<br />
*[[Basic PvP Mechanics]]<br />
*[[An Introduction to Tracking and Orbiting]]<br />
*[[Voice Communications in PvP]]<br />
*[[Overview Setup]]<br />
*'''NEW:''' [[Undocking: It's not as simple as you think!]]<br />
*[[Your Clone and Your Pod]]<br />
*[[Using Neo's Fleet Manager Tool]] Note that you won't be able to actually use the Fleet Manager before class day, but do read this page so you know the basics of using it during the class.<br />
<br />
===Video Lectures===<br />
<br />
*[http://www.youtube.com/watch?v=WT8VqVcLDqc&list=UUdJvRAcltnXm2t3XD8PX8Aw Tracking and Spiralling] (13 mins) Please DO watch this video before class!<br />
* '''NEW:''' [http://www.youtube.com/watch?v=DeO0RE8a9g8 Killmails and Killboards] (3 minutes) Optional video. If you are not already familiar with killmails and killboards, then this short video is highly recommended.<br />
*[http://youtu.be/WydGHvTH7NA Introduction to the Directional Scanner] Optional video for Basic but highly recommended<br />
<br />
===Optional Reading===<br />
*[[Configuring the EVE client for PVP v2.0]]<br />
*[[Getting Maximum PvP Value From Your Skill Training]]<br />
*[[Bubbles and Warping]] <br />
*[[Tactical Miniwarp]]<br />
<br />
===General PVP-University Articles===<br />
*[[PVP University FAQ]]<br />
*[[Alumni]]<br />
*[[Setting Up Teamspeak]]<br />
<br />
Updated for Retribution by [[User:Goinggreyfast|Greygal]] 04:05, 7 November 2012 (CST)</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP-Frigspec&diff=20567
PVP-Frigspec
2013-10-26T03:11:44Z
<p>Goinggreyfast: /* Video Lectures */</p>
<hr />
<div>[[Category:Public]]<br />
[[Category:PVP University]]<br />
<br />
==Introduction==<br />
<br />
In order to learn how to fight back, the student of PVP needs to realize that Eve Online combat is incredibly rich and diverse. It requires not only character skill points but also a good amount of player skills. The difference between a ship loss and a ship kill is more often the player skills than the character skills.<br />
<br />
The goal of PVP-BASIC is to provide you with the basic skills and confidence required to fly as part of a successful PVP gang, as well as being an introduction to combat in 0.0 space. The lessons taught in PVP-BASIC are fundamental to Eve combat and are a starting point for the study of tactics, strategy and dynamics of Eve PVP. These skills are applicable to all kinds of Eve combat, regardless of whether you're defending your mining fleet from Pirate attacks, or stalking lawless space in search of targets of your own.<br />
<br />
This class is aimed at players who are new to PVP, or have limited PVP experience.<br />
<br />
The core topics this class will be covering are:<br />
#General Ship Fitting, Fleet Roles and Electronic Warfare<br />
#Safespots and Basic Fleet Movement<br />
#Scanning and Recon<br />
#Basic PVP Mechanics<br />
<br />
==Format==<br />
<br />
PVP-BASIC takes place over two consecutive days:<br />
*The first day, which we call the "Class Portion," will be a mixture of theory and practical, generally taught in highsec and lowsec.<br />
*The second day, which we call "Roam Day," we head into 0.0 and put what you have learned to use in many hostile situations.<br />
<br />
The class day lasts around 4 to 4.5 hours. The roam lasts ''at least'' 4 hours, quite often more than 6 hours, but you are free to leave the roam at any time.<br />
<br />
==Prerequisites==<br />
<br />
=== Minimum Recommended Skills ===<br />
#Caldari, Amarr, Gallente or Minmatar Frigate 3+<br />
#Afterburner 1+<br />
#Propulsion Jamming 1+<br />
#Sensor Linking 1+<br />
#Warp Drive Operation 3+<br />
#Weapon Disruption 1+<br />
#Electronic Warfare 1+<br />
#Hull Upgrades 2+<br />
#Weapon Upgrades 1+<br />
#Electronics 3+<br />
#Engineering 3+<br />
<br />
For light missile launchers: <br />
#Missile Launcher Operation 1+<br />
#Standard Missiles 1+<br />
#Launcher Rigging 1+<br />
#Highly suggest Missile Projection 2+ and Missile Bombardment 2+<br />
<br />
For hybrid turrets:<br />
#Gunnery 1+<br />
#Small Hybrid Turret 1+<br />
<br />
For projectile turrets:<br />
#Gunnery 1+<br />
#Small Projectile Turret 1+<br />
<br />
For Energy turrets (lasers):<br />
#Gunnery 1+<br />
#Small Energy Turret 1+<br />
<br />
For Rockets:<br />
#Rockets 1+<br />
#Missile Projection 2+ <br />
#Missile Bombardment 2+ <br />
<br />
For Drones:<br />
#Drones 1+<br />
#Scout Drone Operation 1+<br />
<br />
Some of our suggested fits include a very small shield tank. For these suggested fittings, you will also need Shield Upgrades 1+ (which requires Science 1) and possibly Energy Management II (to fit a Micro Auxiliary Power Core if needed). If you don't have these skills trained, simply fit one of the ewar modules (tracking disruptor or sensor dampener) instead.<br />
<br />
Many of our suggested fits include rigs. Rigs are not required on your ship, but if you wish to fit them you will need a minimum of Mechanic III and Jury Rigging III plus the relevant specific Rigging skill to at least level 1.<br />
<br />
==Preparation==<br />
<br />
The instructor will assume you have read all the articles below before the class starts. Please also make sure you have a working headset or speakers prior to class start.<br />
<br />
# Read the [[Agony Empire Rules of Engagement]]<br />
# Read ''all'' of the articles listed below, especially the [[PVP-Basic Preparation Checklist]]. You do not need to wait for class enrollment to open to read these articles.<br />
# Setup your overview before class, we do NOT cover this in class. [[Overview Setup]].<br />
# Make any applicable client setup changes, we do NOT cover this in class. [[Configuring the EVE client for PVP v2.0]].<br />
# Buy and fit at least 2 ships (recommended 3) and move them to the course location. Note that we will swap out EWAR in class so bring a range of spare EWAR modules.<br />
# Log into Teamspeak before the class to verify that your microphone and headset are working.<br />
# Arrive BEFORE the class, set your clone location to the starting system of the class, and make sure your clone is up to date.<br />
<br />
===Required Reading===<br />
<br />
For your convenience, all of our PVP Basics class reading materials are now available for your Kindle or Kindle App! '''[http://dl.eve-files.com/media/1203/Agony_Basic_PvP_Guide.zip Click Here to download the Agony PVP Basics Kindle Book.]''' Please note that the Kindle version has NOT been updated for Retribution yet.<br />
<br />
The first ten articles linked below have been updated for Retribution, the rest are in progress!<br />
*[[PVP-Basic Preparation Checklist]]<br />
*[[The Hydra Principle]]<br />
*[[Recommended Ship Setups for BASIC]]<br />
*[[Fleet Navigation in 0.0]]<br />
*[[Bookmarks]]<br />
*[[Basic PvP Mechanics]]<br />
*[[An Introduction to Tracking and Orbiting]]<br />
*[[Voice Communications in PvP]]<br />
*[[Overview Setup]]<br />
*[[Undocking: It's not as simple as you think!]] (New article)<br />
*[[Your Clone and Your Pod]]<br />
*[[Using Neo's Fleet Manager Tool]] Note that you won't be able to actually use the Fleet Manager before class day, but do read this page so you know the basics of using it during the class.<br />
<br />
===Video Lectures===<br />
<br />
*[http://www.youtube.com/watch?v=WT8VqVcLDqc&list=UUdJvRAcltnXm2t3XD8PX8Aw Tracking and Spiralling] (13 mins) Please DO watch this video before class!<br />
* '''NEW:''' [http://www.youtube.com/watch?v=DeO0RE8a9g8 Killmails and Killboards] (3 minutes) Optional video. If you are not already familiar with killmails and killboards, then this short video is highly recommended.<br />
*[http://youtu.be/WydGHvTH7NA Introduction to the Directional Scanner] Optional video for Basic but highly recommended<br />
<br />
===Optional Reading===<br />
*[[Configuring the EVE client for PVP v2.0]]<br />
*[[Getting Maximum PvP Value From Your Skill Training]]<br />
*[[Bubbles and Warping]] <br />
*[[Tactical Miniwarp]]<br />
<br />
===General PVP-University Articles===<br />
*[[PVP University FAQ]]<br />
*[[Alumni]]<br />
*[[Setting Up Teamspeak]]<br />
<br />
Updated for Retribution by [[User:Goinggreyfast|Greygal]] 04:05, 7 November 2012 (CST)</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP-Frigspec&diff=20566
PVP-Frigspec
2013-10-26T03:11:30Z
<p>Goinggreyfast: /* Video Lectures */</p>
<hr />
<div>[[Category:Public]]<br />
[[Category:PVP University]]<br />
<br />
==Introduction==<br />
<br />
In order to learn how to fight back, the student of PVP needs to realize that Eve Online combat is incredibly rich and diverse. It requires not only character skill points but also a good amount of player skills. The difference between a ship loss and a ship kill is more often the player skills than the character skills.<br />
<br />
The goal of PVP-BASIC is to provide you with the basic skills and confidence required to fly as part of a successful PVP gang, as well as being an introduction to combat in 0.0 space. The lessons taught in PVP-BASIC are fundamental to Eve combat and are a starting point for the study of tactics, strategy and dynamics of Eve PVP. These skills are applicable to all kinds of Eve combat, regardless of whether you're defending your mining fleet from Pirate attacks, or stalking lawless space in search of targets of your own.<br />
<br />
This class is aimed at players who are new to PVP, or have limited PVP experience.<br />
<br />
The core topics this class will be covering are:<br />
#General Ship Fitting, Fleet Roles and Electronic Warfare<br />
#Safespots and Basic Fleet Movement<br />
#Scanning and Recon<br />
#Basic PVP Mechanics<br />
<br />
==Format==<br />
<br />
PVP-BASIC takes place over two consecutive days:<br />
*The first day, which we call the "Class Portion," will be a mixture of theory and practical, generally taught in highsec and lowsec.<br />
*The second day, which we call "Roam Day," we head into 0.0 and put what you have learned to use in many hostile situations.<br />
<br />
The class day lasts around 4 to 4.5 hours. The roam lasts ''at least'' 4 hours, quite often more than 6 hours, but you are free to leave the roam at any time.<br />
<br />
==Prerequisites==<br />
<br />
=== Minimum Recommended Skills ===<br />
#Caldari, Amarr, Gallente or Minmatar Frigate 3+<br />
#Afterburner 1+<br />
#Propulsion Jamming 1+<br />
#Sensor Linking 1+<br />
#Warp Drive Operation 3+<br />
#Weapon Disruption 1+<br />
#Electronic Warfare 1+<br />
#Hull Upgrades 2+<br />
#Weapon Upgrades 1+<br />
#Electronics 3+<br />
#Engineering 3+<br />
<br />
For light missile launchers: <br />
#Missile Launcher Operation 1+<br />
#Standard Missiles 1+<br />
#Launcher Rigging 1+<br />
#Highly suggest Missile Projection 2+ and Missile Bombardment 2+<br />
<br />
For hybrid turrets:<br />
#Gunnery 1+<br />
#Small Hybrid Turret 1+<br />
<br />
For projectile turrets:<br />
#Gunnery 1+<br />
#Small Projectile Turret 1+<br />
<br />
For Energy turrets (lasers):<br />
#Gunnery 1+<br />
#Small Energy Turret 1+<br />
<br />
For Rockets:<br />
#Rockets 1+<br />
#Missile Projection 2+ <br />
#Missile Bombardment 2+ <br />
<br />
For Drones:<br />
#Drones 1+<br />
#Scout Drone Operation 1+<br />
<br />
Some of our suggested fits include a very small shield tank. For these suggested fittings, you will also need Shield Upgrades 1+ (which requires Science 1) and possibly Energy Management II (to fit a Micro Auxiliary Power Core if needed). If you don't have these skills trained, simply fit one of the ewar modules (tracking disruptor or sensor dampener) instead.<br />
<br />
Many of our suggested fits include rigs. Rigs are not required on your ship, but if you wish to fit them you will need a minimum of Mechanic III and Jury Rigging III plus the relevant specific Rigging skill to at least level 1.<br />
<br />
==Preparation==<br />
<br />
The instructor will assume you have read all the articles below before the class starts. Please also make sure you have a working headset or speakers prior to class start.<br />
<br />
# Read the [[Agony Empire Rules of Engagement]]<br />
# Read ''all'' of the articles listed below, especially the [[PVP-Basic Preparation Checklist]]. You do not need to wait for class enrollment to open to read these articles.<br />
# Setup your overview before class, we do NOT cover this in class. [[Overview Setup]].<br />
# Make any applicable client setup changes, we do NOT cover this in class. [[Configuring the EVE client for PVP v2.0]].<br />
# Buy and fit at least 2 ships (recommended 3) and move them to the course location. Note that we will swap out EWAR in class so bring a range of spare EWAR modules.<br />
# Log into Teamspeak before the class to verify that your microphone and headset are working.<br />
# Arrive BEFORE the class, set your clone location to the starting system of the class, and make sure your clone is up to date.<br />
<br />
===Required Reading===<br />
<br />
For your convenience, all of our PVP Basics class reading materials are now available for your Kindle or Kindle App! '''[http://dl.eve-files.com/media/1203/Agony_Basic_PvP_Guide.zip Click Here to download the Agony PVP Basics Kindle Book.]''' Please note that the Kindle version has NOT been updated for Retribution yet.<br />
<br />
The first ten articles linked below have been updated for Retribution, the rest are in progress!<br />
*[[PVP-Basic Preparation Checklist]]<br />
*[[The Hydra Principle]]<br />
*[[Recommended Ship Setups for BASIC]]<br />
*[[Fleet Navigation in 0.0]]<br />
*[[Bookmarks]]<br />
*[[Basic PvP Mechanics]]<br />
*[[An Introduction to Tracking and Orbiting]]<br />
*[[Voice Communications in PvP]]<br />
*[[Overview Setup]]<br />
*[[Undocking: It's not as simple as you think!]] (New article)<br />
*[[Your Clone and Your Pod]]<br />
*[[Using Neo's Fleet Manager Tool]] Note that you won't be able to actually use the Fleet Manager before class day, but do read this page so you know the basics of using it during the class.<br />
<br />
===Video Lectures===<br />
<br />
*[http://www.youtube.com/watch?v=WT8VqVcLDqc&list=UUdJvRAcltnXm2t3XD8PX8Aw Tracking and Spiralling] (13 mins) Please DO watch this video before class!<br />
* '''NEW:''' [http://www.youtube.com/watch?v=DeO0RE8a9g8 Killmails and Killboards] (3 minutes) Optional video. If you are not already with killmails and killboards, then this short video is highly recommended.<br />
*[http://youtu.be/WydGHvTH7NA Introduction to the Directional Scanner] Optional video for Basic but highly recommended<br />
<br />
===Optional Reading===<br />
*[[Configuring the EVE client for PVP v2.0]]<br />
*[[Getting Maximum PvP Value From Your Skill Training]]<br />
*[[Bubbles and Warping]] <br />
*[[Tactical Miniwarp]]<br />
<br />
===General PVP-University Articles===<br />
*[[PVP University FAQ]]<br />
*[[Alumni]]<br />
*[[Setting Up Teamspeak]]<br />
<br />
Updated for Retribution by [[User:Goinggreyfast|Greygal]] 04:05, 7 November 2012 (CST)</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Reference_Guide_of_Ship_Types&diff=20565
Reference Guide of Ship Types
2013-10-26T03:06:34Z
<p>Goinggreyfast: </p>
<hr />
<div><p align="Left"><small>Original text by [[http://www.agony-unleashed.com/user.php?id.15 Bamar]]<br/></small></p><br />
__TOC__<br />
<br />
[[Category:PVP University/ADVANCED]]<br />
[[Category:Agony]]<br />
[[Category:Public]]<br />
<br />
Some ship types can be particularly dangerous to your fleet, or make especially good targets. Ideally, a PVPer should understand the capabilities of every ship class as well as they're able, however to assist with that we've put together the following article which details some of the important ship classes you're likely to encounter.<br />
<br />
==Electronic Warfare==<br />
<br />
A small handful of electronic warfare ships can wreak havoc on your fleet, so it's key to always disable or destroy them as quickly as possible. Ewar ships generally have very weak tanks and as a result make excellent primary targets (although it's sometimes possible to bait tank them with very impressive shield tanks). While one of the most dangerous forms of electronic warfare is ECM, dampening and tracking disrupting can both cause serious issues depending on the nature of your fleet. While target painting ewar ships were previously withheld from the article due to their lack of usage throughout the game, several fleet compositions currently utilize them in new, admirable ways, and it is good to be able to recognize the strengths of all ships, not just some of them.<br />
<br />
=== Electronic Counter Measures (ECM) ===<br />
*Frigates: Griffin<br />
*T2 Frigates: Kitsune<br />
*Cruisers: Blackbird<br />
*T2 Cruisers: Falcon, Rook<br />
*T3 Cruisers: Tengu<br />
*Battleships: Widow<br />
<br />
=== Tracking Disruption ===<br />
*Frigates: Crucifier<br />
*T2 Frigates: Sentinel<br />
*Cruisers: Arbitrator<br />
*T2 Cruisers: Pilgrim, Curse<br />
<br />
=== Remote Sensor Dampening ===<br />
*Frigates: Maulus,<br />
*T2 Frigates: Keres<br />
*Cruisers: Celestis<br />
*T2 Cruisers: Arazu, Lachesis<br />
<br />
=== Target Painting ===<br />
*Frigates: Vigil<br />
*T2 Frigates: Hyena<br />
*Cruisers: Bellicose<br />
*T2 Cruisers: Huginn, Rapier<br />
<br />
== Anti-Support ==<br />
<br />
=== Tackling ===<br />
<br />
These are the ships that are going to be tackling you. Always be suspicious when you see one of these ships on its own because it will often have friends.<br />
<br />
*Frigates: Executioner, Atron, Condor, Merlin, Rifter, Slasher<br />
*Interceptors: Stiletto, Malediction, Raptor, Ares, Claw, Crusader, Crow, Taranis<br />
*Electronic Attack Frigates: Keres, Hyena<br />
*Faction Frigates: Daredevil, Dramiel<br />
*Interdictors: Sabre, Heretic, Flycatcher, Eris<br />
*Pirate Cruisers: Vigilant<br />
*Recon Cruisers: Rapier, Huginn, Arazu, Lachesis<br />
*Heavy Interdictors: Broadsword, Devoter, Onyx, Phobos<br />
*T3 Cruisers: Loki, Proteus<br />
*Pirate Battleships: Vindicator<br />
<br />
=== Capacitor Warfare ===<br />
While the larger cap warfare ships are particularly useful in killing Capitals, many of the ones listed below excel and kill frigates and cruisers by shutting down their modules. It's important to recognize different ships that have the ability to disable you in this way and to jam and/or damp them if possible.<br />
<br />
*Electronic Attack Frigates: Sentinel<br />
*Destroyers: Dragoon<br />
*Cruisers: Arbitrator<br />
*Pirate Cruisers: Ashimmu<br />
*Recon Cruisers: Curse, Pilgrim<br />
*Battleships: Dominix, Armageddon<br />
*Pirate Battleships: Bhaalgorn<br />
<br />
=== Frigate Killers ===<br />
These ships are masters of quickly destroying light ships and are sometimes referred to as "Frigate Killers". Most of these ships will easily kill your tacklers and ewar ships. If you're in a light ship, you should be very wary of these ships and fly accordingly.<br />
<br />
*Faction Frigates: Dramiel, Daredevil, Navy Slicer<br />
*Combat Interceptors: Taranis, Claw, Crow, Crusader, <br />
*Assault Frigates: Harpy, Ishkur, Wolf<br />
*Destroyers: Algos, Dragoon, Talwar<br />
*Cruisers: Vexor, Arbitrator, Caracal, Stabber<br />
*Navy Cruisers: Stabber Fleet Issue, Omen Navy Issue, Vexor Navy Issue<br />
*Pirate Cruisers: Cynabal, Vigilant, Ashimmu<br />
*Heavy Assault Cruisers: Ishtar, Vagabond, Muninn, Cerberus, Eagle, Zealot<br />
*Recon Cruisers: Curse, Rapier, Huginn<br />
*Battleships: Dominix, Armageddon<br />
*Pirate Battleships: Vindicator, Bhaalgorn<br />
<br />
==Sniping==<br />
<br />
These ships can hit at long range(~50km for destroyers, ~100km for HACs, up to 250km for battleships). <br />
<br />
*Destroyers: Cormorant, Thrasher<br />
*Heavy Assault Cruisers: Zealot, Muninn, Eagle<br />
*Attack Battlecruisers: Oracle, Tornado, Naga, Talos<br />
*Command Ships: Vulture<br />
*Battleships: Apocalypse, Rokh, Raven, Tempest, Maelstrom, Megathron<br />
*Navy Battleships: Tempest Fleet Issue, Raven Navy Issue, Megathron Navy Issue<br />
*Pirate Battleships: Machariel, Nightmare<br />
*Marauders: Vargur, Kronos, Golem</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Electronic_Warfare&diff=20564
Electronic Warfare
2013-10-22T09:35:48Z
<p>Goinggreyfast: </p>
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[[Category:Needs Updating]]<br />
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[[Category:Public]]<br />
[[Category:PVP University]]<br />
[[Category:PVP University/ELECTRONIC WARFARE]]<br />
<br />
<small>Original article by Ryysa. Updated and edited for content by Admiral Phobos, [http://www.agony-unleashed.com/user.php?id.3370 Azual]</small><br />
<br />
==Introduction==<br />
<br />
This article is intended to provide an in-depth look at all forms of electronic warfare, along with the calculations required to predict their effects.<br />
<br />
==Warp Scramblers and Warp Disruptors==<br />
<br />
Warp scrambling prevents another ship from entering warp. This is the primary type of ewar used in any kind of pvp, because it allows you to prevent your target from escaping from an unfavorable situation - if you can't keep your target from running away, killing them becomes very difficult!<br />
<br />
<br />
''Methods of application:''<br />
<br />
The most common forms of warp disruption are the targeted modules. These come in three forms:<br />
<br />
* Warp Disruptors (known in voice comms as a 'point')- these provide 1 point of warp disruption at a range of 20km (t1 and named) or 24km (t2). Their sole effect is to prevent the target from entering warp.<br />
* Warp Scramblers (known in voice comms as a 'scram')- these provide 2 points of warp disruption, ranging from 7.5km (t1) and 9km (t2), with named modules falling somewhere between the two. The most notable difference however is that warp scramblers also disable the target's microwarpdrive, making them excellent for holding down fast targets.<br />
* Warp Disruption Field Generator (with focused script) - by loading it's regular module with a focused warp disruption script, a heavy interdictor is able to replace it's bubble with a warp disruption module of infinite strength. This can have a range of anything between 24km and 30km depending on the pilot's heavy interdictors skill level. This is the only form of targeted warp disruption which affects super capitals.<br />
<br />
Warp disruption can also be found in the form of bubbles. For more on bubbles, see the [[Bubbles and Warping]] article (PvP-BASIC article).<br />
<br />
<br />
''Working Mechanism:''<br />
<br />
With the exception of 'deep space transport' ships, all ship have a base warp core strength of 1. Each warp disruptor or scrambler activated on that ship deducts from that either 1 or 2 points respectively. Once this value is reduced to 0 or lower, the ship can't enter warp.<br />
<br />
Bubbles follow a different mechanism, however that is outside the scope of this article.<br />
<br />
<br />
''Skills affecting:''<br />
<br />
Propulsion Jamming - 5% Reduction to capacitor need of scrambling modules per skill level.<br />
Anchoring - Reduces time to deploy anchorable bubbles.<br />
<br />
<br />
''Specialized ships:''<br />
<br />
* Arazu/Lachesis - Gallente Recons, get 20% bonus to warp disruptor/scrambler range per recon level.<br />
* Keres - Gallente EAF, gets a 10% bonus to disruptor/scrambler range and disruptor cap use per EAF level.<br />
* Interceptors - All interceptors get a role bonus reducing cap use by 80%. The fleet interceptors (stiletto, malediction, ares, raptor) also get a 5% disruptor/scrambler range bonus per level.<br />
* Interdictors & Heavy Interdictors - These ships are specialised in deploying warp bubbles (the standard dictor drops a static bubble, while the heavy version generated a bubble which moves with the ship). The heavy dictor can also use the focused warp disruption script.<br />
* Proteus - Gallente strategic cruiser. Get's a 10% bonus per level to disruptor/scrambler range when using the 'friction extension processor' electronics subsystem.<br />
<br />
<br />
''Counters:''<br />
<br />
The counter to standard warp disruptior/scrambler modules is the Warp Core Stabilizers. Each WCS adds one additional point of warp core strength to the ship. Meaning that if a ship has one WCS fitted and no natural bonus to warp core strength, you will need 2 point of disruption to keep it from warping.<br />
<br />
Deep space transport ships have a natural +2 to their warp core strength.<br />
<br />
The only direct counter to bubbles is the interdiction nullifier subsystem for t3 cruisers, however, due to bubbles having limited range, a speedy ship configuration is an indirect counter.<br />
<br />
<br />
<br />
==Stasis Webifiers==<br />
<br />
Stasis webifiers quite simply decrease the speed of a the target ship.<br />
<br />
<br />
''Methods of application:''<br />
<br />
Stasis webifier modules ('web') are a midslot module, and the only common form of stasis webification. These have a range of 10km and reduce speed by between 50% (t1) and 60% (t2).<br />
<br />
Webifying also comes in drone form. However the effect is very weak (especially when stacking penalties are applied) and these drones only come in heavy size, meaning anything that the drone can catch, probably doesn't need slowing down anyway.<br />
<br />
<br />
''Working Mechanism:''<br />
<br />
This is fairly simple. Each stasis webifier has a certain speed reduction amount.<br />
<br />
So for a ship travelling at 1000m/s hit by a t2 webifier (60% reduction):<br />
<br />
1000 * (1 - 0.6) = 400m/s<br />
<br />
Note that like many forms of ewar, webifiers are affected by stacking penalties. Please refer to section 9 of the guide for more info.<br />
<br />
Also, the slowdown of the ship is not instant. It is gradual and depends on the mass and agility of the target ship. It is entirely possible for a webified ship to be carried back out of web range by its existing momentum.<br />
<br />
<br />
''Skills affecting:''<br />
<br />
Propulsion Jamming - 5% Reduction to capacitor need per skill level.<br />
<br />
<br />
''Specialized ships:''<br />
<br />
While stasis webififers are common on all ships, it is the speciality of the minmatar t2 ewar ships:<br />
<br />
* Huginn, Rapier - Minmatar recons. Both get a massive bonus of 60% per recon ship level to stasis webifier range.<br />
* Hyena - Minmatar EAF. Gets a 20% bonus to webifier range per EAF level.<br />
* Paladin, Kronos - Amarr and Gallente marauders, both receive a 10% bonus to webifier strength per battleship level.<br />
* Loki - Minmatar strategic cruiser. Gets a 30% bonus to web range per level when using the 'immobility drivers' electronics subsystem.<br />
<br />
<br />
==Electronic Counter Measures (Target Jamming)==<br />
<br />
ECM is a form of chanced based ewar designed to disrupt a target's locking capability.<br />
<br />
<br />
''Methods of application:''<br />
<br />
The most common form of ECM is the targeted ECM jammers. When successful, these break all current locks which the target has established, and prevent it from locking again for 20 seconds. They come in two forms:<br />
<br />
* Racial jammers - these are the most common form of jammer. While they can be used against any ship, their strength is much higher towards their specific racial sensor type. (For example, a t1 minmatar jammer has a strength of 3 vs ladar, and 1 vs the other sensor types).<br />
* Multispectral jammers - these have an even strength across all sensor types, higher than a racial jammer's 'off' race strength, but lower than it's specific racial strength. (For example, a t1 multispectral jammer has a strength of 2 vs all sensor types). They also have significantly lower range than racial jammers.<br />
<br />
Here is a small table on racial sensors and jammers (Race - Sensor Type - Jammer):<br />
* Caldari - Gravimetric - Spatial Destabilizer<br />
* Gallente - Magnetometric - Ion Field Projector<br />
* Minmatar - LADAR - Phase Inverter<br />
* Amarr - RADAR - White Noise Generator<br />
<br />
The less common module is the ECM Burst. This is an area of effect weapon with a relatively high jamming strength (6 for the t1 version). However, it only breaks locks and does not prevent re-locking. Note that only one ECM burst may be active at the same time, meaning that fitting more than one is fairly pointless.<br />
<br />
Motherships (soon to be renamed supercarriers) can fit a specialised 'remote ECM burst' which has the same effect, however it is much larger, more powerful, and is centred on a target ship rather than the user.<br />
<br />
ECM can also be found in the form of:<br />
<br />
* Lockbreaker Bombs - This is a form of bomb launched by a stealth bomber, which upon detonation performs essentially like a more powerful ECM burst.<br />
<br />
* Drones - ECM also comes in drone form, with light, medium and heavy variants which vary in speed and jamming strength. Since ECM is not affected by stacking penalties, ECM drones are the only form of ewar drone to have achieved mainstream popularity. Due to the reliance of ECM modules on the ship's bonuses, ECM drones are the most effective form of ECM for non-bonused ships.<br />
<br />
<br />
''Working Mechanism:''<br />
<br />
Jamming is chance based. Every ship in eve has a characteristic known as sensor strength, which is compared with the strength of the jammer vs their racial sensor strength.<br />
<br />
This is calculated as follows:<br />
<br />
Chance to jam = jam strength / sensor strength<br />
<br />
In case of ECM bursts, a separate chance roll is performed for each ship in range.<br />
<br />
The chance to jam a target with multiple jammers is a simple deduction of Bernoulli's formula:<br />
<br />
Chance to jam = (1-(1-Jam strength/Sensor strength)^Number of jammers)<br />
<br />
Where J is the jamming strength of your jammer, S the sensor strength of the target ship, n the number of jammers and C the jamming chance in %.<br />
<br />
Or to put it simply - the chance of each jammer failing, multiplied together, and subtraced from 1.<br />
<br />
Jammers also have an optimal and a falloff range, please refer to section 8 on how to calculate the falloff multiplier.<br />
Note that multiplying the strength of the jammer by the falloff multiplier is incorrect, because the checking for falloff and the checking for jamming chance are two separate events - you must multiply the result from the chance calculation by the falloff multiplier to get an accurate answer.<br />
<br />
<br />
''Modules/Rigs affecting:''<br />
<br />
Modules:<br />
<br />
* Signal Distortion Amplifier - Lowslot module, 5% increase in jamming strength and optimal range for T1 version, 10% for T2.<br />
<br />
Rigs:<br />
<br />
* Particle Dispersion Augmentor - 10% increase in jamming strength for T1 version, 15% for T2.<br />
* Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.<br />
<br />
''Skills affecting:''<br />
<br />
* Electronic Warfare - 5% Reduction to capacitor need per skill level.<br />
* Signal Dispersion - 5% bonus to strength of all ECM jammers per skill level.<br />
* Long Distance Jamming - 10% bonus to optimal range per skill level.<br />
* Frequency Modulation - 10% bonus to falloff per skill level. <br />
<br />
''Specialized ships:''<br />
<br />
ECM is the realm of the caldari. The following ships get a bonus to ECM in some form:<br />
<br />
* Griffin - Frigate, gets 15% bonus to jammer strength and 10% bonus to Jammer capacitor need per level.<br />
* Blackbird - Cruiser, gets 15% bonus to jammer strength and 20% bonus to Jammer optimal range per level.<br />
* Scorpion - The only battleship in game truly dedicated to a form of EW, gets 15% bonus to Jammer strength and 20% bonus to Jammer optimal range and ECM burst range per level (note - this is the only ship to receive a bonus to ECM bursts).<br />
* Kitsune - Caldari EAF, gets a 20% bonus to jammer strength and 10% reduction in cap use per frigate level, and a 10% bonus to jammer range per EAF level.<br />
* Rook, Falcon - Caldari recons, get 10% reduction to jammer capacitor use per caldari cruiser level and 30% bonus to ECM Target Jammer strength per recon ship level.<br />
* Tengu - Caldari strategic cruiser. Receives a 10% bonus to jammer strength per level when using the 'rifling launcher pattern' offensive subsystem, and a 10% bonus to optimal range per level when using the 'obfuscation manifold' electronics subsystem.<br />
<br />
''Counters:''<br />
<br />
There is a direct counter available - ECCM, which gives a percentual increase to a ship's sensor strength, making it hard to jam it. Projected ECCM can also be used, which is a remote module with a higher effect than local ECCM, but for obvious reasons will be ineffective if you are jammed yourself.<br />
<br />
Example:<br />
<br />
A Scorpion with lvl5 caldari BS, lvl4 Signal Dispersion and 5 T2 Multispectral Jammers jamming a megathron.<br />
<br />
T2 Multispec base strength = 2.4<br />
With bonuses applied = 2.4*1.75(for BS 5)*1.2(for signal dispersion 4) = 5.04<br />
Megathron's sensor strength = 21<br />
<br />
Chance of success using 1 jammer = 5.04/21 = 0.24 = 24% chance to jam.<br />
<br />
Change of success using 5 jammers = 1-(1-0.24)^5 = 0.746 = 75% chance to jam.<br />
<br />
<br />
<br />
==Sensor Dampeners==<br />
<br />
Sensor dampening reduces a ship's scan resolution (affects targeting speed) and/or targeting range.<br />
<br />
<br />
''Methods of application:''<br />
<br />
Remote Sensor Dampeners ('damp') are a targeted midslot module which reduces both scan resolution and targeting range by 15% (for t1). Can be loaded with scripts for scan resolution dampening (increases scan res effect to 30%, removed targeting range effect) and targeting range dampening (increases targeting range effect to 30%, removes scan res effect).<br />
<br />
Sensor Dampening is also available on drones and come in three flavors, from small to heavy, however due to heavy stacking penalties their effects are fairly limited, and they are rarely used.<br />
<br />
<br />
''Working Mechanism:''<br />
<br />
Each sensor dampener reduces a targets locking speed and/or range by a given percentage.<br />
<br />
To calculate the Optimal range reduction for one dampener used against a target, the following formula is used:<br />
<br />
This can be calculated quite simply as follows:<br />
<br />
New scan res/targeting range = base scan res/targeting range * (1 - damp percentage).<br />
<br />
Note that while this is simple as far as targeting range goes, locking time is not linear with scan resolution. For those interested in a complex formula, the calculation for lock time is as follows:<br />
<br />
T = (40000/(M*X))/(asinh(Y)^2)<br />
<br />
Where X = scan resolution of your ship with positive bonuses applied, Y = sig radius of the target, M the scan resolution reduction multiplier of the dampening module or drone and T the locking time.<br />
<br />
<br />
''Modules/Rigs affecting:''<br />
<br />
Rigs:<br />
<br />
* Inverted Signal Field Projector - 10% increase to effectiveness for T1 version, 25% for T2.<br />
* Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2. <br />
<br />
<br />
''Skills affecting:''<br />
<br />
* Sensor Linking - 5% Reduction to capacitor need per skill level.<br />
* Signal Suppression - 5% bonus to effectiveness of sensor dampeners per skill level.<br />
* Long Distance Jamming - 10% bonus to optimal range per skill level.<br />
* Frequency Modulation - 10% bonus to falloff per skill level.<br />
<br />
<br />
''Specialized ships:''<br />
<br />
While all ships can be effective with dampeners, the gallente have several ships which specialise in their use.<br />
<br />
* Maulus - Gallente Frigate, 5% bonus to damp effectiveness per level.<br />
* Celestis - Gallente Cruiser, 5% bonus to damp effectiveness per level.<br />
* Arazu, Lachesis - Gallente Recons, 5% bonus to damp effectiveness per cruiser level.<br />
* Keres - Gallente EAF, 5% bonus to damp effectiveness and 10% reduction in damp capacitor use per frigate level.<br />
<br />
<br />
''Counters:''<br />
<br />
The direct counter to dampening are sensor boosters (as well as remote sensor boosters) and signal amplifiers, which increase your scan resolution and locking range.<br />
<br />
<br />
''Example 1:''<br />
<br />
Maulus with frigate 5 and signal suppression 4 and 2 tech 2 damps (targeting range script) vs a raven with lv 5 signature analysis and lv5 long range targeting.<br />
<br />
T2 damp with script = 34% reduction in targeting range<br />
<br />
With 25% ship bonus and 20% skill bonus = 51% reduction<br />
<br />
Raven's base targeting range = 94km<br />
<br />
Targeting range with 1 damp = 94 * (1 - 0.51) = 46km<br />
<br />
Targeting range with 2 damps = 94 * (1 - 0.51) * (1 - 0.51 * 0.87) = 26km!<br />
<br />
<br />
''Example 2:''<br />
<br />
Maulus with frigate 5 and signal suppression 4 and 2 tech 2 damps (scan res script) vs a raven with lv 5 signature analysis and lv5 long range targeting.<br />
<br />
T2 damp with script = 34% reduction in scan resolution<br />
<br />
With 25% ship bonus and 20% skill bonus = 51% reduction<br />
<br />
Raven's base scan res = 106mm (i.e. 18 seconds to lock the maulus)<br />
<br />
Scan res with 1 damp = 106 * (1 - 0.51) = 52mm (i.e. 37 seconds to lock the maulus)<br />
<br />
Scan res with 2 damps = 94 * (1 - 0.51) * (1 - 0.51 * 0.87) = 29mm (i.e. 66 seconds to lock the maulus)!<br />
<br />
From these examples, you can quite clearly see just how effective remote sensor dampeners are!<br />
<br />
<br />
==Tracking Disruptors==<br />
<br />
Tracking disruptors severely impair the effectiveness of turrets by heavily reducing their optimal range and/or tracking speed.<br />
<br />
<br />
''Methods of application:''<br />
<br />
Tracking disruptors ('track)' are targeted midslot modules. They reduce both tracking speed and optimal range of the target ship by anything from 18% (t1) to 20% t2. Like remote sensor dampeners, these modules can be fitted with scripts which double one attribute in exchange for removing the other.<br />
<br />
Like many other forms of ewar, tracking disruption is available via drones, however like dampening drones the stacking penalties and reduced effectiveness mean that they are rarely used.<br />
<br />
<br />
''Working Mechanism:''<br />
<br />
Each tracking disruptor reduces the tracking speed and/or the optimal & falloff ranges of turrets.<br />
<br />
The effect can be calculated simply as follows:<br />
<br />
New tracking speed/range = old tracking speed/range * (1 - tracking disruptor percentage).<br />
<br />
<br />
''Modules/Rigs affecting:''<br />
<br />
Rigs:<br />
<br />
* Tracking Diagnostic Subroutines - 10% increase to effectiveness for T1 version, 15% for T2.<br />
* Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.<br />
<br />
''Skills affecting:''<br />
<br />
* Weapon Disruption - 5% Reduction to capacitor need per skill level.<br />
* Turret Destabilization - 5% bonus to effectiveness of tracking disruptors per skill level.<br />
* Long Distance Jamming - 10% bonus to optimal range per skill level.<br />
* Frequency Modulation - 10% bonus to falloff per skill level. <br />
<br />
<br />
''Specialized ships:''<br />
<br />
While tracking disruptors can be effective any any ship, it is amarr ships, which receive bonuses to them:<br />
<br />
* Crucifier - Amarr Frigate, 5% bonus to tracking disruptor effectiveness per level.<br />
* Arbitrator - Amarr Cruiser, 5% bonus to tracking disruptor effectiveness per level.<br />
* Sentinel - Amarr EAF, 5% bonus to tracking disruptor effectiveness per frigate level.<br />
* Curse/Pilgrim - Amarr Recons, 5% bonus to tracking disruptor effectiveness per cruiser level.<br />
<br />
<br />
''Counters:''<br />
<br />
The direct counter to tracking disruptors are tracking computers and tracking enhancers, as well as tracking links (the remote equivalent of the tracking computer)<br />
<br />
<br />
''Example 1:''<br />
<br />
Crucifier with frigate lv5 and turret destabilisation lv4 using 2 tech 2 tracking disruptors (range script) vs an Armageddon with sharpshooter & trajectory analysis lv 5 using mega pulse laser iis and scorch ammo.<br />
<br />
T2 track with optimal script = 40% reduction in turret optimal, 40% reduction in turret falloff<br />
<br />
With 25% ship bonus and 20% skill bonus = 60% reduction in turret optimal, 60% reduction in turret falloff<br />
<br />
Base Optimal of Acpoc's megapulse iis = 45km<br />
Base Falloff of Apoc's megapulse iis = 10km<br />
<br />
Optimal range with 1 damp = 45 * (1 - 0.6) = 18km<br />
Falloff with 1 damp = 10 * (1 - 0.6) = 4km<br />
<br />
Optimal range with 2 damps = 45 * (1 - 0.6) * (1 - 0.6 * 0.87) = 8.6km!<br />
Falloff with 2 damps = 10 * (1 - 0.6) * (1 - 0.6 * 0.87) = 2km!<br />
<br />
''Example 2:''<br />
<br />
Crucifier with frigate lv5 and turret destabilisation lv4 using 2 tech 2 tracking disruptors (tracking speed script) vs a Megathron with motion prediction lv 5 using electron blaster cannon iis and antimatter ammo.<br />
<br />
T2 track with tracking speed script = 40% reduction in tracking speed<br />
<br />
With 25% ship bonus and 20% skill bonus = 60% reduction in tracking speed<br />
<br />
Base tracking speed of Acpoc's megapulse iis = 0.086<br />
<br />
Tracking speed with 1 damp = 0.032 * (1 - 0.6) = 0.034<br />
<br />
Tracking speed with 2 damps = 0.032 * (1 - 0.6) * (1 - 0.6 * 0.87) = 0.018!<br />
<br />
To put this in perspective, here's a graph showing the damage output of this megathron tracking the crucifier with a transversal velocity of only 35m/s (10% it's non-afterburning speed):<br />
<br />
[[Image:Trackingscriptdps.jpg]]<br />
<br />
As you can see, the mega goes from being a serious threat, to being a paperweight at the hands of a single tech 1 frigate.<br />
<br />
''More tracking info can be found Here: http://www.agony-unleashed.com/wiki/index.php?title=Tracking''<br />
<br />
==Target Painters==<br />
<br />
Target Painting increases the signature size of the target, making it easier to hit, and increasing friendly locking speed against the target.<br />
<br />
<br />
''Methods of application:''<br />
<br />
Target Painters 'paint' are midslot modules, which increase the target's singature radius by between 25% (t1) and 30% (t2).<br />
<br />
<br />
''Working Mechanism:''<br />
<br />
The working mechanism of target painters is fairly simple.<br />
<br />
Modified signature radius = old signature radius * (1 + target painter percentage)<br />
<br />
<br />
''Modules/Rigs affecting:''<br />
<br />
Rigs:<br />
<br />
* Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2.<br />
<br />
''Skills affecting:''<br />
<br />
* Target Painting - 5% Reduction to capacitor need per skill level.<br />
* Signature Focusing - 5% bonus to effectiveness of target painters per skill level.<br />
* Long Distance Jamming - 10% bonus to optimal range per skill level.<br />
* Frequency Modulation - 10% bonus to falloff per skill level.<br />
<br />
''Specialized ships:''<br />
<br />
While target painters are effective on any ship, it is mainly minmatar ships which receive a bonus to them:<br />
<br />
* Vigil - Minmatar Frigate, 5% bonus to target painter effectiveness per level.<br />
* Bellicose - Minmatar ruiser, 7.5% bonus to target painter effectiveness per level.<br />
* Hyena - Minmatar EAF, 7.5% bonus to target painter effectiveness per frigate level.<br />
* Huginn/Rapier - Minmatar Recons, 7.5% bonus to target painter effectiveness per cruiser level.<br />
* Vargur/Golem - Minmatar and caldari marauders, both receive a 7.5% bonus to target painter effectiveness per marauders level.<br />
<br />
<br />
''Counters:''<br />
<br />
None<br />
<br />
<br />
''Example:''<br />
<br />
Let's try to illustrate why target painting is sometimes useful.<br />
A raven shoots a caracal with a torpedo.<br />
<br />
A torpedo has an explosion radius of 400m.<br />
A caracal has a signature radius of 145m.<br />
<br />
Due to how missiles work, the torpedo does: 145/400 * 100% = 36.25% of it's normal damage.<br />
<br />
If our torpedo had a damage output of 500, it would now only do 181.25 damage against the caracal.<br />
<br />
Now, let's assume the raven is using two t2 target painters without any advanced skills on the caracal.<br />
<br />
Signature radius bonus from one T2 target painter: 30%<br />
Signature radius of Caracal with two target painters applied: 145m*(1+0.3)*(1+0.3*0.87) ~ 237.7m<br />
<br />
Torpedo damage with two painters: 237.7/400 * 100% = 59.425% of normal damage.<br />
<br />
If our torpedo had a damage output of 500, it would do ~ 297.1 damage after the painters have been applied, which is about 64% more damage than without the painters.<br />
<br />
Of course, signature radius affects other things such as locking speed, turret tracking etc. <br />
<br />
<br />
==Capacitor Warfare==<br />
<br />
Cap draining with Nosferatus or Neutralizers reduces your targets cap and in some cases adds it to your own.<br />
<br />
<br />
''Methods of application:''<br />
<br />
* Energy Neutralisers ('neut') - a high slot module which expends your own capacitor to drain a larger amount of your opponent's capacitor.<br />
* Energy Vampires AKA Nosferatu ('nos') - a high slot module which drains your opponent's cap and adds it to yours. These drain a small amount than neutralisers, and will not have any effect unless the opponents % cap remaining is greater than your own.<br />
* Drones - There are neutralizing drones available in various sizes, but due to low neutralising amount these are rarely used.<br />
* Void Bombs - These are a form of bomb used by stealth bombers, which neutralises a large amount of cap from all ships within its area of effect.<br />
<br />
''Working Mechanism:''<br />
<br />
The mechanic for these is simple, each of them have a cycle time. Every cycle time seconds the cap amount is drained from the enemy.<br />
<br />
There is a major difference between NOS and neuts however:<br />
<br />
In case of NOS, the cap drained is added to your own, but only as long as you have less cap (by percentage) than the ship you are draining cap from. Meaning that once you have (percentually) more cap than the target ship, no capacitor is drained from it anymore.<br />
<br />
In the case of neuts you sacrifice a certain amount of energy but get a much bigger effect on the targets capacitor and it also removes energy from their capacitor when you have more energy than they do.<br />
<br />
For efficient capacitor warfare it is smart to combine neutralizers and nosferatus.<br />
<br />
<br />
''Modules/rigs affecting:''<br />
<br />
Rigs:<br />
<br />
* Egress Port Maximiser - 15% reduction in cap use for t1, 20% for t2.<br />
<br />
Also, one should mention the existance of Talisman pirate implants.<br />
<br />
These implants reduce the cycle time of your Nosferatu and Neutralizer modules.<br />
<br />
According to Entity's Pirate Implants FAQ a lowgrade set will result in a 26.94% reduction and a highgrade set in a 38.12% reduction of module cycle time.<br />
<br />
<br />
''Skills affecting:''<br />
<br />
Energy Emission Systems - Decreases cap usage amount by 5% per level.<br />
<br />
<br />
''Specialized ships:''<br />
<br />
While cap warfare can be effective on all ships, some amarr ships tend to get a particularly hefty bonus to them:<br />
<br />
* Curse - Amarr recon, gets 20% bonus to nos/neut amount and 40% bonus to nos/neut range per recon skill level.<br />
* Pilgrim - Amarr recon, gets 20% bonus to nos/neut amount per recon skill level.<br />
* Sentinel - Amarr EAF, gets a 20% bonus to nos/neut amount per frigate level, and a 40% bonus to nos/neut range per EAF level.<br />
* Legion - Amarr strategic cruiser, gets a 10% bonus to nos/neut amount per level when using the 'Energy Parasitic Complex' electronics subsystem.<br />
<br />
<br />
''Counters:''<br />
<br />
There are no direct counters to cap warfare, however there are two viable indirect methods of countering it.<br />
<br />
* Using a cap booster to instantly replenish lost cap.<br />
* Using a nosferatu of your own to drain cap back in your direction.<br />
<br />
==EWAR and Falloff==<br />
<br />
Many of the EW modules have a falloff range.<br />
<br />
Like guns (if tracking/sig radius is ignored), a module has a 100% chance to hit from 0km to it's optimal range. At optimal+falloff the chance to hit drops to 50% and at optimal +2xfalloff it is 0%. This means that at optimal+falloff there is a 50% chance that the module will fail and not do anything.<br />
<br />
To determine the chance of success in falloff range, we use the following formula:<br />
<br />
C = 0.5^((R-O)/F)^2)<br />
<br />
Where R is the range from you to the target, O the optimal range of the module, F the falloff range of the module and C the chance of success.<br />
<br />
As a result, you will get a multiplier. This is a chance multiplier. In case of jammers, just multiply the calculated chance by it. In case of other modules, this will simply show you the chances of the module succeeding at a given range.<br />
<br />
<br />
==Stacking Penalties==<br />
<br />
Many of the EW modules are stacking penalized (essentially all the percentage based modules, e.g. webs, damps, tracks).<br />
<br />
So if calculating the effect multiplier with multiple modules, you need to keep the stacking penalty in mind.<br />
<br />
For calculating the multiplier we use the general stacking formula:<br />
<br />
M = M1*S1*M2*S2*...*Mn*Sn<br />
<br />
Where M(1..n) are the effect multipliers of module n and S(1..n) are stacking penalty multipliers for module n. The modifiers for the first four modules are as follows:<br />
<br />
* Multiplier for the first module, S(1) = 1<br />
* Second module, S(2) = 0.8708860<br />
* Third module, S(3) = 0.5705831<br />
* Fourth module, S(4) = 0.2829552<br />
<br />
The formula to calculate the stacking penalty for the nth module is:<br />
<br />
S(n) = 0.5^[((n-1) / 2.22292081) ^2]<br />
<br />
Where n is the number of the module modifying the same attribute and S the stacking multiplier applied to that module.<br />
<br />
Also keep in mind, that you need to sort the modules according to their strength in descending order. Meaning if you have 3 modules with different strengths, then the strongest module will suffer no stacking penalty and the weakest module will suffer the stacking penalty for the third module.<br />
<br />
For this reason, it is generally considered ineffective to have more than 3 modules stacking on the same attribute (in most cases the fourth module can generally be replaced by something more useful).<br />
<br />
''Stacking & Scripts''<br />
<br />
One useful workaround in large fleets is assigning scripts across the fleet so that half are using one script and half are using the other for a given module. For example, instead of having 6 unscripted damps (in which case the 4th has a very low effectiveness, and 5 and 6 are almost useless), you can have 3 damps with range script, and 3 damps with scan resolution script, and never have more than 3 modules stacking on the same attribute.<br />
<br />
==Other References==<br />
<br />
[[ECM - Electronic Counter Measures]]<br><br />
[[ECCM - Electronic Counter Counter Measures]]<br><br />
[[EWAR Certification|EWAR Certification]]<br></div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Agony_Amarr_EWAR_pilot_Stages_1-5&diff=20563
Agony Amarr EWAR pilot Stages 1-5
2013-10-22T09:24:36Z
<p>Goinggreyfast: </p>
<hr />
<div><br />
{| align="center" width="66%" style="background-color:#FFADB9;" cellpadding="20" cellspacing="0" border="1"<br />
|-<br />
|width="50px"|[[Image:Info.png|center]]<br />
|This article is outdated/potentially outdated and in need of updating. If you bring this article up-to-date, please remove this message.<br />
|}<br />
<br />
<br />
<br />
<br />
[[Category:Needs Updating]]<br />
[[Category:Agony]] <br />
<br />
<br />
<br />
=='''General Information'''==<br />
<br />
==='''Description:'''===<br />
<br />
The Amarr EWAR pilot is the bane of all gun toting, CAP unstable pilots in a fight. Amarrian EWAR pilot primary areas of expertise are in Tracking Disruption and CAP elimination. He/She lives on the knife’s edge of going CAP dry, but if properly fitted and has the correct skills he/she can wreck havoc on other pilots. The tech 1 ships are the Crucifier and the Arbitrator. The two Tech 2 ships will strike fear in other pilots are the Sentinel, the Curse, and to a lesser effect the Pilgrim. In this writer’s option, the Pilgrim does not get the respect it is due. It is considered a weak version of the Curse, but I will cover this ship more in step 5.<br />
<br />
The Sentinel and Curse can kill the opponent’s CAP, making them a lot easier to kill. There is very few speed tanking pilots that foolish enough to get closer then 40KM+ to a Curse. One Energy Neutralizer hit from a Curse on any interceptor will stop the interceptor cold and lead to his/her quick death. The Sentinel is just as effective at killing interceptors, but it does take them a little longer. The Sentinel pilot has to use 2 Energy Neutralizers to get the same effect. <br />
<br />
All 5 ships in the Amarrian EWAR line excel at Tracking Disruption. They can render a gun using pilot useless with their tracking disruption bonuses. On smaller target ships they can disrupt the optimal and falloff ranges of the gun and stay outside of harm’s way. On larger gunships they can disrupt the tracking ability of the guns and make hard to impossible for the guns to hit them.<br />
<br />
Soloing in these ships is not for the faint hearted and will result in the loss of a quite of few ships until you get the hang of CAP management. Once mastered, this role path can be very rewarding and very frustrating to your opponents. <br />
<br />
<br />
==='''Potential Use:''' ===<br />
<br />
The primary use of this role path is to provide Tracking Disruption and CAP Neutralization of the enemy for the fleet. This is a fleet support role, but is quite capable in adding to the over DPS with its combat drones or provide Logistic/EWAR support with logistic/EWAR drones.<br />
<br />
With some basic tactics and practice these ships can be very effective in solo PvP situations as well.<br />
<br />
<br />
==='''Primary Attributes to boost with implants:'''===<br />
<br />
WIP<br />
<br />
Where to Next:<br />
<br />
== Stage 1 - Crucifier (Tech 1 Frigate)==<br />
<br />
This is your 1st step in becoming an Amarrian EWAR pilot. You will be flying a Crucifier and be responsible for Tracking Disruption. While you might be asking, “What about CAP EWAR?". There are no bonuses at this level and you only get one drone to use. The drone bay is best reserved for an Armor or Hull Rep Drone. Your Skill plan is very light at this point and you will need the exposure in the EWAR role. As you progress through the next stage’s skill plan, your skills will start allowing you to effectively employ Energy NUETs and VAMPs.<br />
<br />
Remember to keep both “Tracking Speed Disruption” and “Optimal Range Disruption” scripts in your cargo hold. Your FC will call out what needs to be loaded as the targets change.<br />
<br />
<br />
<br />
=== Suggested Fitting ===<br />
<br />
You can load this into EFT for your reference. As you complete higher levels in your skill plans, go back and update the fittings to take advantage of them.<br />
<br />
[Crucifier, Agony_Amarr_EWAR_Stage1_Frig]<br />
Micro K-Exhaust Core Augmentation<br />
Nanofiber Internal Structure II<br />
Nanofiber Internal Structure II<br />
<br />
1MN Afterburner II<br />
Tracking Disruptor II, Tracking Speed Disruption<br />
Tracking Disruptor II, Optimal Range Disruption<br />
<br />
Small Focused Beam Laser II, Xray S<br />
Small Focused Beam Laser II, Xray S<br />
<br />
[empty rig slot]<br />
[empty rig slot]<br />
[empty rig slot]<br />
<br />
Light Armor Maintenance Bot I x1<br />
<br />
=== Skill Plan ===<br />
<br />
To be uploaded<br />
<br />
== Stage 2 - Sentinel (Tech 2 - Electronic Attack Ship)==<br />
<br />
BLANK<br />
<br />
=== Suggested Fitting ===<br />
<br />
You can load this into EFT for your reference. As you complete higher levels in your skill plans, go back and update the fittings to take advantage of them.<br />
<br />
[Sentinel, Agony_Amarr]<br />
Nanofiber Internal Structure II<br />
Nanofiber Internal Structure II<br />
Energized Adaptive Nano Membrane II<br />
<br />
Tracking Disruptor II<br />
Tracking Disruptor II<br />
1MN Afterburner II<br />
Warp Disruptor II<br />
<br />
Small Nosferatu II<br />
Small Energy Neutralizer II<br />
Small Energy Neutralizer II<br />
<br />
[empty rig slot]<br />
[empty rig slot]<br />
<br />
Hobgoblin II x4<br />
Warrior II x4<br />
Light Armor Maintenance Bot II x1<br />
Hobgoblin SD-300 x1<br />
<br />
=== Skill Plan ===<br />
<br />
To be uploaded<br />
<br />
== Stage 3 - Arbitrator (Tech 1 - Cruiser)==<br />
BLANK<br />
<br />
<br />
<br />
=== Suggested Fitting ===<br />
<br />
You can load this into EFT for your reference. As you complete higher levels in your skill plans, go back and update the fittings to take advantage of them.<br />
<br />
=== Skill Plan ===<br />
<br />
To be uploaded<br />
<br />
== Stage 4 - Curse (Tech 2 - Recon)==<br />
<br />
BLANK<br />
<br />
=== Suggested Fitting ===<br />
<br />
You can load this into EFT for your reference. As you complete higher levels in your skill plans, go back and update the fittings to take advantage of them.<br />
<br />
=== Skill Plan ===<br />
<br />
To be uploaded<br />
<br />
== Stage 5 - Pilgrim (Tech 2 - Recon)==<br />
<br />
BLANK<br />
<br />
=== Suggested Fitting ===<br />
<br />
You can load this into EFT for your reference. As you complete higher levels in your skill plans, go back and update the fittings to take advantage of them.<br />
<br />
=== Skill Plan ===<br />
<br />
To be uploaded</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Remote_repair_time_line_and_cycle_management&diff=20562
Remote repair time line and cycle management
2013-10-22T09:10:58Z
<p>Goinggreyfast: </p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/INTERMEDIATE]]<br />
==Remote repair time line==<br />
Understanding the time line for remote repairs deepens your understanding of the remote repair mechanic in all its aspects and allows you to separate the people who happen to fly a RR ship from those who master the mechanic.<br />
<br />
There are really two phases to remote repair:<br />
* First repair cycle<br />
* Later repair cycles<br />
<br />
Each phase has a number of specific characteristics and is important for a different reason.<br />
<br />
<br />
===First repair cycle time line===<br />
The first repair cycle is vital, because if a target is destroyed before a repair cycle is ever landed, remote repair will be completely defeated. The time line doe the first repair cycle should therefor starts much earlier then the actual remote repair module is started. The following image depicts this time line.<br />
<br />
[[Image:PVP-RemoteRepair_FirstRepairCycle.png]]<br />
<br />
The image shows:<br />
* the actions taken by the pilot of the ship requesting remote repair above the time line and with red triangles on the time line<br />
* the actions taken by the pilot applying remote repair below the time line and with double blue triangles on the time line<br />
* some important time spans<br />
<br />
Let's go over the sequence of steps in the diagram.<br />
# (Victim) '''Getting targeted by hostile''' (also called 'yellow boxed')<br />
# (Victim) '''Receiving damage from hostile''' (also called 'red boxed'): Please note: this description is not 100% accurate. When being shot at by normal drones or missiles, you will get a 'red box' first and start receiving damage with a delay.<br />
# (Victim) '''Broadcasting for repairs''': The timing of broadcasting depends both on the broadcast strategy and human delay. <br />
# (Repper) '''Frees up a lock slot (optional)''': During a prolonged battle or when flooded by broadcasts, a pilot might have to unlock a current target to be able to target, adding a human delay. <br />
# (Repper) '''Starts locking victim'''<br />
# (Repper) '''Has lock on victim''': This is not an actual 'action', but more an event that a pilot has to wait for. <br />
# (Repper) '''Starts first repair module cycle'''<br />
# (Victim) '''ONLY SHIELD: first repair cycle lands'''<br />
# (Repper) '''First repair module cycle ends'''<br />
# (Victim) '''ONLY ARMOR: first repair cycle lands'''<br />
<br />
Please notice that the times mentioned in the time line are fictional and depend on a number of things, like:<br />
* human response time<br />
* ships, fittings and bonuses involved<br />
* broadcast strategy<br />
<br />
<br />
====Broadcast Strategy====<br />
Different types of fleets, ships, fits and tactics could require a different broadcast strategy. Often you see the decision to broadcast and when left up to the individual pilot, but in large fleet fights it is critical that a coherent broadcast strategy be determined and communicated if the fleet is going to be a success. Even if your FC doesn't specify a strategy as a pilot in a fleet, you should be aware of these and take them into account. The strategy needs to weigh two major factors:<br />
<br />
<br />
=====Maximize Survival=====<br />
Frequently broadcasting early (sometimes even when you are just yellow boxed) is necessary for survival. This happens frequently in high-dps fleets and less coordinated high-alpha fleets where multiple ships will be firing but my not be firing coherently.<br />
<br />
By putting on repairs early, it maximizes the chance that those repairs will make a difference before you loose your target. <br />
<br />
This element is particularly important when dealing with armor repair gangs due to armor remote repair applying at the end of the cycle.<br />
<br />
<br />
=====Minimize Waste=====<br />
When flying as a remote-repair pilot, (often in large fleets) you can get overwhelmed by the amount of information you have to process. This includes keeping position relative to fleet and enemy, keeping track of what is going on with the enemy so you survive. Keeping track of the tank levels of those you are repairing so you know when to unlock or when to apply or cycle a module, keeping track of broadcasts to see if someone else needs repairing, keeping track of your cap level and keeping track of your cap chain and who in that chain is jammed so you can switch cap transfers as needed.<br />
<br />
Similarly in those larger fleets, more people are going to require (or think they will require) repairs, so the list of people you will be attempting to lock and manage will go significantly up.<br />
<br />
If the entire fleet broadcasts when they are yellow boxed (or even red boxed) in this kind of environment there is no way to actually manage all of the potential repair targets (if for no other reason than at max you have 10 you can target at one time). To minimize that, often guidelines need to be set on who broadcasts, when and for what. <br />
<br />
For example, if you are in a small guardian supported gang sometimes broadcasting for capacitor can be useful if your remote repair pilots can handle it. That same guardian support is unlikely to be able to handle those kinds of requests in a 100+ person fleet and they are likely to clog up their broadcast history (at least for a short period of time as all the guardians set their history to ignore cap requests). <br />
<br />
Another example of this is in a large gang fighting a high-damage fleet, the only way to survive is to broadcast very early. This often leads to people broadcasting when yellow boxed who never actually take damage or people broadcasting when a tackler tackles them or one ship hits them and they take very little damage. <br />
<br />
In the first example it can be useful if the FC or remote-repair squad leader specifies no capacitor broadcasts. In the second a simple clarification to not broadcast until you are yellow or red boxed by a significant force (not just one ship) can help. In addition, with that many fleet members to tend, remote repairers are unlikely to be able to help certain types of ships (frigates, t1 cruisers, etc) and given their value, priority has to be put on more vital resources. Instructing frigates and t1 cruisers not to broadcast can reduce the number of broadcasts significantly depending on the fleet composition.<br />
<br />
<br />
====Remote Repair Delay====<br />
The remote repair delay is the time between when a pilot requests remote repair and when the first rep actually lands. It is important to try to work towards minimizing it, because the effectiveness of remote repair is fully dependent on being able to land that first rep cycle before a ship dies and ideally before it gets damaged beyond the repair buffer. <br />
<br />
Five main items factor into this delay: lock time, type of repair, cycle time, time off target and reaction time.<br />
<br />
<br />
=====Lock Time=====<br />
This depends solely on the remote repair pilot's scan resolution and their targets' signature radii. Though there are some things that can be done to help this (sensor boosters and the like), these need to be weighed carefully against other modules that might help survival or counteract ECM. By in large this one is difficult to affect without negatively impacting the survivability of the remote repair ships and by extension the fleet. <br />
<br />
One tactic that does work in a very limited situation is to pre-lock any ships you consider to be likely primaries before the start of an engagement. It takes virtually no time to unlock a target if you are wrong and if you are right you just significantly reduced your time to task.<br />
<br />
This time is generally shorter in shield remote repair fleets because many shield modules and rigs increase your signature radius, thus making you easier to lock.<br />
<br />
=====Type of Repair/Cycle Time=====<br />
As has been mentioned before, armor repairs apply at the end of the cycle. When dealing with armor repair, you need to factor in the immutable 4.5-5 second cycle time. <br />
<br />
Since shield repairs feed at the start of the cycle, they benefit over armor repair fleet on this.<br />
<br />
<br />
=====Time off Target=====<br />
Frequently in large and long fights, remote-repair ships have their modules fully committed a majority of the time. When this is the case, there is a time delay while the pilot cycles a module and then re-assigns it. <br />
<br />
This factor is generally equal between armor and shield gangs and is more difficult to avoid the less experience you have as a remote-repair pilot or the larger and longer the battle.<br />
<br />
<br />
=====Reaction Time=====<br />
Anyone who has said that EVE isn't a twitch game obviously hasn't tried being a remote-repair pilot. This is one of the places in eve where having good hand-eye coordination, fast reflexes, the ability to process large amounts of information quickly and a lot of practice can really come into play.<br />
<br />
<br />
==Later repair cycles, cycle management, priorities and more==<br />
Once the first repair module has been activated (so before it has landed a rep cycle in case of an armor module), the pilot doing remote repair must start managing his repair cycles. Most of this boils down to:<br />
<br />
# Who to lock/watch<br />
# Who to repair<br />
# When to repair them<br />
# When to stop repairing them<br />
# How to repair them<br />
# How many repair modules to keep in action<br />
<br />
How the pilot does this depends on quite a list of variables and priorities. Without clarifying the remote repairer's priorities, we cannot effectively discuss how to go about deciding how to manage repair cycles.<br />
<br />
<br />
===Remote Repair Pilot Priorities===<br />
As always, this can vary wildly from situation to situation and can be radically rearranged in situations by need or FC dictate. In general however the Remote Repair pilot's priorities are (in order of most important to least important)<br />
<br />
# (when in a dedicated remote repair ship) Your survival.<br />
# Other dedicated remote repair ship's survival.<br />
# The FC's survival (this can vary depending on the availability of backup FCs)<br />
# Survival of critical force multipliers (ECM, EWAR, Boosting Ships)<br />
# Fleet survival / Mission Success (feeds into all of these but deserves its own listing)<br />
# Efficiency (feeds into the above but deserves its own listing)<br />
# Any other individual ship's survival<br />
<br />
This might seem at first blush as counter intuitive and definitely counter to the priorities of any other fleet member (your survival is usually dead last in the list of priorities), so I will go through each of these and explain why it is where it is in the priority list. Again this is highly situational and there are definitely situations where your survival can be considered dead last as long as doing so guarantees some critical objective. This is just explaining the general case.<br />
<br />
<br />
==== Remote Repair Survival (1+2) ====<br />
<blockquote>Force multiplication, in military usage, refers to an attribute or a combination of attributes which make a given force more effective than that same force would be without it. The expected size increase required to have the same effectiveness without that advantage is the multiplication factor. <br />
-- http://en.wikipedia.org/wiki/Force_multiplier<br />
</blockquote><br />
<br />
Dedicated remote repair ships are one of the biggest force multipliers to fleets that are designed around them. The loss of a single dedicated logistics ship has a far greater effect then the loss of any one other ship as it reduces the effectiveness of all the other ships in the fleet. <br />
<br />
Or to put it more simply, if you are dead you can't keep everyone else alive.<br />
<br />
<br />
==== The FC's Survival ====<br />
This is most important when the FC is the only effective leader of the fleet. Though this is definitely a sub-optimal situation (there should always be an XO, backup target callers, etc) it is an all too common one. The loss of the FC can turn an easy win into a complete loss.<br />
<br />
==== Other Force Multipliers ====<br />
This is here for the same reason remote repair survival is on top. Taking out a dedicated ECM or EWAR boat doesn't just take out a ship, it removes your ability to disable a whole group of enemy ships and sow chaos in their ranks. <br />
<br />
<br />
==== Fleet Survival / Mission Success ====<br />
Arguably this is a super category of all these priorities, but in this case I am referring to a more generalized, if you have to choose who to save, save the one who is more likely to help the fleet survive. (either by winning or by getting out) This is too situational to go into specific examples it is more a way of weighing who to give priority to.<br />
<br />
<br />
==== Efficiency ====<br />
The more efficient you are, the more repair you can bring to bear, the greater your force multiplication factor and the more of your fleet you can save. <br />
<br />
<br />
==== Everyone Else ====<br />
You have to be brutal. In large fleet engagements there is no way you can save them all. If it comes down to saving a Falcon or the FC vs saving some expensively fit damage dealer, then the right call has to be made.<br />
<br />
=== What does this mean then? Tactics. ===<br />
The priorities by themselves answer two of our major items, who to watch and who to repair. The rest are encapsulated in the priority of Efficiency. How can you leverage the modules at your disposal to make the most efficient use of them.<br />
<br />
The number of variables that go into choosing how to manage your modules can seem staggering, but most of them come down to one question: How much can you manage? If you cannot manage a certain level of efficiency, you are better off doing less of these and having a lower efficiency than messing them all up and loosing efficiency completely. Choosing which of these techniques to use and when comes with experience.<br />
<br />
==== Just let them cycle ==== <br />
This is the easiest to do and the most likely to be inefficient. The idea here is lock, put one or more of your modules on let it run while you are locking another target that need repping and repeat. If you run out of modules look at your list and see if anyone isn't taking any damage and unlock them. This wastes a /lot/ of your repair capabilities but can be necessary either because of situation or lack of experience. This technique works best against a fleet that is not that situationally aware (i.e. not noticing that you are remote repairing and therefore not switching targets frequently) that is doing damage spread out over time (low-alpha).<br />
<br />
==== Cycle and Purge ====<br />
As with letting them cycle except keeping much better awareness of your targets and unlocking or stopping repairing a target immediately when they are out of danger or there is nothing you can do to save them. This requires you to be not only aware of how much damage they have, but if they are still taking damage, if there is another remote repairer repairing them enough that you can move elsewhere and in general terms how much abuse their ship can take (so you can pick when to unlock. remember with some ships you don't have to repair them to full if there is a critical target waiting, you can always go back and finish the job later or after the combat). This is better against fleets that are switching targets frequently but still is most efficient against low-alpha fleets.<br />
<br />
==== Stagger, Cycle and Purge ====<br />
As above except when dealing with low-alpha but high damage where you need to assign multiple modules to a single target, stagger them out and when you can pull one off, pull the one closest to the end of its cycle so you can put it on task faster. This doesn't change the fleet profile it is most efficient against, (still low-alpha) but it does increase your efficiency against that fleet type and makes it harder for alpha ships to notice the pattern of your repairs and try and get in a shot at just the wrong time.<br />
<br />
==== All controls to manual Scotty! ==== <br />
The idea is to understand and observe the pattern of damage being done (is it all being done at once, over time, how much is being done, etc... and manually cycle your modules (either by setting them to not repeat or by deactivating frequently) so you do not waste any repair when you don't need to. This can be very effective if you can observe the pattern of damage. For example, if multiple targets are taking alpha damage and you can switch modules between them right after they take damage and quickly move it to another target after one cycle, you have multiplied your effectiveness. This works because some high-alpha ships have really long cycle times (upwards of 20seconds or more) and in those 20 seconds you can use your modules up to four (more realistically three) times. This is the most effective against alpha fleets but requires a high degree of situational awareness.<br />
<br />
==== All of the above ==== <br />
Basically the most complex method is to mix and match these depending on the damage profiles. The reason it is more complex if you adopt just one of the above, you can get into a pattern. Even with the manual method you can entrain yourself to use these keyboard shortcuts when you see x, etc. With mixing all of the techniques above it breaks that pattern. Consequently it is the most complex and the most effective as well as keeping the enemy from picking up on your patterns.<br />
<br />
<br />
=== Know when to hold'em ===<br />
In addition to the above there is one other piece that can affect all tactics. This is knowing when to hold back. <br />
<br />
There are several situations when you might want to hold back a module or two. The easiest example is if you are running out of capacitor. If you can't run them all, you can't run them all. Optimally you realize this before you run out of cap because it take a lot longer to regenerate from zero then it does from 30%. <br />
<br />
As an addendum and a nod to priority one, you might want to hold back a module if using that module would require you to turn of your tank (or afterburner if it is a part of your defense). It is more important that you stay viable rather than running all your reppers all the time.<br />
<br />
You also might want to hold back a module or two in order to keep one available for emergencies. By reducing the time to de-cycle, you can bring that emergency module on to task a lot faster (up to 5 seconds faster).<br />
<br />
And finally, in certain situations, under-repping (see [[Remote repair concepts]]) a bait ship can keep an enemy on a less valuable or better tanked target or even on the field.<br />
<br />
What to hold back is a very personal and situational decision but it is a tactic to consider.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Remote_repair_concepts&diff=20561
Remote repair concepts
2013-10-22T09:10:51Z
<p>Goinggreyfast: </p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/INTERMEDIATE]]<br />
__TOC__<br />
<br />
==Introduction==<br />
This article is part of the PVP Logi seminar. It will describe what remote repair is, how it works and what modules are used. It will define and explain a number of terms that are key to understanding remote repair. You are probably familiar with a lot if not all of these concepts, but this is just to make sure that we are all on the same page and use the same terms. Many of these terms are covered in more detail in other class material, this article is designed to give a brief overview on these topics.<br />
<br />
Make sure you understand the concepts in this article well, since the seminar will only touch briefly on it. If you have any questions about this material, make sure you prepare them.<br />
<br />
==Remote repair 101==<br />
Remote repair is a mechanic in EVE where one ship repairs another. At its most basic level, all you need is a remote repair module (a high-slot item) or logistics drones, a target (usually a fleetmate) targeted and to activate the module or set the drones to 'attack' the target as you would any other combat module or drone against an enemy.<br />
<br />
Since you must have a target to activate a remote repair module or logistics drone, you cannot use either to repair yourself.<br />
<br />
===Shield Transporters===<br />
When remote repairing shields, the modules used are referred to by the game as Shield Transporters (example: [http://games.chruker.dk/eve_online/item.php?type_id=3608|Large Shield Transporter II]). Despite the name and description, shield transporters do not actually remove any shields or shield regeneration from your own ship.<br />
<br />
====Modules====<br />
Like other module types (turrets for example), shield transporters are divided into four categories (small, medium, large and capital) with the corresponding fitting requirements and benefits you would expect. <br />
<br />
=====Tech 1=====<br />
* Shield Transporter I (meta 0)<br />
* Asymmetric Barrier Transpositioner I (meta 1)<br />
* Murky Shield Screen Transmitter I (meta 2)<br />
* 'Atonement' I Ward Projector (meta 3)<br />
* S95a Partial Shield Transporter (meta 4)<br />
<br />
=====Tech 2=====<br />
* Shield Transporter II<br />
<br />
=====Capital=====<br />
* [http://games.chruker.dk/eve_online/item.php?type_id=3616|Capital Shield Transporter I]<br />
* [http://games.chruker.dk/eve_online/item.php?type_id=3544|Capital Murky Shield Screen Transmitter I] (meta 2)<br />
<br />
=====Differences=====<br />
<br />
======Sub-Capital======<br />
Within the Tech 1 progression, each higher meta level increases the amount transferred and range as well as decreasing CPU. The cycle time (5seconds) and power requirements stay the same.<br />
<br />
Tech 2 shield transporters require more CPU and Power than the tech 1 modules, an equal amount of transfer and range as the meta 4 variant and a half second reduction in cycle time. (4.5seconds) Due to the high fitting requirements and the low bonus (half a second of cycle time does not add up to a lot in your typical fleet engagement) you will frequently see people fitting meta 4 modules instead of tech 2.<br />
<br />
======Capital======<br />
The meta 2 variant decreases CPU and provides greater range and repair amount while keeping a 75k power requirement and a 5s cycle time.<br />
<br />
===Remote Armor Repair Systems===<br />
The armor remote repair module is referred to as Remote Armor Repair Systems (example [http://games.chruker.dk/eve_online/item.php?type_id=26914|Remote Armor Repair System II]).<br />
<br />
====Modules====<br />
Similarly, the Remote Armor Repair Systems are broken into four size categories (Small, Medium, Large, Capital). <br />
<br />
=====Tech1=====<br />
* Remote Armor Repair System I (meta 0)<br />
* I-ax Regenerative Projector (meta 1)<br />
* Coaxial Regenerative Projector (meta 2)<br />
* 'Arup' I Remote Bulwark Reconstruction (meta 3)<br />
* 'Solace' I Remote Bulwark Reconstruction (meta 4)<br />
<br />
=====Tech 2=====<br />
* Remote Armor Repair System II<br />
<br />
=====Capital=====<br />
* [http://games.chruker.dk/eve_online/item.php?type_id=24569|Capital Remote Armor Repair System I]<br />
* [http://games.chruker.dk/eve_online/item.php?type_id=3536|Capital Coaxial Regenerative Projector] (meta 2)<br />
<br />
=====Differences=====<br />
<br />
======Sub-capital======<br />
Also similar to shield transporters, the higher meta level modules provide better range and repair amount along with less CPU usage while maintaining the same cycle (5s) and power requirements.<br />
<br />
The tech 2 variant also has a much higher fitting requirement with its only bonus over the meta4 variant being half a second reduction in cycle time.<br />
<br />
======Capital======<br />
The meta 2 variant decreases CPU and provides greater range and repair amount while keeping a 150k power requirement and a 5s cycle time.<br />
<br />
===Remote Hull Repair Systems===<br />
As with local repair modules, there are also hull remote repair modules (named Remote Hull Repair Systems). Also like local repair modules, remote hull repair systems do not seem to be designed for actual combat use (their repair rate is roughly half that of the corresponding armor/shield repair system and in the sub-capital size ranges their cap usage is roughly doubled.) There are also no ships with a bonus to remote hull repair.<br />
<br />
====Modules====<br />
There are only four modules one for each size category (small, medium, large and capital). Each of the sub-capital modules have a cycle type of 6 seconds and the capital module has a cycle time of 5 seconds.<br />
<br />
===Triage Modules===<br />
The [http://games.chruker.dk/eve_online/item.php?type_id=27951 Triage Module I] is a carrier only module that greatly affects the carrier's ability to remote repair.<br />
<br />
It has several important negative effects:<br />
# It takes Strontium Clathrates to activate<br />
# Once activated it lasts for 300 seconds and cannot be deactivated early<br />
# While activated you cannot warp, jump or move under your own power<br />
# Your mass increases 10x so you are a lot less likely to be able to move under anyone else's power (this could be a good thing)<br />
# You can't launch or control drones.<br />
# '''Remote Effects don't work'''. This includes friendly remote repairs, cap transfer, etc... You are on your own and not going anywhere.<br />
<br />
However for all the bad, there are some pretty huge bonuses:<br />
# '''Remote Effects don't work'''. This includes EWAR, ECM, etc.<br />
# Your cycle time for all your local repair modules are halfed and their effects are doubled. (for a net effect of x4 remote repair rate)<br />
# Your cycle time on all remote repair and remote cap transfer modules are halfed and their effects are doubled.<br />
# Your scan resolution is increased by 900% making it trivial and fast to lock allies.<br />
<br />
===Logistics Drones===<br />
Logistics drones follow the same pattern as other drones with Light, Medium, and Heavy variants of both shield and armor repair bots. At each size level there is an entry level tech 1 drone and a much better tech 2 variant with better stats but much higher skill requirements. Even light T2 maintenance drones require the repair drone skill to V and the associated repair skill to IV. There are no capital or super capital specific sized drones.<br />
<br />
* Light drones (5m3) do 12 (T1) or 14 (T2) HP of repair per 5 sec cycle. A full flight (5) will do 60 or 70 HP of repair.<br />
<br />
* Medium drones (10m3) do 24 (T1) or 28 (T2) HP of repair per 5 sec cycle. A full flight (5) will do 120 or 140 HP of repair.<br />
<br />
* Heavy drones (25m3) do 60 (T1) or 72 (T2) HP of repair per 5 sec cycle. A full flight (5) will do 300 or 360 HP of repair.<br />
<br />
All of the T2 Support Cruisers have a 100% bonus to repair drone amount (armor for the Guardian and Oneiros, and shield for the Basilisk and Scimitar). With this bonus, a Guardian or a Basilisk (with a dronebay and bandwidth of 25m3) can provide an additional 120 or 140 HP repaired every 5 seconds which is equivalent to somewhere between what a small and medium meta 4 repairer provide (96 HP for small and 192 HP for medium per 5 sec cycle). An Oneiros with a full complement of medium T2 repair bots can provide an extra 280 HP per cycle. These amounts should always be balanced against factors like drone control range, travel time, and the other normal strengths and weaknesses of drones.<br />
<br />
Because of these weaknesses, logistics drones are normally not considered sufficient in their own right to be the sole repair for a remote-repair fleet. They do occasionally serve well as supplements to dedicated remote repair ships or as utility drones to repair between fights. With their ample dronebays, carriers are another time when the disadvantages of repair drones are outweighed by the utility of carrying some heavies 'just in case'. More information on drone selection for remote repair dedicated ships can be found in [[Remote repair fleets, ships and fittings]].<br />
<br />
==Remote repair concepts==<br />
These terms are specific to remote repair, although some are also relevant to local repair.<br />
<br />
==='Cap Chain'===<br />
The cap chain is a technique of transferring capacitor to fellow remote repair ships in such a way where it is resilient to the loss of one or more of the ships. More details about cap chains and how they are used is covered in [[Remote repair fleets, ships and fittings]].<br />
<br />
==='Landing a rep (cycle)'===<br />
When using remote repair modules, it is important to know when your target will get the benefit of that repair. Landing a rep refers to the time that your remote repair module actually impacts their shield or armor.<br />
<br />
In the case of remote armor repair systems, the rep lands at the end of its cycle. Which is to say after you lock a target and activate the module, it takes the full cycle (5 seconds) before your target sees the benefit of your repairing. <br />
<br />
Shield repair systems function differently. In the case of shield transfer arrays, the rep lands at the start of its cycle. So in the case of shields, after you lock a target and activate the module, the target immediately gets a boost to their shields.<br />
<br />
This may seem like a trivial difference, but as we will see in [[Remote repair time line and cycle management]] this can make a big difference.<br />
<br />
===Over-repping===<br />
There are several situations where inefficient module timing or other factors can lower your effective repair rate. When this happens it is referred to as over-repping. <br />
<br />
The first way this can occur is when the amount of total damage your target has taken is too much for a single module to repair, but less than a second module can repair. In this case depending on the remaining damage after one repair module and how big the target's buffer is, it might be optimal to leave one module on the target leaving the other module free to repair other fleet members, only switching a second module on your target when they reach half armor. This does have its risks as additional enemy ships can decide to shoot on your target causing him to take damage at a faster rate than you anticipated and if you are not extremely vigilant about how much armor your target has and the rate at which they are loosing it you could easily loose a target and not know what happened.<br />
<br />
The second way this can occur is if the modules are inefficiently staggered. When dealing with close range weapons, usually a smaller amount of damage is done with a much smaller gap between damage dealt. This results in a high DPS but a low volley. Since your cycle is relatively long, you may end up repairing in one large batch what was dealt of a longer period of time. Similar to the previous example, you may end up using three modules when two is all that is needed. In addition by taking up multiple modules at the same time increase the time it would take for you to cycle one of those modules and put it somewhere else. In cases like this it is frequently optimal to stagger your repair modules. (see below)<br />
<br />
The third way this can occur is if you are dealing with a high alpha enemy with a long time between shots (sometimes over 20s/volley in the case of some battleship turrets). If the amount of damage done at each of these requires two repairers to repair it fully, keeping those two repairers on that target constantly means you will be wasting 3/4 of your cycles in the case of an enemy ROF of 20s. Usually you can avoid this by using less repairers over a longer time spreading the repair over the 20s or by cycling your remote repairers manually to coincide with the damage dealt. Both methods have risk. If you use less repairers over a longer time, you are leaving your target vulnerable for longer if another high alpha enemy decides to shoot at him as well. If you are using more reppers but cycling manually, you risk loosing track of your target while repairing someone else or getting hit by lag and not applying the repairs in time. Deciding which method to use as with all things in PvP relies as much on player experience and situational awareness as any other factor.<br />
<br />
===Spider Tank===<br />
Spider tanking is using remote-repair modules on non-dedicated, non-bonused combat ships with the eye to decentralizing remote repair functions. More on this subject and its benefits and drawbacks are covered in [[Remote repair fleets, ships and fittings]].<br />
<br />
===Under-repping===<br />
Sometimes it can be beneficial to be less efficient. When used as a baiting tactic, holding back some of your repair cycles so that it appears you are struggling to keep up with incoming damage might keep a ship on a given target or on the field longer. In fact sometimes if your opponent thinks they are making enough progress, they will stay on the field even after being brought into hull damage.<br />
<br />
While this tactic is not for every fleet or situation, it is definitely something to remember.<br />
<br />
==Remote repair related concepts==<br />
Here are some general EVE concepts that are relevant to remote repair.<br />
<br />
===Cap(acitor) management===<br />
Whether your ship is not designed to be cap stable, you are coming under heavy energy neuting or your cap chain partner (more on this in [[Remote repair fleets, ships and fittings]]) has stopped transferring capacitor to you, as a remote repair pilot you must be aware of your capacitor level and some basic information about capacitor and how capacitor recharges.<br />
<br />
Capacitor (like shields) changes its regeneration rate based on how much energy is left in your capacitor. The optimal recharge rate is right around 30%, if you get below this the rate drops off significantly and the further you get above this the slower it regenerates as well (though that is less important in this instance). If your capacitor begins to buckle and approach 30%, you will often need to cycle (turn off) some of your repair modules or propulsion/tank modules until you have enough to continue.<br />
<br />
Consequently the watchword here is to know your ship. Know your standard 'stable' position for capacitor if you are cap-stable, know how much cap your big cap-hungry modules pull and keep an eye on your cap. If you start to loose your cap, know what you are going to turn off. If you notice yourself being neuted do let your fc/fleet know so they can prioritize the neuting ships (loosing a remote repair ship or two is often fatal to a fleet that depends on them).<br />
<br />
===Damage: sustained DPS vs volley damage===<br />
While both DPS and volley damage have an effect on how well you can repair your fleetmates, volley damage can be a remote repair fleet's biggest enemy. If the opposing fleet can put enough volley damage on a target to blow it up in one volley, no matter how much remote repair you put on that target, it will still die. This can be fairly common when fighting well coordinated, large fleets.<br />
<br />
===Fleet broadcasts===<br />
In fleets of over 10 people, it is difficult to have your remote repair pilots monitoring all the fleet members for damage using watch lists. In addition, having a large fleet use voice comms to call for repairs frequently becomes and unintelligible mess which prevents vital FC calls from coming through. To counteract this large fleets typically utilize the built in EVE broadcast system for repairs, cap transfers and the like. More details about exactly how to use fleet broadcasts in remote repair fleets can be found in [[Remote repair tips and techniques]].<br />
<br />
===Hit Points, Resistances and Effective Hit Points===<br />
When fitting ships and comparing fits, you will frequently hear the term "Effective Hit Points" or EHP discussed. EHP is the combination of your hitpoints when combined with your various resistances against a given damage type. <br />
<br />
For the sake of discussion, lets assume you are piloting a minmatar shuttle.<br />
<br />
[[Image:minmatarshuttle.png]]<br />
<br />
As you can see, a base shuttle has 235 HP of shields. To calculate its EHP we need to compare it against resists and the amount of damage done.<br />
<br />
If our shuttle were coming under fire from a pulse laser using a multifrequency crystal, 58% of the damage would be coming from EM and 42% of the damage would be coming from thermal.<br />
<br />
The equation to calculate EHP is:<br />
<blockquote>[[Image:ehp.png]]</blockquote><br />
<br />
Where damage(n) is an individual damage type, resist(damage(n)) is the percent resist for that damage type on your tank and damageRatio(damage(n)) is what percentage of incoming damage is that damage type.<br />
<br />
So in the above example of a minmatar shuttle being shot by a pulse laser using multifrequency crystals we would have about 257 EHP.<br />
<br />
If instead we were dealing with autocannons shooting carbonized lead (20% explosive, 80% kinetic), we would have around 405 EHP.<br />
<br />
This means that the shuttle would last longer if undergoing the same rate of damage from carbonized lead vs multifrequency crystals.<br />
<br />
Normally when comparing buffer tanked ships not in a remote repair fleet it doesn't matter how you get to a given EHP (a given damage type will take the same amount of time to kill you regardless of if you have high hp but low resists or high resists but low hp) but in a remote repair gang this is not the case.<br />
<br />
Given that remote repair modules give a fixed amount of hps back per cycle, you get more bang for your buck from having a higher resist. For example if you have a 2000 HP with a 50% resist and your remote repairer gives back 100 every 5 seconds, you will be getting back 200 EHP every 5 seconds. If you have 4000 HP with 0% resists in the same scenario you would only be getting back 100EHP.<br />
<br />
Frequently when fitting for high resistances, it can become a challenge to raise the resistances without lowering the EHP. In cases like this it can sometimes be beneficial to have a higher EHP. In general you want to make sure you have more than enough of a buffer to survive whatever damage is coming your way long enough for your remote repairers to get their repairs on you regardless of whether they have you pre-targeted or not and regardless of whether they have all their remote repair modules on someone else and need to deactivate them or not. After that, its generally better to have higher resists even if it lowers the EHP slightly.<br />
<br />
===Module cycling and staggering===<br />
The cycle time for the majority of remote repair modules is 5 seconds. A lot can happen in 5 seconds in a large fleet fight. As a remote repair pilot, if you have multiple modules on a single ship (due to overwhelming damage coming in), it is often optimal to space those repair cycles out (start one wait 2.5 seconds, start the second). This gives you greater flexibility if you need to cycle off a module and gives a far better sustained rate of repair if the damage is also coming in staggered. <br />
<br />
===Remote Energy Transfer===<br />
Though not technically a "repair" task, remote energy transfer modules share a lot in common with remote repair modules. In fact several ships that get bonuses to remote repair modules get bonuses to remote energy transfer modules. Remote energy transfer can be used a number of different ways to help a remote repair fleet. This is discussed more in [[Remote repair fleets, ships and fittings]]. <br />
<br />
===Target locking===<br />
Being able to target your fleetmates quickly in order to get reps on them quickly is vital. If you are too slow to lock or can't lock at all due to being jammed you will not be much use to your fleet.<br />
<br />
As discussed in [[Basic PvP Mechanics]], the key areas that affect your lock time are your fleetmate's signature radii and your scan resolution. In addition a good logistic pilot must keep as high a sensor strength as they can since they are frequently the target of enemy ECM.<br />
<br />
===Watch List===<br />
In fleets of ten or less, it can be useful for a remote repair pilot to add all fleet members to his watch list so he can keep track of their shields, armor and hull levels. In larger fleets typically there is a heirarchy of people on a remote repair pilot's watchlist. Though who gets on the remote repair pilot's watchlist is highly personalized and varies greatly in general a good starting point is:<br />
<br />
# FC<br />
# Cap chain partners<br />
# skirmishers<br />
# Lightly tanked ships (with major force multipliers (ECM and EWAR) taking priority and high-value taking priority over low-value)<br />
# High-value ships<br />
# and depending on who you ask: anyone who offers sufficient bribes to the logistics pilots</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Remote_repair_fleets,_ships_and_fittings&diff=20560
Remote repair fleets, ships and fittings
2013-10-22T09:10:37Z
<p>Goinggreyfast: </p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/INTERMEDIATE]]<br />
__TOC__<br />
<br />
==Introduction==<br />
This article assumes you have read:<br />
* [[ Remote repair concepts ]]<br />
* [[ Remote repair time line and cycle management ]]<br />
<br />
It will take the basic concepts contained therein and expand them into the practical by demonstrating a wide variety of fleets and practical notes about being a Remote Repair pilot.<br />
<br />
Pre-Canned fittings will not be provided as we assume at this point you can use EFT and can fit out a ship based on general instructions. Instead, fitting notes will be provided for key ships to give you the guidance you need to customize your ships for differing situations.<br />
<br />
Obviously the fleets and tactics listed here are not exhaustive, they are here to serve as a good grounding in the use of remote repair ships and concepts in your fleets.<br />
<br />
==Skill Notes for Fitting==<br />
<br />
Before we get to the fleets and fittings, there are several important skills that are required to put these into practice.<br />
<br />
===Targeting Skills===<br />
<br />
As covered in [[ Remote repair time line and cycle management ]], maintaining targets and locking targets quickly are major factors in the success of a remote repair pilot. The following skills are suggested to improve this element:<br />
<br />
* Long Range Targeting (4): This skill increases your range to target. The range of a bonused large remote repair module (on a Basilisk, Guardian, Scimitar or Oneiros) is 71.4km. To be able to target to that range on all 4 Logistic hulls, you must have at least a 4 in Long Range Targeting.<br />
<br />
* Multitasking (3): The maximum number of targets a T2 Support Cruiser ship can target is 10. To reach this you need targeting 5 and multitasking 3 (2 base + 5 targeting + 3 multitasking). Since the number of targets you can lock and keep track of is critical to a remote repair pilot, it is strongly suggested you get up to multitasking 3.<br />
<br />
* Signature Analysis (up to 5): This affects your targeting speed, getting this to 5 is useful.<br />
<br />
===Fitting / Capacitor Skills===<br />
<br />
When fitting logistic boats (Basilisk, Guardian, Scimitar or Oneiros), you are frequently fitting multiple large remote repair modules on a cruiser sized hull. Each of these ships have a bonus to fitting certain remote repair modules, however chances are your fitting will be tight. The following skills are not required, but will make fitting a logistic boat much easier.<br />
<br />
* Electronics: Helps with ship CPU output.<br />
* Electronics Upgrades: Reduces CPU needs of electronic upgrade modules (co-processors and the like)<br />
* Engineering: Helps with ship powergrid output.<br />
* Energy Grid Upgrades: Reduces CPU needs of power upgrades (capacitor chargers and the like)<br />
<br />
When using remote repair modules, cap management will always be a factor. To help mitigate this, the following skills will be useful.<br />
<br />
* Energy Management: Increases capacitor capacity.<br />
* Energy Systems Operation: Recharges capacitor faster.<br />
<br />
===Logistics / Systems Skills===<br />
<br />
====Remote Repair Module Skills====<br />
Although they affect fitting, these skills are necessary in their own right and merit special comment.<br />
<br />
* Energy Emission Systems<br />
* Capital Energy Emission Systems<br />
* Shield Emission Systems<br />
* Capital Shield Emission Systems<br />
* Remote Armor Repair Systems<br />
* Capital Remote Armor Repair Systems<br />
* Remote Hull Repair Systems<br />
* Capital Remote Hull Repair Systems<br />
<br />
Each of the above reduces the amount of capacitor used by remote repair modules of a particular kind. You should have at least 4 in those of these that you are utilizing.<br />
<br />
====Logistics====<br />
The most important skill of all for a pilot flying the remote repair T2 Logistics Cruiser is actually the prerequisite skill itself! This skill cannot be emphasized enough. Normally when dealing with a specialty ship a 3 or 4 is usually sufficient to be considered proficient. With T2 Support Cruisers, you absolutely must have at least a 4 and preferably a 5 in this skill to even be able to effectively use them appropriately. Each skill level in this gives a 15% reduction in capacitor use of the appropriate modules (more on this later).<br />
<br />
A common question is whether a 5 is worth training in this skill. The answer is unequivocally a yes. It is difficult to quantify without talking about specific fits, but the difference between 4 and 5 in this skill is much more significant to the piloting of T2 Support Cruisers then the difference between 4 and 5 of any other spaceship command skill is to their respective hulls.<br />
<br />
==Implants==<br />
In addition to skills, the following implants are useful for a variety of reasons and should be considered when purchasing implants. Not all of these are appropriate to all situations or wallets nor can all of these be fit at the same time.<br />
<br />
Implant sets are typically very expensive. Other implants usually come in a 1% version, 3% version and a 5% version. The 3% version is usually reasonably priced and accomplishes a decent bang for the buck. Unless you are extremely wealthy or using remote repair in relatively safe situations, the 5% implants are usually not worth the ISK.<br />
<br />
===Sets===<br />
<br />
* Low-grade Grail/Jackal/Spur/Talon Sets: Each of these sets give bonuses to a specific sensor strength. One of the largest dangers to a remote repair vessel is ECM. These in conjunction with the appropriate ECCM can significantly help combat ECM.<br />
<br />
* Low-grade Talisman Alpha: Useful in some paired Guardian/Basilisk scenarios, this reduces the duration of energy emission systems and therefor allows more cap to be transferred.<br />
<br />
===Slot 6===<br />
<br />
* Hardwiring - Zainou 'Gypsy' KMB 25, 50 and 75: These increase your CPU output and can be necessary depending on fitting. <br />
<br />
* Hardwiring - Inherent Implants 'Squire' PG 2, 4, 8: These increase your power output.<br />
<br />
* Hardwiring - Inherent Implants 'Squire' CR 2, 4, 8: These increase your cap recharge rate.<br />
<br />
===Slot 7===<br />
<br />
* Hardwiring - Inherent Implants 'Noble' ZET 20, 200, 2000: These decrease capacitor use of remote armor repair systems.<br />
<br />
* Hardwiring - Zainou 'Gypsy' KNB-25, 50, 75: These increase your scan resolution and by extension shorten your lock time.<br />
<br />
* Hardwiring - Inherent Implants 'Squire' EE2,4,8: These decrease capacitor use of energy emissions systems.<br />
<br />
===Slot 8===<br />
<br />
* Hardwiring - Zainou 'Gnome' KXA500,1000,2000: These decrease capacitor use of remote shield transfer arrays.<br />
<br />
==Remote Repair Ships==<br />
This is just a list of remote repair bonused ships for reference, how to fit and use these is covered later or elsewhere in the class material.<br />
<br />
===T1 Cruisers===<br />
<br />
Each race has a T1 Cruiser with bonuses related to remote repair, tracking links and energy transfer. These are not seen often in remote repair fleets as their bonuses are generally too narrowly focused and they do not receive fitting bonuses restricting them to only small and medium remote repair modules. There have been exceptions however and therefore these bonused ships require some note. <br />
<br />
* Amarr: Augoror: Receives a capacitor use and range bonus to energy transfer arrays. (in addition to an armor hitpoints bonus)<br />
* Caldari: Osprey: Receives a capacitor use and range bonus to shield transporters. (in addition to a mining bonus)<br />
* Gallente: Exequror: Receives a capacitor use and range bonus to remote armor repair systems. (in addition to a cargo bonus)<br />
* Minmatar: Scythe: Receives an effect and range bonus to tracking links. (as well as a mining bonus)<br />
<br />
===Guardian and Basilisk===<br />
<br />
The Guardian and Basilisk are the first two T2 Support Cruisers that we will look at. These are grouped together because of their similar bonuses (bonsuses to remote repair modules as well as energy transfer modules) that make them uniquely suited for large fleet work as we will see later.<br />
<br />
====Guardian====<br />
Hull: Augoror Class<br />
<br />
Role: Support Cruiser<br />
<br />
<br />
Amarr Cruiser Skill Bonus: 150% bonus to Energy Transfer Array and Remote Armor Repair System range and 20% bonus to Armor Maintenance Bot transfer amount per level<br />
<br />
Logistics Skill Bonus: 15% reduction in Energy Transfer Array and Remote Armor Repair System capacitor use per level<br />
<br />
Role Bonus: -65% power need for Remote Armor Repair Systems and -50% power need for Energy Transfer Arrays<br />
<br />
====Basilisk====<br />
Hull: Osprey Class<br />
<br />
Role: Support Cruiser<br />
<br />
<br />
Caldari Cruiser Skill Bonus: 150% bonus to Shield Transport and Energy Transfer Array range and 20% bonus to Shield Maintenance Bot transfer amount per level<br />
<br />
Logistics Skill Bonus: 15% reduction in Shield Transport and Energy Transfer Array capacitor use per level<br />
<br />
Role Bonus: -50% CPU need for Shield Transporters and -50% power need for Energy Transfer Arrays<br />
<br />
===Scimitar and Oneiros===<br />
<br />
The last T2 Support Cruisers also have similar bonuses (remote repair bonuses as well as tracking link bonuses) that mark them better for smaller fleet work, in the role of a repair and utility ship, as we will see later.<br />
<br />
====Scimitar====<br />
Hull: Scythe Class<br />
<br />
Role: Support Cruiser<br />
<br />
<br />
Minmatar Cruiser Skill Bonus: 150% bonus to Tracking Link and Shield Transport range and 20% bonus to Shield Maintenance Bot transport amount per level<br />
<br />
Logistics Skill Bonus: 10% bonus to Tracking Link efficiency and 15% reduction in Shield Transport capacitor use per level<br />
<br />
Role Bonus: -50% CPU need for Shield Transporters<br />
<br />
====Oneiros====<br />
Hull: Exequror Class<br />
<br />
Role: Support Cruiser<br />
<br />
<br />
Gallente Cruiser Skill Bonus: 150% bonus to Remote Armor Repair System and Tracking Link range 20% bonus to Armor Maintenance Bot transfer amount per level<br />
<br />
Logistics Skill Bonus: 15% reduction in Remote Armor Repair System capacitor use and 10% bonus to Tracking Link efficiency per level<br />
<br />
Role Bonus: -65% power need for Remote Armor Repair Systems<br />
<br />
===Heavy Metal (carriers)===<br />
<br />
Carriers are one class of the ships you commonly hear people new to eve state that they want to eventually fly. In addition to their role in remote repair they make excellent fleet support ships (being able to fit warfare links and allow fleet ships to refit), great transport platforms for fitted ships as well as decent damage dealers with bonuses to drones and fighters. <br />
<br />
With the addition of tactical logistics reconfiguration modules, they can become a powerhouse of repair... even if sometimes as the adage goes the candle that burns twice as bright lasts half as long.<br />
<br />
==== Archon and Chimera ====<br />
<br />
With bonuses to the range of their respective remote repair modules as well as energy transfer modules, these make for great multi-carrier repair squads. The addition of bonuses to tank on each make them ideal triage carriers. Common thinking places the Archon as much better than the Chimera due to its armor focus since the focus of most large battleship and capital fleets tends to be armor, however in the role of POS shield repairing and POS defense under fire, the Chimera does find its role.<br />
<br />
=====Archon=====<br />
Amarr Carrier Skill Bonuses:<br />
<br />
50% bonus to Capital Energy and Armor transfer range per level<br />
<br />
5% bonus to all Armor resistances per level<br />
<br />
99% reduction in CPU need for Warfare Link modules<br />
<br />
Can fit Tactical Logistics Reconfiguration modules<br />
<br />
Can deploy 1 additional Fighter or Drone per level<br />
<br />
200% bonus to Fighter control range<br />
<br />
=====Chimera=====<br />
Caldari Carrier Skill Bonuses:<br />
<br />
50% bonus to Capital Energy and Shield transfer range per level<br />
<br />
5% bonus to all Shield resistances per level<br />
<br />
99% reduction in CPU need for Warfare Link modules<br />
<br />
Can fit Tactical Logistics Reconfiguration modules<br />
<br />
Can deploy 1 additional Fighter or Drone per level<br />
<br />
200% bonus to Fighter control range<br />
<br />
==== Thanatos and Nidhoggur ====<br />
<br />
The final two carriers seem designed for more general use granting bonuses to both shield and armor remote repair module ranges as well as damage bonuses to fighters or repair rate. Although they can and have been seen in the triage carrier role, they seem less suited for the task because of the lack of a tank bonus. As with the Archon and Chimera, the higher armor tank of the Thanatos tends to edge out the Nidhoggur in popularity although the repair rate bonus of the Nidhoggur means that it is no slouch itself.<br />
<br />
=====Thanatos=====<br />
Gallente Carrier Skill Bonuses:<br />
<br />
50% bonus to Capital Shield and Armor transfer range per level<br />
<br />
5% bonus to deployed Fighters’ damage per level<br />
<br />
99% reduction in CPU need for Warfare Link modules<br />
<br />
Can fit Tactical Logistics Reconfiguration modules<br />
<br />
Can deploy 1 additional Fighter or Drone per level<br />
<br />
200% bonus to Fighter control range<br />
<br />
=====Nidhoggur=====<br />
Minmatar Carrier Skill Bonuses:<br />
<br />
50% bonus to Capital Shield and Armor transfer range per level<br />
<br />
5% bonus to Capital Shield and Armor transfer amount per level<br />
<br />
99% reduction in CPU need for Warfare Link modules<br />
<br />
Can fit Tactical Logistics Reconfiguration modules<br />
<br />
Can deploy 1 additional Fighter or Drone per level<br />
<br />
200% bonus to Fighter control range<br />
<br />
==Fleet Types and Fittings==<br />
<br />
===Spider Tanked Battleship Fleets===<br />
<br />
The idea behind spider tanking involves distributing the remote repair ability throughout the fleet allowing you to focus on a larger buffer and resist tank as well as being resistant to single or multiple ships being disabled due to ECM, death, etc. The power of remote repairers instead of local repair tanks is that in most cases a fleet will attempt to focus fire to bring the most damage against single or small numbers of ships to kill them quickly. With a local tank you can only have so much repair on your ship effectively wasting the rest of the fleet's repairing since they are not getting hit. With remote repairs, the fleet's repair is put to good use as the primary targets can gain the benefits of multiple ship's repair power.<br />
<br />
Although this fleet type seems to be waning in popularity as compared against having dedicated logistics, it is definitely not dead and can have a devastating effect on the battlefield. Typically these fleets are armor based due to being able to fit a large tank in the lows as well as ewar and cap boosters in the mids, however shield based spider tanks are definitely possible.<br />
<br />
The key when designing a spider tanked fleet is to focus on buffer and resist tanking first, mount at least one large remote repair module per ship and while fitting the remaining slots to be very aware of cap management (since frequently large fleet (both in size and numbers) engagements can last longer then smaller fleet engagements). It is often useful to sculpt these fleets instead of having individual ships fit individually.<br />
<br />
The weakness to this type of fleet lies in three elements: the previously mentioned cap management issues (due to the high cap use of remote repair modules), communication (a common issue among remote repair fleets) and human issues. Human issues come into play because instead of just dealing with the tasks involving repairing (which alone is quite a lot), you have to deal with managing your tactical positioning in relation to your fleet (to stay in remote repair range) and the enemy and still try and put the hurt on the enemy. These are heightened by having both friendlies and enemies in your target list causing some pilots to get confused and repair an enemy while shooting a comrade.<br />
<br />
If the above weaknesses can be managed, this can be a useful and fun tactic.<br />
<br />
===Dual (or more) Guardian or Basilisk Fleets===<br />
<br />
The central tenant of multiple remote repair fleets of this kind centers around the fact that in a properly bonused ship, remote energy transfers produce more energy in their target then is spent activating the module. This makes for a very difficult thermodynamics equation, but also makes for a very useful way to be able to generate the capacitor to run cap hungry remote repair modules.<br />
<br />
====Why just Guardians and Basilisks====<br />
<br />
There are two reasons why this technique is almost always done with Guardians and Basilisks. The first is the natural bonuses of Guardians and Basilisks are what make this possible. As an example, a Large 'Regard' I Power Projector normally costs 338GJ to activate giving 324GJ to the target causing a net loss of 14GJ. With a maxed skilled guardian, that changes to an activation cost of around 67.5GJ giving a net gain of 256.5GJ. With maximum skills in a non-bonused ship, you can get the activation to 270.5 for a gain of 53.5GJ, but a net gain of 5x that number from the guardian or basilisk is much more desirable.<br />
<br />
The other element working in these two ship's favor is a high number of high slots. Both have six high slots, where the scimitar and oneiros only have four. The greater number of high slots allows the guardian and basilisk to fit energy transfer arrays without sacrificing the number of remote repair modules.<br />
<br />
====Cap Chains====<br />
<br />
The idea of multiple T2 Support Cruiser fleets is to utilize the odd behavior previously described to boost the cap recharge of all of the T2 support cruisers allowing them to be able to sustain a higher rate of repair. <br />
<br />
Since you cannot capacitor transfer to yourself, a consistent pattern must be set up so that each ship knows who to send capacitor to and who is sending them capacitor. In addition, that pattern should be resistant to changes in pattern due to ship death or ewar.<br />
<br />
One method to do this through cap chains. While this is not the only way to do it (except in the case of dual ships, not a lot of variability there :)) it is an easy and consistent way of accomplishing these goals.<br />
<br />
The most common fit for this kind of fleet tactic fits two capacitor transfer arrays and four large remote repair modules. The reasons for this will be covered more in the fitting section, but the following examples assume two capacitor transfer arrays.<br />
<br />
=====Dual Ship=====<br />
<br />
[[Image:DualGuardian.png|right]]<br />
<br />
The easiest is the dual ship link up. Since there is only one other T2 support cruiser, you just put all your capacitor transfer arrays on them and they put all of theirs on you.<br />
<br />
<br clear="all" /><br />
=====Multi-Ship=====<br />
<br />
[[Image:QuadGuardian.png|right]]<br />
<br />
<br />
When dealing with multiple ships, the idea is to make sure that your capacitor transfers are not all going to the same ship. That way if one of the ships becomes disabled, there is usually another capacitor transfer incoming from another fleet-mate allowing a longer reaction time.<br />
<br />
To do this you set up a literal chain of ships. In the example above the chain is<br />
<br />
<br />
Ship A <-> Ship B <-> Ship C <-> Ship D <-> Ship A<br />
<br />
<br />
Once established, to link up you just need to remember the two people next to you in the chain and lock and start capacitor transfers to them.<br />
<br />
There are many ways to select a capacitor chain and more on this subject can be found in [[Remote repair tips and techniques]].<br />
<br />
In addition capacitor chains are easy to extend, at the easiest you just need to add a new ship to the end, so if you get a Ship E the chain becomes:<br />
<br />
<br />
Ship A <-> Ship B <-> Ship C <-> Ship D <-> Ship E <-> Ship A<br />
<br />
<br />
So only ship A and ship D need to unlock each other, lock ship E and transfer to it (and visa-versa).<br />
<br />
<br clear="all" /><br />
<br />
=====Broken Chains=====<br />
<br />
[[Image:JammedGuardian.png|right]]<br />
<br />
The benefit of the cap chain is that it is fairly resistant to loosing a link. In the example above, Ship B has been jammed. During the time between being jammed and the fleet reacting to it, Ship A is still receiving one capacitor transfer from Ship D and ship C is also receiving one capacitor transfer from Ship D, extending the time you have to react considerably. <br />
<br />
To react to a jam, the jam must be communicated (more on this in [[Remote repair tips and techniques]]) and Ship A and Ship C need to skip Ship B in the chain. Effectively the chain becomes:<br />
<br />
<br />
Ship A <-> Ship C <-> Ship D <-> Ship A <br />
<br />
<br />
At least until ship B becomes unjammed and communicates that fact to the fleet. While jammed, ship B is not receiving capacitor but is also unable to utilize their high capacitor remote repair modules and should therefore be able to power any propulsion or tank modules without the need for capacitor transfer.<br />
<br />
<br clear="all" /><br />
<br />
====Fleet Composition Notes====<br />
<br />
To effectively use multiple T2 support cruisers in this way, the other members of a fleet need to be fitted appropriately.<br />
<br />
The first thing to keep in mind when fitting ships for this kind of fleet is to strip any active tanks and instead focus on building up a well resisted buffer. This will give the support cruisers time to react to your damage broadcasts and get their repair on you in time. <br />
<br />
Because of this, this kind of fleet works best with heavier ships (Battleships, T2 Cruisers (HICs, HACs, Recon, etc) and Battlecruisers) because anything lighter is unlikely to be able to fit a sufficient buffer to be able to survive long enough under fire to receive help from the T2 support cruisers. While it is occasionally possible to save a T2 frigate or cruiser, it is far from a predictable occurrence; the chance of saving a T1 frigate against any real foe is almost nil. If there are required roles in the fleet that are T2 frigates or cruisers it is generally a good idea to have them fit some other form of tank (either (commonly seen in interceptors) speed tanks or (as is commonly seen with interdictors) total avoidance tanks like cloaks).<br />
<br />
Also, due to the fitting requirements of this kind of fleet, the T2 support cruisers almost never have any room for ewar or other support modules.<br />
<br />
The third thing to keep in mind is that the entire fleet must remain within ~ 70km of the T2 support cruisers for the support cruisers to be effective so mixing extreme sniping ships with close in support ships (tackle, additional DPS, etc) will likely leave one of the two halves of your fleet without repair.<br />
<br />
Finally, this technique works better if you pick one and only one tank type (armor vs shield). While it is possible to do this with a mix of Basilisks and Guardians, this significantly weakens the overall tank of the fleet in general and the T2 support cruisers in specific.<br />
<br />
====Fitting Notes====<br />
While determining a fit for your remote repair ship, two things are tantamount. One is your tank, the other is capacitor stability. The second is vastly lowered in the case of capacitor chaining, but it is not entirely removed.<br />
<br />
Some notes on how to measure capacitor stability in EFT for cap chain setups can be found in [[Remote repair tips and techniques]]. <br />
<br />
Another key general fitting note is you should always determine what combination of modules you can run and still remain relatively capacitor stable in case the cap chain breaks down or you are the last remote repair ship left.<br />
<br />
=====High Slots=====<br />
<br />
It was mentioned earlier that one of the more common fits for this type of fleet involve two large capacitor transfer arrays and four large remote repair modules. The reason for this layout is three-fold.<br />
<br />
# With logistics 4, this is the 'sweet-spot' where the pilots receive and send enough capacitor to power all of the remote-repair modules and a reasonable tank with propulsion. If all of the pilots in a chain have logistics 5, a single capacitor with five remote repair modules hits this same sweet spot, but you can seldom be sure that all the pilots to show up to a fleet will have at least logistics 5.<br />
# This gives enough overkill (especially with logistics 5 pilots) to be somewhat resistant to energy neutralization. You can never be completely resistant to it, but with good capacitor management techniques and this much capacitor coming in you should be able to survive and do some moderate repairs to the fleet even under neut attack.<br />
# This is more resistant to jamming than the one cap transfer method even with logistics 5 pilots. Since removing on ship at worst halves the cap input to two other ships, there should be sufficient time to notice the lack of cap and do something about it.<br />
<br />
=====Guardian - Mid Slots=====<br />
<br />
The most common opponent for these kinds of fleets tends to be large prey (battleships, etc). Due to the guardian not having signature radius penalties to its tank, it is very useful to keep the signature radius as low as possible and the radial velocity to the enemy high. Because of this many fleet Guardians fit a 10mn Afterburner II or Y-S8 Hydrocarbon I Afterburner module. While it is possible and in some cases useful to put a Microwarpdrive, usually the Afterburner gives you more bang for your buck with the Guardian.<br />
<br />
The second module is usually varied depending on the pilot and situation. Most commonly, you will see fleet guardians fit either a Phased Muon ECCM Caster I or ECCM - Gravimetric module. Both of these are to help combat the remote repair fleets worst enemy, ECM. In the case of the first, ECCM is transferred along one direction of the chain, in the other each ship generates its own ECCM. While the projected ECCM gives a slightly higher result, it can frequently break down due to jams or just the chaos of combat. <br />
<br />
=====Basilisk - Mid Slots=====<br />
<br />
With the Basilisk, the mid slots are primarily about tank.<br />
<br />
As with the guardian, mobility is usually these ships weakness so the inclusion of a propulsion module is often useful (in this case usually a MWD since shield tanking does tend to blow up the signature already). In addition, as with the guardian ECM can be a problem so a mid slot is sometimes (though not always) dedicated to an ECCM or remote ECCM module. <br />
<br />
Other than these, finding a good combination of Invulnerability Fields, Active Shield Resists and Large Shield extenders is a must.<br />
<br />
=====Guardian - Low Slots=====<br />
<br />
With the Guardian, the low slots are usually exclusively about tank.<br />
<br />
Common combinations include a Damage Control II, either an 800mm or 1600mm Reinforced Rolled Tungsten Plate and some combination of other armor resistance modules based on fitting skills and anticipated foe fleet composition.<br />
<br />
=====Basilisk - Low Slots=====<br />
<br />
Most commonly, a Basilisk will fit a Damage Control II and some other module based on fitting needs (usually a Reactor Control II)<br />
<br />
=====Rigs=====<br />
<br />
When fitting rigs, commonly you will see fitting rigs (Ancillary Current Router) or tank extension rigs (Trimark Armor Pumps or Core Defense Field Extender) although this is not a hard and fast rule and other rigs have been used to great effect.<br />
<br />
=====Drones=====<br />
<br />
There are several schools of thought on drone usage in T2 support cruisers. <br />
# Go with the bonuses: With the Guardian and Basilisk's bonuses to repair drones of their appropriate type, repair drones can be a valuable supplement to a fleet's remote repair capabilities.<br />
# (in a Basilisk) Go with the armor: It is often worthwhile when in a shield repair ship to load at least one if not a whole flight of armor repair drones so you can repair any armor damage between fights. While not bonused, the utility factor can be useful.<br />
# Killmail Whoring - Damage: Some remote repair pilots bristle that their contribution to the fleet is not recorded for prosperity. These frequently will load combat drones so they are able to apply some damage to the enemy and therefore get on the killmail. Debating the merits of such a technique is beyond the scope of this, but some caveats of the practice are mentioned in [[Remote repair tips and techniques]].<br />
# Killmail Whoring & GTFO factor: Some pilots if they are set on killmail whoring, will decide that a good compromise is to fit ECM drones which in addition to getting them on kills will allow them to be used in an emergency as a chance to gtfo. <br />
<br />
Ultimately the balance and makeup of your dronebay is a personal and sometimes fleet decision.<br />
<br />
===Other Remote Repair Supported Fleets===<br />
From reading the above, you might be left with the impression that the only useful t2 support cruisers are the Basilisk and Guardian. In reality Basilisks and Guardians usually show up more often in large fleet vs fleet and fleet vs POS conflicts then in small gang scenarios.<br />
<br />
====Why?====<br />
While the Basilisk and Guardian do offer superior repair rates in groups, they suffer from several flaws that make them sometimes less desirable in small gang scenarios.<br />
<br />
# They are mono-taskers. While they do remote repair very very well, you seldom see them do anything else.<br />
# (in Basilisk vs Scimitar) The scimitar is far more maneuverable.<br />
# They are group beasts. Piloting a solo Basilisk or Guardian is tantamount to suicide, piloting a solo Scimitar or Oneiros is sub-optimal (you have to rely on some other form of tanking besides relying on your fellow remote-repair ships) but there are many who quite successfully do it in small gangs.<br />
<br />
Because of these, there is definitely a place for the 'lesser brethren' of t2 support cruisers.<br />
<br />
====Utility====<br />
One thing that the scimitar and oneiros excel at is utility. We will see in the fitting section that it is frequently infeasible for both fitting and capacitor reasons to put more than three large remote repair modules on these. This leaves a single utility highslot that can be used for any number of purposes. In addition, with a slot layout of 5 midslots and 4 lowslots, both can be used to great effect in other fleet support roles (tracking support, ewar, even tackle is not unheard of).<br />
<br />
Some utility ideas that have been utilized are (this is not an exhaustive list, just an list to spark ideas and discussion):<br />
* Cloaking Remote Repair<br />
* Probing Remote Repair (can fit an expanded probe launcher)<br />
* Tackle<br />
* Tracking Enhancement (after all they get a bonus and all)<br />
* EWAR Support<br />
<br />
As with anything all of the above have their caveats (especially if filling an offensive role) but all of them have been useful to someone at some point or another.<br />
<br />
====Fitting Notes====<br />
<br />
Because of the wide variety of situations and utility that these ships can provide detailed fitting notes are impossible. The key elements to keep track of when fitting these are:<br />
* Tank: Especially if flying solo, alternate tanking methods (speed, cloaks, etc) are frequently useful to maximize this ship's utility.<br />
* Capacitor Stability: Without remote capacitor support, maintaining capacitor stability can be more difficult. While the normal adage for a PvP ship is 'if it is cap stable, you are doing it wrong', it is far more important for a t2 support cruiser to get as near or even over capacitor stability since these ships live, die and sole purpose are dependent on capacitor.<br />
* Know your fleet and your own limitations. If you are still learning and have difficulty keeping track of just remote repairing, flying a ewar or tackling ship where you have to also keep close track of your enemy targets can be disastrous. Especially if your fleet already has dedicated ewar or tackle.<br />
* Start with a 3/1 layout for high slots (3 large remote repair modules, 1 utility). While there are fittings for 4 large remote repair modules out there, frequently these completely sacrifice any and all utility to achieve the fitting and have difficult with capacitor use. Fits with different sized remote repair modules gain a very little (since you often have to sacrifice one of the large modules in favor of two smaller) and loose a lot of diverse options. <br />
<br />
=====Scimitar=====<br />
<br />
The key word in fitting a scimitar is work with its speed. These things can be quite fast, and benefit greatly from a microwarp drive and speed tanking. As with other shield focused ships, when dealing with more traditional tanking most times you will be better off focusing on shields. <br />
<br />
Rigs will typically either support this ship's utility role, its tank (speed or shield) or fitting.<br />
<br />
The same caveats about drones mentioned in the guardian/basilisk section apply here as well.<br />
<br />
=====Oneiros=====<br />
<br />
This oft-ignored and underrated ship can and has had great effect in some gangs. It is quite a bit slower than the scimitar and arguably the least of all the t2 support cruisers, but it can still bring a decent amount of both utility and force multiplication to a small gang. Based on its armor tank focus, is more often run with an afterburner to keep its signature radius down instead of a microwarp drive.<br />
<br />
The same notes about rigs and drones apply here as well.<br />
<br />
===Heavy Metal===<br />
While discussing carriers we will be far more brief and will generally not include fitting notes. The reason for this brevity is that with these ships understanding the tactics is far more important and it is assumed that either by now you know how to figure out how to fit your ship on your own or are working with a corp or alliance fleet with very specific fitting requirements.<br />
<br />
As with the rest of this document, these tactics are not meant to be exhaustive but instead designed to discuss some commonly used techniques and spark further thought and discussion.<br />
<br />
=====Triage=====<br />
As detailed in [[Remote repair concepts]], the triage module drastically changes the functioning of a carrier vastly improving its local and remote tank capabilities but leaving it dead in the water (no movement or jumping), all alone (no remote effects) and toothless (no drones) for five whole minutes (an eternity in some fights). <br />
<br />
With that being said a properly fit triage carrier can do more to tip the balance of a fleet fight than most other elements.<br />
<br />
When fitting, keep in mind that the shorter cycle times dramatically effect your cap stability and it is often important to over-do the capacitor fitting to compensate.<br />
<br />
======General Notes======<br />
Triage carriers can be a vital part of a more traditional capital fleet. When dealing with combats expected to go for over 5 minutes, having a triage carrier in the mix can make everyone's lives easier, just be sure to fit a large local tank as once it is realized, you are likely to become primary very quickly.<br />
<br />
======Suicide Carrier======<br />
Strange as it may seem, sometimes a 1+bn isk ship isn't the most expensive thing on the field nor the most important. When things go sideways hard, having a triage carrier on standby can be a useful tactic when combined with ECM/EWAR/lockbreaker bombs/etc or a POS shield. <br />
<br />
Basically the triage carrier jumps in, goes into triage mode and keeps everyone alive long enough to gtfo. Since the carrier is then stuck in the water with no support, the outcome is usually pretty grim, but if it was used to save more valuable resources (motherships, titans, etc) it can be considered an acceptable loss.<br />
<br />
======Staggering Triage======<br />
A way of protecting and optimizing the use of triage carriers is to stagger their triage modes.<br />
<br />
[[Image:StaggeredTriage.png]]<br />
<br />
As depicted in the image, two (or more as it scales) carriers are always in triage and one out. As the one comes out, its cap is recharged and tank repaired by one of the remaining triage carriers, it can utilize drones or fighters to add to DPS for a short time and can move and prepare to re-enter triage if necessary.<br />
<br />
In addition, it can serve to confuse the enemy as the carrier you had primaried is no longer the active triage (something that can easily be missed in the chaos of battle).<br />
<br />
=====Spider=====<br />
<br />
Similar to spider tanked battleships, spider tanked carriers can be a good alternative to the risks of triage. With multiple carriers able to repair each other and the fleet, with the right numbers it is possible to field enough to keep the fleet alive even under overwhelming firepower. This also has the benefit of leaving the carriers mobile (well relatively so, these are capitals after all) and able to use their main firepower of fighters and drones.<br />
<br />
=====POS Repping=====<br />
<br />
When repairing POS shields, it is important to note that you have to be able to target and repair the tower from outside the still up shields. This means that only those carriers with bonuses to capital shield transfer distance are capable of this important task (leaving the archon right out).</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Remote_repair_fleets,_ships_and_fittings&diff=20559
Remote repair fleets, ships and fittings
2013-10-22T09:09:24Z
<p>Goinggreyfast: </p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVPU/Intermediate]]<br />
__TOC__<br />
<br />
==Introduction==<br />
This article assumes you have read:<br />
* [[ Remote repair concepts ]]<br />
* [[ Remote repair time line and cycle management ]]<br />
<br />
It will take the basic concepts contained therein and expand them into the practical by demonstrating a wide variety of fleets and practical notes about being a Remote Repair pilot.<br />
<br />
Pre-Canned fittings will not be provided as we assume at this point you can use EFT and can fit out a ship based on general instructions. Instead, fitting notes will be provided for key ships to give you the guidance you need to customize your ships for differing situations.<br />
<br />
Obviously the fleets and tactics listed here are not exhaustive, they are here to serve as a good grounding in the use of remote repair ships and concepts in your fleets.<br />
<br />
==Skill Notes for Fitting==<br />
<br />
Before we get to the fleets and fittings, there are several important skills that are required to put these into practice.<br />
<br />
===Targeting Skills===<br />
<br />
As covered in [[ Remote repair time line and cycle management ]], maintaining targets and locking targets quickly are major factors in the success of a remote repair pilot. The following skills are suggested to improve this element:<br />
<br />
* Long Range Targeting (4): This skill increases your range to target. The range of a bonused large remote repair module (on a Basilisk, Guardian, Scimitar or Oneiros) is 71.4km. To be able to target to that range on all 4 Logistic hulls, you must have at least a 4 in Long Range Targeting.<br />
<br />
* Multitasking (3): The maximum number of targets a T2 Support Cruiser ship can target is 10. To reach this you need targeting 5 and multitasking 3 (2 base + 5 targeting + 3 multitasking). Since the number of targets you can lock and keep track of is critical to a remote repair pilot, it is strongly suggested you get up to multitasking 3.<br />
<br />
* Signature Analysis (up to 5): This affects your targeting speed, getting this to 5 is useful.<br />
<br />
===Fitting / Capacitor Skills===<br />
<br />
When fitting logistic boats (Basilisk, Guardian, Scimitar or Oneiros), you are frequently fitting multiple large remote repair modules on a cruiser sized hull. Each of these ships have a bonus to fitting certain remote repair modules, however chances are your fitting will be tight. The following skills are not required, but will make fitting a logistic boat much easier.<br />
<br />
* Electronics: Helps with ship CPU output.<br />
* Electronics Upgrades: Reduces CPU needs of electronic upgrade modules (co-processors and the like)<br />
* Engineering: Helps with ship powergrid output.<br />
* Energy Grid Upgrades: Reduces CPU needs of power upgrades (capacitor chargers and the like)<br />
<br />
When using remote repair modules, cap management will always be a factor. To help mitigate this, the following skills will be useful.<br />
<br />
* Energy Management: Increases capacitor capacity.<br />
* Energy Systems Operation: Recharges capacitor faster.<br />
<br />
===Logistics / Systems Skills===<br />
<br />
====Remote Repair Module Skills====<br />
Although they affect fitting, these skills are necessary in their own right and merit special comment.<br />
<br />
* Energy Emission Systems<br />
* Capital Energy Emission Systems<br />
* Shield Emission Systems<br />
* Capital Shield Emission Systems<br />
* Remote Armor Repair Systems<br />
* Capital Remote Armor Repair Systems<br />
* Remote Hull Repair Systems<br />
* Capital Remote Hull Repair Systems<br />
<br />
Each of the above reduces the amount of capacitor used by remote repair modules of a particular kind. You should have at least 4 in those of these that you are utilizing.<br />
<br />
====Logistics====<br />
The most important skill of all for a pilot flying the remote repair T2 Logistics Cruiser is actually the prerequisite skill itself! This skill cannot be emphasized enough. Normally when dealing with a specialty ship a 3 or 4 is usually sufficient to be considered proficient. With T2 Support Cruisers, you absolutely must have at least a 4 and preferably a 5 in this skill to even be able to effectively use them appropriately. Each skill level in this gives a 15% reduction in capacitor use of the appropriate modules (more on this later).<br />
<br />
A common question is whether a 5 is worth training in this skill. The answer is unequivocally a yes. It is difficult to quantify without talking about specific fits, but the difference between 4 and 5 in this skill is much more significant to the piloting of T2 Support Cruisers then the difference between 4 and 5 of any other spaceship command skill is to their respective hulls.<br />
<br />
==Implants==<br />
In addition to skills, the following implants are useful for a variety of reasons and should be considered when purchasing implants. Not all of these are appropriate to all situations or wallets nor can all of these be fit at the same time.<br />
<br />
Implant sets are typically very expensive. Other implants usually come in a 1% version, 3% version and a 5% version. The 3% version is usually reasonably priced and accomplishes a decent bang for the buck. Unless you are extremely wealthy or using remote repair in relatively safe situations, the 5% implants are usually not worth the ISK.<br />
<br />
===Sets===<br />
<br />
* Low-grade Grail/Jackal/Spur/Talon Sets: Each of these sets give bonuses to a specific sensor strength. One of the largest dangers to a remote repair vessel is ECM. These in conjunction with the appropriate ECCM can significantly help combat ECM.<br />
<br />
* Low-grade Talisman Alpha: Useful in some paired Guardian/Basilisk scenarios, this reduces the duration of energy emission systems and therefor allows more cap to be transferred.<br />
<br />
===Slot 6===<br />
<br />
* Hardwiring - Zainou 'Gypsy' KMB 25, 50 and 75: These increase your CPU output and can be necessary depending on fitting. <br />
<br />
* Hardwiring - Inherent Implants 'Squire' PG 2, 4, 8: These increase your power output.<br />
<br />
* Hardwiring - Inherent Implants 'Squire' CR 2, 4, 8: These increase your cap recharge rate.<br />
<br />
===Slot 7===<br />
<br />
* Hardwiring - Inherent Implants 'Noble' ZET 20, 200, 2000: These decrease capacitor use of remote armor repair systems.<br />
<br />
* Hardwiring - Zainou 'Gypsy' KNB-25, 50, 75: These increase your scan resolution and by extension shorten your lock time.<br />
<br />
* Hardwiring - Inherent Implants 'Squire' EE2,4,8: These decrease capacitor use of energy emissions systems.<br />
<br />
===Slot 8===<br />
<br />
* Hardwiring - Zainou 'Gnome' KXA500,1000,2000: These decrease capacitor use of remote shield transfer arrays.<br />
<br />
==Remote Repair Ships==<br />
This is just a list of remote repair bonused ships for reference, how to fit and use these is covered later or elsewhere in the class material.<br />
<br />
===T1 Cruisers===<br />
<br />
Each race has a T1 Cruiser with bonuses related to remote repair, tracking links and energy transfer. These are not seen often in remote repair fleets as their bonuses are generally too narrowly focused and they do not receive fitting bonuses restricting them to only small and medium remote repair modules. There have been exceptions however and therefore these bonused ships require some note. <br />
<br />
* Amarr: Augoror: Receives a capacitor use and range bonus to energy transfer arrays. (in addition to an armor hitpoints bonus)<br />
* Caldari: Osprey: Receives a capacitor use and range bonus to shield transporters. (in addition to a mining bonus)<br />
* Gallente: Exequror: Receives a capacitor use and range bonus to remote armor repair systems. (in addition to a cargo bonus)<br />
* Minmatar: Scythe: Receives an effect and range bonus to tracking links. (as well as a mining bonus)<br />
<br />
===Guardian and Basilisk===<br />
<br />
The Guardian and Basilisk are the first two T2 Support Cruisers that we will look at. These are grouped together because of their similar bonuses (bonsuses to remote repair modules as well as energy transfer modules) that make them uniquely suited for large fleet work as we will see later.<br />
<br />
====Guardian====<br />
Hull: Augoror Class<br />
<br />
Role: Support Cruiser<br />
<br />
<br />
Amarr Cruiser Skill Bonus: 150% bonus to Energy Transfer Array and Remote Armor Repair System range and 20% bonus to Armor Maintenance Bot transfer amount per level<br />
<br />
Logistics Skill Bonus: 15% reduction in Energy Transfer Array and Remote Armor Repair System capacitor use per level<br />
<br />
Role Bonus: -65% power need for Remote Armor Repair Systems and -50% power need for Energy Transfer Arrays<br />
<br />
====Basilisk====<br />
Hull: Osprey Class<br />
<br />
Role: Support Cruiser<br />
<br />
<br />
Caldari Cruiser Skill Bonus: 150% bonus to Shield Transport and Energy Transfer Array range and 20% bonus to Shield Maintenance Bot transfer amount per level<br />
<br />
Logistics Skill Bonus: 15% reduction in Shield Transport and Energy Transfer Array capacitor use per level<br />
<br />
Role Bonus: -50% CPU need for Shield Transporters and -50% power need for Energy Transfer Arrays<br />
<br />
===Scimitar and Oneiros===<br />
<br />
The last T2 Support Cruisers also have similar bonuses (remote repair bonuses as well as tracking link bonuses) that mark them better for smaller fleet work, in the role of a repair and utility ship, as we will see later.<br />
<br />
====Scimitar====<br />
Hull: Scythe Class<br />
<br />
Role: Support Cruiser<br />
<br />
<br />
Minmatar Cruiser Skill Bonus: 150% bonus to Tracking Link and Shield Transport range and 20% bonus to Shield Maintenance Bot transport amount per level<br />
<br />
Logistics Skill Bonus: 10% bonus to Tracking Link efficiency and 15% reduction in Shield Transport capacitor use per level<br />
<br />
Role Bonus: -50% CPU need for Shield Transporters<br />
<br />
====Oneiros====<br />
Hull: Exequror Class<br />
<br />
Role: Support Cruiser<br />
<br />
<br />
Gallente Cruiser Skill Bonus: 150% bonus to Remote Armor Repair System and Tracking Link range 20% bonus to Armor Maintenance Bot transfer amount per level<br />
<br />
Logistics Skill Bonus: 15% reduction in Remote Armor Repair System capacitor use and 10% bonus to Tracking Link efficiency per level<br />
<br />
Role Bonus: -65% power need for Remote Armor Repair Systems<br />
<br />
===Heavy Metal (carriers)===<br />
<br />
Carriers are one class of the ships you commonly hear people new to eve state that they want to eventually fly. In addition to their role in remote repair they make excellent fleet support ships (being able to fit warfare links and allow fleet ships to refit), great transport platforms for fitted ships as well as decent damage dealers with bonuses to drones and fighters. <br />
<br />
With the addition of tactical logistics reconfiguration modules, they can become a powerhouse of repair... even if sometimes as the adage goes the candle that burns twice as bright lasts half as long.<br />
<br />
==== Archon and Chimera ====<br />
<br />
With bonuses to the range of their respective remote repair modules as well as energy transfer modules, these make for great multi-carrier repair squads. The addition of bonuses to tank on each make them ideal triage carriers. Common thinking places the Archon as much better than the Chimera due to its armor focus since the focus of most large battleship and capital fleets tends to be armor, however in the role of POS shield repairing and POS defense under fire, the Chimera does find its role.<br />
<br />
=====Archon=====<br />
Amarr Carrier Skill Bonuses:<br />
<br />
50% bonus to Capital Energy and Armor transfer range per level<br />
<br />
5% bonus to all Armor resistances per level<br />
<br />
99% reduction in CPU need for Warfare Link modules<br />
<br />
Can fit Tactical Logistics Reconfiguration modules<br />
<br />
Can deploy 1 additional Fighter or Drone per level<br />
<br />
200% bonus to Fighter control range<br />
<br />
=====Chimera=====<br />
Caldari Carrier Skill Bonuses:<br />
<br />
50% bonus to Capital Energy and Shield transfer range per level<br />
<br />
5% bonus to all Shield resistances per level<br />
<br />
99% reduction in CPU need for Warfare Link modules<br />
<br />
Can fit Tactical Logistics Reconfiguration modules<br />
<br />
Can deploy 1 additional Fighter or Drone per level<br />
<br />
200% bonus to Fighter control range<br />
<br />
==== Thanatos and Nidhoggur ====<br />
<br />
The final two carriers seem designed for more general use granting bonuses to both shield and armor remote repair module ranges as well as damage bonuses to fighters or repair rate. Although they can and have been seen in the triage carrier role, they seem less suited for the task because of the lack of a tank bonus. As with the Archon and Chimera, the higher armor tank of the Thanatos tends to edge out the Nidhoggur in popularity although the repair rate bonus of the Nidhoggur means that it is no slouch itself.<br />
<br />
=====Thanatos=====<br />
Gallente Carrier Skill Bonuses:<br />
<br />
50% bonus to Capital Shield and Armor transfer range per level<br />
<br />
5% bonus to deployed Fighters’ damage per level<br />
<br />
99% reduction in CPU need for Warfare Link modules<br />
<br />
Can fit Tactical Logistics Reconfiguration modules<br />
<br />
Can deploy 1 additional Fighter or Drone per level<br />
<br />
200% bonus to Fighter control range<br />
<br />
=====Nidhoggur=====<br />
Minmatar Carrier Skill Bonuses:<br />
<br />
50% bonus to Capital Shield and Armor transfer range per level<br />
<br />
5% bonus to Capital Shield and Armor transfer amount per level<br />
<br />
99% reduction in CPU need for Warfare Link modules<br />
<br />
Can fit Tactical Logistics Reconfiguration modules<br />
<br />
Can deploy 1 additional Fighter or Drone per level<br />
<br />
200% bonus to Fighter control range<br />
<br />
==Fleet Types and Fittings==<br />
<br />
===Spider Tanked Battleship Fleets===<br />
<br />
The idea behind spider tanking involves distributing the remote repair ability throughout the fleet allowing you to focus on a larger buffer and resist tank as well as being resistant to single or multiple ships being disabled due to ECM, death, etc. The power of remote repairers instead of local repair tanks is that in most cases a fleet will attempt to focus fire to bring the most damage against single or small numbers of ships to kill them quickly. With a local tank you can only have so much repair on your ship effectively wasting the rest of the fleet's repairing since they are not getting hit. With remote repairs, the fleet's repair is put to good use as the primary targets can gain the benefits of multiple ship's repair power.<br />
<br />
Although this fleet type seems to be waning in popularity as compared against having dedicated logistics, it is definitely not dead and can have a devastating effect on the battlefield. Typically these fleets are armor based due to being able to fit a large tank in the lows as well as ewar and cap boosters in the mids, however shield based spider tanks are definitely possible.<br />
<br />
The key when designing a spider tanked fleet is to focus on buffer and resist tanking first, mount at least one large remote repair module per ship and while fitting the remaining slots to be very aware of cap management (since frequently large fleet (both in size and numbers) engagements can last longer then smaller fleet engagements). It is often useful to sculpt these fleets instead of having individual ships fit individually.<br />
<br />
The weakness to this type of fleet lies in three elements: the previously mentioned cap management issues (due to the high cap use of remote repair modules), communication (a common issue among remote repair fleets) and human issues. Human issues come into play because instead of just dealing with the tasks involving repairing (which alone is quite a lot), you have to deal with managing your tactical positioning in relation to your fleet (to stay in remote repair range) and the enemy and still try and put the hurt on the enemy. These are heightened by having both friendlies and enemies in your target list causing some pilots to get confused and repair an enemy while shooting a comrade.<br />
<br />
If the above weaknesses can be managed, this can be a useful and fun tactic.<br />
<br />
===Dual (or more) Guardian or Basilisk Fleets===<br />
<br />
The central tenant of multiple remote repair fleets of this kind centers around the fact that in a properly bonused ship, remote energy transfers produce more energy in their target then is spent activating the module. This makes for a very difficult thermodynamics equation, but also makes for a very useful way to be able to generate the capacitor to run cap hungry remote repair modules.<br />
<br />
====Why just Guardians and Basilisks====<br />
<br />
There are two reasons why this technique is almost always done with Guardians and Basilisks. The first is the natural bonuses of Guardians and Basilisks are what make this possible. As an example, a Large 'Regard' I Power Projector normally costs 338GJ to activate giving 324GJ to the target causing a net loss of 14GJ. With a maxed skilled guardian, that changes to an activation cost of around 67.5GJ giving a net gain of 256.5GJ. With maximum skills in a non-bonused ship, you can get the activation to 270.5 for a gain of 53.5GJ, but a net gain of 5x that number from the guardian or basilisk is much more desirable.<br />
<br />
The other element working in these two ship's favor is a high number of high slots. Both have six high slots, where the scimitar and oneiros only have four. The greater number of high slots allows the guardian and basilisk to fit energy transfer arrays without sacrificing the number of remote repair modules.<br />
<br />
====Cap Chains====<br />
<br />
The idea of multiple T2 Support Cruiser fleets is to utilize the odd behavior previously described to boost the cap recharge of all of the T2 support cruisers allowing them to be able to sustain a higher rate of repair. <br />
<br />
Since you cannot capacitor transfer to yourself, a consistent pattern must be set up so that each ship knows who to send capacitor to and who is sending them capacitor. In addition, that pattern should be resistant to changes in pattern due to ship death or ewar.<br />
<br />
One method to do this through cap chains. While this is not the only way to do it (except in the case of dual ships, not a lot of variability there :)) it is an easy and consistent way of accomplishing these goals.<br />
<br />
The most common fit for this kind of fleet tactic fits two capacitor transfer arrays and four large remote repair modules. The reasons for this will be covered more in the fitting section, but the following examples assume two capacitor transfer arrays.<br />
<br />
=====Dual Ship=====<br />
<br />
[[Image:DualGuardian.png|right]]<br />
<br />
The easiest is the dual ship link up. Since there is only one other T2 support cruiser, you just put all your capacitor transfer arrays on them and they put all of theirs on you.<br />
<br />
<br clear="all" /><br />
=====Multi-Ship=====<br />
<br />
[[Image:QuadGuardian.png|right]]<br />
<br />
<br />
When dealing with multiple ships, the idea is to make sure that your capacitor transfers are not all going to the same ship. That way if one of the ships becomes disabled, there is usually another capacitor transfer incoming from another fleet-mate allowing a longer reaction time.<br />
<br />
To do this you set up a literal chain of ships. In the example above the chain is<br />
<br />
<br />
Ship A <-> Ship B <-> Ship C <-> Ship D <-> Ship A<br />
<br />
<br />
Once established, to link up you just need to remember the two people next to you in the chain and lock and start capacitor transfers to them.<br />
<br />
There are many ways to select a capacitor chain and more on this subject can be found in [[Remote repair tips and techniques]].<br />
<br />
In addition capacitor chains are easy to extend, at the easiest you just need to add a new ship to the end, so if you get a Ship E the chain becomes:<br />
<br />
<br />
Ship A <-> Ship B <-> Ship C <-> Ship D <-> Ship E <-> Ship A<br />
<br />
<br />
So only ship A and ship D need to unlock each other, lock ship E and transfer to it (and visa-versa).<br />
<br />
<br clear="all" /><br />
<br />
=====Broken Chains=====<br />
<br />
[[Image:JammedGuardian.png|right]]<br />
<br />
The benefit of the cap chain is that it is fairly resistant to loosing a link. In the example above, Ship B has been jammed. During the time between being jammed and the fleet reacting to it, Ship A is still receiving one capacitor transfer from Ship D and ship C is also receiving one capacitor transfer from Ship D, extending the time you have to react considerably. <br />
<br />
To react to a jam, the jam must be communicated (more on this in [[Remote repair tips and techniques]]) and Ship A and Ship C need to skip Ship B in the chain. Effectively the chain becomes:<br />
<br />
<br />
Ship A <-> Ship C <-> Ship D <-> Ship A <br />
<br />
<br />
At least until ship B becomes unjammed and communicates that fact to the fleet. While jammed, ship B is not receiving capacitor but is also unable to utilize their high capacitor remote repair modules and should therefore be able to power any propulsion or tank modules without the need for capacitor transfer.<br />
<br />
<br clear="all" /><br />
<br />
====Fleet Composition Notes====<br />
<br />
To effectively use multiple T2 support cruisers in this way, the other members of a fleet need to be fitted appropriately.<br />
<br />
The first thing to keep in mind when fitting ships for this kind of fleet is to strip any active tanks and instead focus on building up a well resisted buffer. This will give the support cruisers time to react to your damage broadcasts and get their repair on you in time. <br />
<br />
Because of this, this kind of fleet works best with heavier ships (Battleships, T2 Cruisers (HICs, HACs, Recon, etc) and Battlecruisers) because anything lighter is unlikely to be able to fit a sufficient buffer to be able to survive long enough under fire to receive help from the T2 support cruisers. While it is occasionally possible to save a T2 frigate or cruiser, it is far from a predictable occurrence; the chance of saving a T1 frigate against any real foe is almost nil. If there are required roles in the fleet that are T2 frigates or cruisers it is generally a good idea to have them fit some other form of tank (either (commonly seen in interceptors) speed tanks or (as is commonly seen with interdictors) total avoidance tanks like cloaks).<br />
<br />
Also, due to the fitting requirements of this kind of fleet, the T2 support cruisers almost never have any room for ewar or other support modules.<br />
<br />
The third thing to keep in mind is that the entire fleet must remain within ~ 70km of the T2 support cruisers for the support cruisers to be effective so mixing extreme sniping ships with close in support ships (tackle, additional DPS, etc) will likely leave one of the two halves of your fleet without repair.<br />
<br />
Finally, this technique works better if you pick one and only one tank type (armor vs shield). While it is possible to do this with a mix of Basilisks and Guardians, this significantly weakens the overall tank of the fleet in general and the T2 support cruisers in specific.<br />
<br />
====Fitting Notes====<br />
While determining a fit for your remote repair ship, two things are tantamount. One is your tank, the other is capacitor stability. The second is vastly lowered in the case of capacitor chaining, but it is not entirely removed.<br />
<br />
Some notes on how to measure capacitor stability in EFT for cap chain setups can be found in [[Remote repair tips and techniques]]. <br />
<br />
Another key general fitting note is you should always determine what combination of modules you can run and still remain relatively capacitor stable in case the cap chain breaks down or you are the last remote repair ship left.<br />
<br />
=====High Slots=====<br />
<br />
It was mentioned earlier that one of the more common fits for this type of fleet involve two large capacitor transfer arrays and four large remote repair modules. The reason for this layout is three-fold.<br />
<br />
# With logistics 4, this is the 'sweet-spot' where the pilots receive and send enough capacitor to power all of the remote-repair modules and a reasonable tank with propulsion. If all of the pilots in a chain have logistics 5, a single capacitor with five remote repair modules hits this same sweet spot, but you can seldom be sure that all the pilots to show up to a fleet will have at least logistics 5.<br />
# This gives enough overkill (especially with logistics 5 pilots) to be somewhat resistant to energy neutralization. You can never be completely resistant to it, but with good capacitor management techniques and this much capacitor coming in you should be able to survive and do some moderate repairs to the fleet even under neut attack.<br />
# This is more resistant to jamming than the one cap transfer method even with logistics 5 pilots. Since removing on ship at worst halves the cap input to two other ships, there should be sufficient time to notice the lack of cap and do something about it.<br />
<br />
=====Guardian - Mid Slots=====<br />
<br />
The most common opponent for these kinds of fleets tends to be large prey (battleships, etc). Due to the guardian not having signature radius penalties to its tank, it is very useful to keep the signature radius as low as possible and the radial velocity to the enemy high. Because of this many fleet Guardians fit a 10mn Afterburner II or Y-S8 Hydrocarbon I Afterburner module. While it is possible and in some cases useful to put a Microwarpdrive, usually the Afterburner gives you more bang for your buck with the Guardian.<br />
<br />
The second module is usually varied depending on the pilot and situation. Most commonly, you will see fleet guardians fit either a Phased Muon ECCM Caster I or ECCM - Gravimetric module. Both of these are to help combat the remote repair fleets worst enemy, ECM. In the case of the first, ECCM is transferred along one direction of the chain, in the other each ship generates its own ECCM. While the projected ECCM gives a slightly higher result, it can frequently break down due to jams or just the chaos of combat. <br />
<br />
=====Basilisk - Mid Slots=====<br />
<br />
With the Basilisk, the mid slots are primarily about tank.<br />
<br />
As with the guardian, mobility is usually these ships weakness so the inclusion of a propulsion module is often useful (in this case usually a MWD since shield tanking does tend to blow up the signature already). In addition, as with the guardian ECM can be a problem so a mid slot is sometimes (though not always) dedicated to an ECCM or remote ECCM module. <br />
<br />
Other than these, finding a good combination of Invulnerability Fields, Active Shield Resists and Large Shield extenders is a must.<br />
<br />
=====Guardian - Low Slots=====<br />
<br />
With the Guardian, the low slots are usually exclusively about tank.<br />
<br />
Common combinations include a Damage Control II, either an 800mm or 1600mm Reinforced Rolled Tungsten Plate and some combination of other armor resistance modules based on fitting skills and anticipated foe fleet composition.<br />
<br />
=====Basilisk - Low Slots=====<br />
<br />
Most commonly, a Basilisk will fit a Damage Control II and some other module based on fitting needs (usually a Reactor Control II)<br />
<br />
=====Rigs=====<br />
<br />
When fitting rigs, commonly you will see fitting rigs (Ancillary Current Router) or tank extension rigs (Trimark Armor Pumps or Core Defense Field Extender) although this is not a hard and fast rule and other rigs have been used to great effect.<br />
<br />
=====Drones=====<br />
<br />
There are several schools of thought on drone usage in T2 support cruisers. <br />
# Go with the bonuses: With the Guardian and Basilisk's bonuses to repair drones of their appropriate type, repair drones can be a valuable supplement to a fleet's remote repair capabilities.<br />
# (in a Basilisk) Go with the armor: It is often worthwhile when in a shield repair ship to load at least one if not a whole flight of armor repair drones so you can repair any armor damage between fights. While not bonused, the utility factor can be useful.<br />
# Killmail Whoring - Damage: Some remote repair pilots bristle that their contribution to the fleet is not recorded for prosperity. These frequently will load combat drones so they are able to apply some damage to the enemy and therefore get on the killmail. Debating the merits of such a technique is beyond the scope of this, but some caveats of the practice are mentioned in [[Remote repair tips and techniques]].<br />
# Killmail Whoring & GTFO factor: Some pilots if they are set on killmail whoring, will decide that a good compromise is to fit ECM drones which in addition to getting them on kills will allow them to be used in an emergency as a chance to gtfo. <br />
<br />
Ultimately the balance and makeup of your dronebay is a personal and sometimes fleet decision.<br />
<br />
===Other Remote Repair Supported Fleets===<br />
From reading the above, you might be left with the impression that the only useful t2 support cruisers are the Basilisk and Guardian. In reality Basilisks and Guardians usually show up more often in large fleet vs fleet and fleet vs POS conflicts then in small gang scenarios.<br />
<br />
====Why?====<br />
While the Basilisk and Guardian do offer superior repair rates in groups, they suffer from several flaws that make them sometimes less desirable in small gang scenarios.<br />
<br />
# They are mono-taskers. While they do remote repair very very well, you seldom see them do anything else.<br />
# (in Basilisk vs Scimitar) The scimitar is far more maneuverable.<br />
# They are group beasts. Piloting a solo Basilisk or Guardian is tantamount to suicide, piloting a solo Scimitar or Oneiros is sub-optimal (you have to rely on some other form of tanking besides relying on your fellow remote-repair ships) but there are many who quite successfully do it in small gangs.<br />
<br />
Because of these, there is definitely a place for the 'lesser brethren' of t2 support cruisers.<br />
<br />
====Utility====<br />
One thing that the scimitar and oneiros excel at is utility. We will see in the fitting section that it is frequently infeasible for both fitting and capacitor reasons to put more than three large remote repair modules on these. This leaves a single utility highslot that can be used for any number of purposes. In addition, with a slot layout of 5 midslots and 4 lowslots, both can be used to great effect in other fleet support roles (tracking support, ewar, even tackle is not unheard of).<br />
<br />
Some utility ideas that have been utilized are (this is not an exhaustive list, just an list to spark ideas and discussion):<br />
* Cloaking Remote Repair<br />
* Probing Remote Repair (can fit an expanded probe launcher)<br />
* Tackle<br />
* Tracking Enhancement (after all they get a bonus and all)<br />
* EWAR Support<br />
<br />
As with anything all of the above have their caveats (especially if filling an offensive role) but all of them have been useful to someone at some point or another.<br />
<br />
====Fitting Notes====<br />
<br />
Because of the wide variety of situations and utility that these ships can provide detailed fitting notes are impossible. The key elements to keep track of when fitting these are:<br />
* Tank: Especially if flying solo, alternate tanking methods (speed, cloaks, etc) are frequently useful to maximize this ship's utility.<br />
* Capacitor Stability: Without remote capacitor support, maintaining capacitor stability can be more difficult. While the normal adage for a PvP ship is 'if it is cap stable, you are doing it wrong', it is far more important for a t2 support cruiser to get as near or even over capacitor stability since these ships live, die and sole purpose are dependent on capacitor.<br />
* Know your fleet and your own limitations. If you are still learning and have difficulty keeping track of just remote repairing, flying a ewar or tackling ship where you have to also keep close track of your enemy targets can be disastrous. Especially if your fleet already has dedicated ewar or tackle.<br />
* Start with a 3/1 layout for high slots (3 large remote repair modules, 1 utility). While there are fittings for 4 large remote repair modules out there, frequently these completely sacrifice any and all utility to achieve the fitting and have difficult with capacitor use. Fits with different sized remote repair modules gain a very little (since you often have to sacrifice one of the large modules in favor of two smaller) and loose a lot of diverse options. <br />
<br />
=====Scimitar=====<br />
<br />
The key word in fitting a scimitar is work with its speed. These things can be quite fast, and benefit greatly from a microwarp drive and speed tanking. As with other shield focused ships, when dealing with more traditional tanking most times you will be better off focusing on shields. <br />
<br />
Rigs will typically either support this ship's utility role, its tank (speed or shield) or fitting.<br />
<br />
The same caveats about drones mentioned in the guardian/basilisk section apply here as well.<br />
<br />
=====Oneiros=====<br />
<br />
This oft-ignored and underrated ship can and has had great effect in some gangs. It is quite a bit slower than the scimitar and arguably the least of all the t2 support cruisers, but it can still bring a decent amount of both utility and force multiplication to a small gang. Based on its armor tank focus, is more often run with an afterburner to keep its signature radius down instead of a microwarp drive.<br />
<br />
The same notes about rigs and drones apply here as well.<br />
<br />
===Heavy Metal===<br />
While discussing carriers we will be far more brief and will generally not include fitting notes. The reason for this brevity is that with these ships understanding the tactics is far more important and it is assumed that either by now you know how to figure out how to fit your ship on your own or are working with a corp or alliance fleet with very specific fitting requirements.<br />
<br />
As with the rest of this document, these tactics are not meant to be exhaustive but instead designed to discuss some commonly used techniques and spark further thought and discussion.<br />
<br />
=====Triage=====<br />
As detailed in [[Remote repair concepts]], the triage module drastically changes the functioning of a carrier vastly improving its local and remote tank capabilities but leaving it dead in the water (no movement or jumping), all alone (no remote effects) and toothless (no drones) for five whole minutes (an eternity in some fights). <br />
<br />
With that being said a properly fit triage carrier can do more to tip the balance of a fleet fight than most other elements.<br />
<br />
When fitting, keep in mind that the shorter cycle times dramatically effect your cap stability and it is often important to over-do the capacitor fitting to compensate.<br />
<br />
======General Notes======<br />
Triage carriers can be a vital part of a more traditional capital fleet. When dealing with combats expected to go for over 5 minutes, having a triage carrier in the mix can make everyone's lives easier, just be sure to fit a large local tank as once it is realized, you are likely to become primary very quickly.<br />
<br />
======Suicide Carrier======<br />
Strange as it may seem, sometimes a 1+bn isk ship isn't the most expensive thing on the field nor the most important. When things go sideways hard, having a triage carrier on standby can be a useful tactic when combined with ECM/EWAR/lockbreaker bombs/etc or a POS shield. <br />
<br />
Basically the triage carrier jumps in, goes into triage mode and keeps everyone alive long enough to gtfo. Since the carrier is then stuck in the water with no support, the outcome is usually pretty grim, but if it was used to save more valuable resources (motherships, titans, etc) it can be considered an acceptable loss.<br />
<br />
======Staggering Triage======<br />
A way of protecting and optimizing the use of triage carriers is to stagger their triage modes.<br />
<br />
[[Image:StaggeredTriage.png]]<br />
<br />
As depicted in the image, two (or more as it scales) carriers are always in triage and one out. As the one comes out, its cap is recharged and tank repaired by one of the remaining triage carriers, it can utilize drones or fighters to add to DPS for a short time and can move and prepare to re-enter triage if necessary.<br />
<br />
In addition, it can serve to confuse the enemy as the carrier you had primaried is no longer the active triage (something that can easily be missed in the chaos of battle).<br />
<br />
=====Spider=====<br />
<br />
Similar to spider tanked battleships, spider tanked carriers can be a good alternative to the risks of triage. With multiple carriers able to repair each other and the fleet, with the right numbers it is possible to field enough to keep the fleet alive even under overwhelming firepower. This also has the benefit of leaving the carriers mobile (well relatively so, these are capitals after all) and able to use their main firepower of fighters and drones.<br />
<br />
=====POS Repping=====<br />
<br />
When repairing POS shields, it is important to note that you have to be able to target and repair the tower from outside the still up shields. This means that only those carriers with bonuses to capital shield transfer distance are capable of this important task (leaving the archon right out).</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Armor_Logi_Gang&diff=20550
Armor Logi Gang
2013-10-22T08:57:07Z
<p>Goinggreyfast: </p>
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==Overview==<br />
Very much like the Dual Basilisk gang this tactic focuses on the use of two or three Guardian logistic ships to remote armor repair the gang. The gang also needs to fit armor resist modules and plates to increase the amount of dps tanked by remote repair.<br />
<br />
The main advantages of the DG gang is that more races ships are suitable for armor tanking, which increases the amount of players able to field suitable DG ships, also it allows for alot of free mid slots for ewar which can increase utility and increases the number of enemy ships the gang can engage, the enemy has to take down your shields before reaching your armor tank giving more time to broadcast and recieve remote repair, Battleships will have spare mids for a cap booster allowing them to run remote repair modules aswell.<br />
<br />
The disadvatages however is that the gang becomes very slow due to the plates and will find it harder to escape unfavorable engagements, also remote armor modules repair at the end of its cycle meaning you have to wait longer for the repair and making it harder for the logistics pilots to judge how many repair modules they should allocate, armor tanking uses up alot of low slots reducing the amount of damage mods ships can fit and decreasing the gangs dps.<br />
<br />
Finally its important to note that using remote repair modules/drones does not create agression, this means logistics pilots can activate a gate or dock at any time, engagements using this type of gang should always aim to be on a gate or station.<br />
<br />
==Guardian pilots==<br />
<br />
===Basics===<br />
<br />
To fly the Guardian effictively in this type of gang you will need certain skills:<br />
<br />
* Logistics IV<br />
* Energy Emission Systems IV<br />
* Remote Armor Repair IV<br />
* Multi tasking II (IV preferable)<br />
* Repair Drones IV<br />
<br />
<br />
In addition you will want to add softer ships like Cruisers & Battlecruisers to your watch list as they may require pre locking or special attention, unlike Battleships which have a good amount buffer providing plenty of time to respond to broadcasts.<br />
<br />
===Fittings===<br />
<br />
When fitting your Guardian your highs should consist of 4 large remote armor repair modules and 2 energy transfer modules, next you should focus on a good balance of resistance, buffer and ECCM.<br />
<br />
* [[Guardian (Dual)]]<br />
<br />
===Flying the Guardian===<br />
<br />
Everytime the Guardians are on the same grid together be it aligning to the next gate, reaproaching a gate or sitting on a gate/station they need to "Link up".<br />
<br />
"Link up" involves all the guardian pilots locking each other and placing 2 energy transfers on the other Guardians (often used pattern: One cap transfer on the one "above" you, one on the pilot "below" you on a logi channel).<br />
<br />
This tactic will effectivly create cap using the ships bonuses and allow each guardian to perma run 4 Large remote armor repair modules.<br />
<br />
With "Logistics V" you will need only one energy transfer on you to stay cap stable, so it can be agreed on "only transfer to the pilot below you", leaving one cap transfer "in spare". You could place that one on any gang mates who broadcast for cap, typical ships broadcasting for cap will be Laser/Hybrid boats and energy neutralising ships.<br />
<br />
Your job will be to watch the broadcast window and lock + remote repair as players request it, sometimes ships may not require all of your repair modules to tank the incoming dps or enemy fire my be split between multiple friendlies meaning you will have to judge how many repair modules to apply to each target.<br />
<br />
It is perfectly acceptable to call on comms who and how many reps you are placing on a target to help the other Guardian pilots gauge how many to use themselves, it will create no more vent clutter than ewar calling aslong as its kept short and sweet, for example "John Doe, plus two reps Joe Bloggs".<br />
<br />
Should one of the Guardians fall under attack it is top priority for the other Guardian pilots to rep them and the Guardian who is taking damage can continue to rep the rest of the gang.<br />
<br />
If one Guardian is jammed he should call this on comms immediatly so the other guardian pilots can stop transfering cap to him and in the case of three Guardians place the now spare transfer on the other not jammed Guardian, this is important because the jammed guardian will not be helping to create cap and the non jammed Guardians will need to save cap until he is no longer jammed.<br />
<br />
When to jump out or dock is up to the individual pilot but as a general rule dont wait until you are in structure as sometimes there can be a delay on the gate fire or docking procedure and it could cost your ship, also try not to leave too soon wait until its really obvious you cannot tank the damage as the longer you wait the more chance you give the other pilots to get off a few more reps, also Guardians will have some of the highest resists in the gang meaning the longer the enemy is shooting at the Guardians for the less damage the gang is taking.<br />
<br />
==Flying in a Dual Guardian Gang==<br />
<br />
===Basics===<br />
<br />
A very important part of flying in the Dual Guardian gang is that ships fit to help out the Guardians, by increasing your resistances you reduce the amount of repping needed and by increasing your buffer you increase the amount of time the Guardian pilots have to react or gauge how much repping you will require.<br />
<br />
Light ships like frigs and destroyers do not have enough buffer and are far better fitted for avoidance tanking.<br />
<br />
Ships that should be broadcasting for remote repair are Cruisers, Battlecruisers and Battleships.<br />
<br />
===Fittings===<br />
<br />
As stated above the two main attributes you need to focus on are armor resists and armor HP.<br />
<br />
For resistance as a minimum you should fit a Damage control II and two Energised Adaptive Nano Membrane II, Should you wish to go crazy with resistance you could try one Thermic, one Kinetic and one Explosive Hardner II, an EAMN II plus a Damage control II.<br />
<br />
Ships that get an armor resistance bonus for example the Prophecy or Abaddon could use one less EANM II and free up and extra low slot for another damage mod.<br />
<br />
For buffer as a minimum you should have a 800mm plate a 1600mm would be better, Battleships should aim for atleast two 1600's. <br />
<br />
Armor Rigs although very expensive will increase the amount of dps your ship can tank or atleast make life easier for the Guardian pilots, recommended rigs would be Trimark armor pumps when used in addition to 1600mm plates give a huge bonus to armor HP becuase they are percentage based.<br />
<br />
With alot of availible mid slots all battleships and even some Battlecruisers should fit atleast 1 ECCM module.<br />
<br />
One or two ships in the gang should fit remote ECCM to use on the Guardians, the FC or XO should assign which ships should place remote ECCM on which Guardian before the gang sets off.<br />
<br />
All remaining mid slots should follow the Hydra concept unless the FC desires otherwise, he may prefer alot more Tracks, Damps and ECM to remove enemy ships from fights or he may want more Webs and Painters to increase the damage done by larger ships to smaller faster targets.<br />
<br />
Battleships with empty high slots should fit Large remote repair modules and a cap booster in the mids.<br />
<br />
Guardians can rep out to 70km so fitting Afterburners or Micro Warp Drives to close distance with short range high damage guns is a viable option, just rember not to move out of range and turn off your MWD if you are primary.<br />
<br />
===Fighting===<br />
<br />
One of the main things you need to look out for is when you are the primary target of the enemy dps and then to broadcast for armor.<br />
<br />
It is better to broadcast sooner rather than later to allow the Guardians to lock and gauge how many reps to apply to you, also remember to broadcast while you still have shields do not wait until you start taking armor damage before you broadcast for armor.<br />
<br />
Tell tale signs of you becoming primary is all the high dps boats on your overview will be flashing yellow to you and some of them will begin to flash red, this basically means you were secondary and you have just changed to primary and now is the time to broadcast.<br />
<br />
Battleships with remote repair modules should add the Guardians to your watch list and also keep with 9km of them at all times, should the enemy choose to fire upon your Guardians they cannot rep themselves so may need the extra reps to stay in the fight.<br />
<br />
==Setups==<br />
<br />
The following setups are guidelines only, feel free to modify setups to fit your personal taste but make sure you focus on a strong suitable Dual Guardian armor tank first then build the rest of the ship around it.<br />
<br />
===Battleships===<br />
<br />
===Battlecruiser===<br />
<br />
===Cruiser===<br />
<br />
===Heavy Assualt===<br />
<br />
===Command Ship===</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Template:OutdatedArticle&diff=20549
Template:OutdatedArticle
2013-10-22T08:56:52Z
<p>Goinggreyfast: </p>
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Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Template:OutdatedArticle&diff=20548
Template:OutdatedArticle
2013-10-22T08:56:32Z
<p>Goinggreyfast: Created page with "{| align="center" width="66%" style="background-color:#FFADB9;" cellpadding="20" cellspacing="0" border="1" |- |width="50px"|center |This article is outdated/p..."</p>
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Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Shield_Logi_Gang&diff=20545
Shield Logi Gang
2013-10-22T08:51:39Z
<p>Goinggreyfast: </p>
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</includeonly>==Tactic Overview==<br />
Relying on a large personal tank in typical pvp engagements is often a losing proposition. <br />
<br />
Using speed, range, or electronic warfare scales better against larger forces. <br />
<br />
Giving up on tanking completely though is a mistake. This tactic focuses on the use of two or more Basilisk logistic ships to remote shield tank the gang, and the gang being fitted for shield resists/buffer to increase the amount of dps that they can be remote tanked for. <br />
<br />
While the more ships you have the more effective remote repairing becomes, once fleet size gets above a certain point ships start getting too much damage too fast and they are killed before they can be locked and repaired. <br />
<br />
The target gang size for a Dual Basilisk gang is typically about 7-20 which includes two Basilisks.<br />
<br />
Finally its important to note that using remote repair modules/drones does not create agression, this means logistics pilots can activate a gate or dock at any time, engagements using this type of gang should always aim to be on a gate or station.<br />
<br />
==Tanking as a Basilisk==<br />
<br />
===Basics===<br />
We've demonstrated that Dual-Basilisk gangs can be some of the most effective and fun fleets in EVE for small/medium scale pvp. With a decently sized group you can take on large amounts of firepower and even larger numbers while losing few if any ships. As a Basilisk pilot, all thats required is appropriate fittings, and understanding of a few general procedures, and a 2nd Basilisk pilot to pair up with.<br />
<br />
<br />
Additionally, having the following skills is important for Basilisk pilots:<br />
<br />
*Logistics IV<br />
*Energy Emission Systems IV<br />
*Shield Emission Systems IV<br />
*Multi tasking II (IV preferable)<br />
*Repair Drones IV<br />
<br />
===Fittings===<br />
When fitting a Basilisk for a DB gang, the key attributes are cap stability between the right shield amount, shield resistances, and sensor strength. <br />
<br />
<br />
The starting point for fitting a Basilisk for a DB gang is your high slots with your shield and cap transfer arrays. Generally, this means 4 large best named or T2 Shield Transfer Arrays and 2 Large best named energy transfer arrays. Next, focus on increasing your shield buffer by throwing on a Large Shield Extender II. Then add shield resistances using invulnerability fields, damage controls, shield resist rigs, and or shield hardeners. Finally, you want to make sure you're as hard to jam as possible. Generally, this means using 1-2 best named Gravimetric ECCM modules.<br />
<br />
===Flying the Basilisk===<br />
<br />
Everytime the Basilisks are on the same grid together be it aligning to the next gate, reaproaching a gate or sitting on a gate/station they need to "Link up".<br />
<br />
"Link up" involves all the basi pilots locking each other and placing 2 energy transfers on the other Basilisks (often used pattern: One cap transfer on the one "above" you, one on the pilot "below" you on a logi channel).<br />
<br />
This tactic will effectivly create cap using the ships bonuses and allow each Basilisk to perma run 4 Large remote shield transfermodules.<br />
<br />
With "Logistics V" you will need only one energy transfer on you to stay cap stable, so it can be agreed on "only transfer to the pilot below you", leaving one cap transfer "in spare". You could place that one on any gang mates who broadcast for cap, typical ships broadcasting for cap will be Laser/Hybrid boats and energy neutralising ships.<br />
<br />
In an emergency, each basilisk should put all their shield transfers on the gangmate being attacked.<br />
<br />
Should one basilisk fall under attack, the basilisk under attack should take over shield transferring other ships under attack while the other basilisk focuses entirely on the basilisk being primaried. <br />
<br />
Both basilisks should be on a gate/station and prepared to jump/dock in an emergency (your tank is dieing) since your shield transferring doesn't cause aggression.<br />
<br />
Additionally, logistic pilots that have logistics IV, Energy Emission Systems IV, and Shield Emission Systems IV, may take one of their cap transfers off of each other and apply to other gang-mates that need cap.<br />
<br />
==Tanking as other Ships==<br />
<br />
===Basics===<br />
A Dual-Basilisk gang, while powerful with two Basilisks, is much more effective when everyone else in the gang also focuses their fitting to take advantage of the strategy. Namely, this means increasing your shield buffer, and shield resistances. However, small ships such as frigs and destroyers, continue to have the downside of not having a lot of hp or resistance. It is still not recommended that frigs and destroyers focus on tanking, resistance, or hp but rather stick to the speed and agility advantages they maintain. Thus, the rest of the discussion is focused on cruiser sized and larger ships. The one exception can be Assault Frigates. Because they have such high natural resists, its ok to focus their fittings for a Dual-Basilisk gang by adding more resistance and some HP buffer.<br />
<br />
===Fittings===<br />
<br />
When fitting a general ship for a DB gang, the key attributes are shield amount and shield resistances. The starting point for any T1 fitting should be the shield buffer and resistances, meaning 1 Large Shield Extender, a damage control, 3 shield resistance rigs (em, thermal, kinetic), and an invulnerability field. This should give any T1 ship a lowest resistance of at least 55% with at least 4-5k shield HP. Shield HP is important to prevent you from being killed before Basilisks can target, lock, and rep you, but your shield resistances will determine how much dps the Basilisks can tank you for. Additional tanking modules such as more shield hardeners or even an activate shield tank are very beneficial as well so long as you generally don't sacrifice your entire midslots for it. <br />
<br />
<br />
In general, you should be able to take normal fittings but sacrificing ewar for shield tanking mods. You lose ewar while gaining high survivability. <br />
<br />
<br />
An interesting point is that this works especially well for armor tanking ships such as Harbinger or Megathron as they can now devote all their low slots to increasing their damage with damage mods, tracking enhancers, and possibly signal amplifers to increase their resistance to being jammed. Another interesting point lies with some Caldari ships such as the Drake. A Drake, which already gets shield resistance bonuses per ship level, can easily be fit for insane resistances using 3 resistance rigs, a Damage Control, and only 3 or so of its midslots to increase its shield buffer and shield resistances. This means that a Drake would have 3 or so midslots available for ewar equipment such as a point, web, and remote ECCM to help prevent Basilisks from being jammed. Even a mwd is possible assuming pg fittings are ok.<br />
<br />
<br />
T2 ships in general will have a much easier time adjusting their fittings due to already increased resistances. Usually, 2 resistance rigs, a damage control, and a shield harder for the lowest resist will satisfy the resistance need, and a Large Shield Extender again should give the ship about 4-5k shield hp. The rest of the ship can be fit normal-ish.<br />
<br />
<br />
Finally, some Battleships may be fit with one or two large shield transfer arrays to help tank the Basilisks if their link is broken by jams. Because Battleships setup this way need to be close to the Basilisks, they should be setup to be able to hit reliably at a good distance (around 30km minimum generally).<br />
<br />
===Flying a DB-fit ship===<br />
If you start taking damage then broadcast "need shield" quickly. You should broadcast when you start taking damage, not when you you decide that the incoming damage is overcoming your own tank. This will give the Basilisk pilots (and other shield transfer equipped pilots) as much time as possible to get you locked and get repairers on you before you really need them. If you're being primaried there's not a whole lot for you to do, just focus on offensive actions, be sure any hardeners are on, and rely on your gangmates to keep you alive.<br />
<br />
<br />
Don't waste time trying to figure out which one of the broadcast buttons is "need shield". Using "need cap" or "need armor" generally works just fine as well. Any broadcast that allows the Basilisk pilot to right click and target you.<br />
<br />
<br />
While Basilisk pilots had a huge remote repair range, shield transfer equipped battleships don't have that range so its generally a good idea to stick together as a gang so that everyone will be inside of remote repair range. This is most commonly done by having a common point that everyone stays close to, usually the gate as it gives the Basilisk pilots the option of jumping out and returning if they take too much incoming damage. <br />
<br />
<br />
Sometimes, a Basilisk may get jammed while the enemy focuses fire on the other Basilisk. If you're equipped with remote shield transfer arrays, then it's a very good idea to have the Basilisk pilots on your watch list, and even targeted, making it easy to help them out if they're taking too much dps or the Basilisk cycle gets broken with jams. When staying close to something your best bet is to rely on the "keep at range" option, usually at 500m. Approach or orbit can work, but keep at range will work better in the vast majority of cases.<br />
<br />
<br />
==Comparison to a Dual Guardian Gang==<br />
There are several advantages and disadvantages between Dual Basilisk gangs, and their armor tanking counter parts ([[Dual Guardian Gang]]) and its worth understanding the difference. First, a Dual Basilisk gang will generally have more damage output than a Dual Guardian gang because the low slots on a Dual-Basilisk-fit ship are free for damage mods whereas the low slots on a Dual-Guardian-fit ship are dedicated to tank. Similarly, a Dual Guardian will generally have more ewar than a Dual Guardian gang because the midslots on a Dual-Guardian-fit ship are free for ewar mods whereas the mid slots on a Dual-Basilisk-fit ship are dedicated to tank. <br />
<br />
<br />
However, freeing up the midslots also leads to one further advantage. With midslots free, Battleships are able to equip cap boosters while maintaining their tank. This allows Battleships to easily fit large remote armor repairers and thus practically the same Battleship fitting for a [[Spider Tanking]] gang. In essence, it means that Dual Guardian gangs can generally have more tanking potential than Dual-Basilisk gangs.<br />
<br />
<br />
One final difference is with regards to station warfare. Basilisks, in general, will be better at station fights since if their tank is being overpowered, they can dock and undock with full shields whereas guardians will still have to repair their armor.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Armor_Logi_Gang&diff=20544
Armor Logi Gang
2013-10-22T08:51:23Z
<p>Goinggreyfast: </p>
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[[Category:Agony]]<br />
==Overview==<br />
Very much like the Dual Basilisk gang this tactic focuses on the use of two or three Guardian logistic ships to remote armor repair the gang. The gang also needs to fit armor resist modules and plates to increase the amount of dps tanked by remote repair.<br />
<br />
The main advantages of the DG gang is that more races ships are suitable for armor tanking, which increases the amount of players able to field suitable DG ships, also it allows for alot of free mid slots for ewar which can increase utility and increases the number of enemy ships the gang can engage, the enemy has to take down your shields before reaching your armor tank giving more time to broadcast and recieve remote repair, Battleships will have spare mids for a cap booster allowing them to run remote repair modules aswell.<br />
<br />
The disadvatages however is that the gang becomes very slow due to the plates and will find it harder to escape unfavorable engagements, also remote armor modules repair at the end of its cycle meaning you have to wait longer for the repair and making it harder for the logistics pilots to judge how many repair modules they should allocate, armor tanking uses up alot of low slots reducing the amount of damage mods ships can fit and decreasing the gangs dps.<br />
<br />
Finally its important to note that using remote repair modules/drones does not create agression, this means logistics pilots can activate a gate or dock at any time, engagements using this type of gang should always aim to be on a gate or station.<br />
<br />
==Guardian pilots==<br />
<br />
===Basics===<br />
<br />
To fly the Guardian effictively in this type of gang you will need certain skills:<br />
<br />
* Logistics IV<br />
* Energy Emission Systems IV<br />
* Remote Armor Repair IV<br />
* Multi tasking II (IV preferable)<br />
* Repair Drones IV<br />
<br />
<br />
In addition you will want to add softer ships like Cruisers & Battlecruisers to your watch list as they may require pre locking or special attention, unlike Battleships which have a good amount buffer providing plenty of time to respond to broadcasts.<br />
<br />
===Fittings===<br />
<br />
When fitting your Guardian your highs should consist of 4 large remote armor repair modules and 2 energy transfer modules, next you should focus on a good balance of resistance, buffer and ECCM.<br />
<br />
* [[Guardian (Dual)]]<br />
<br />
===Flying the Guardian===<br />
<br />
Everytime the Guardians are on the same grid together be it aligning to the next gate, reaproaching a gate or sitting on a gate/station they need to "Link up".<br />
<br />
"Link up" involves all the guardian pilots locking each other and placing 2 energy transfers on the other Guardians (often used pattern: One cap transfer on the one "above" you, one on the pilot "below" you on a logi channel).<br />
<br />
This tactic will effectivly create cap using the ships bonuses and allow each guardian to perma run 4 Large remote armor repair modules.<br />
<br />
With "Logistics V" you will need only one energy transfer on you to stay cap stable, so it can be agreed on "only transfer to the pilot below you", leaving one cap transfer "in spare". You could place that one on any gang mates who broadcast for cap, typical ships broadcasting for cap will be Laser/Hybrid boats and energy neutralising ships.<br />
<br />
Your job will be to watch the broadcast window and lock + remote repair as players request it, sometimes ships may not require all of your repair modules to tank the incoming dps or enemy fire my be split between multiple friendlies meaning you will have to judge how many repair modules to apply to each target.<br />
<br />
It is perfectly acceptable to call on comms who and how many reps you are placing on a target to help the other Guardian pilots gauge how many to use themselves, it will create no more vent clutter than ewar calling aslong as its kept short and sweet, for example "John Doe, plus two reps Joe Bloggs".<br />
<br />
Should one of the Guardians fall under attack it is top priority for the other Guardian pilots to rep them and the Guardian who is taking damage can continue to rep the rest of the gang.<br />
<br />
If one Guardian is jammed he should call this on comms immediatly so the other guardian pilots can stop transfering cap to him and in the case of three Guardians place the now spare transfer on the other not jammed Guardian, this is important because the jammed guardian will not be helping to create cap and the non jammed Guardians will need to save cap until he is no longer jammed.<br />
<br />
When to jump out or dock is up to the individual pilot but as a general rule dont wait until you are in structure as sometimes there can be a delay on the gate fire or docking procedure and it could cost your ship, also try not to leave too soon wait until its really obvious you cannot tank the damage as the longer you wait the more chance you give the other pilots to get off a few more reps, also Guardians will have some of the highest resists in the gang meaning the longer the enemy is shooting at the Guardians for the less damage the gang is taking.<br />
<br />
==Flying in a Dual Guardian Gang==<br />
<br />
===Basics===<br />
<br />
A very important part of flying in the Dual Guardian gang is that ships fit to help out the Guardians, by increasing your resistances you reduce the amount of repping needed and by increasing your buffer you increase the amount of time the Guardian pilots have to react or gauge how much repping you will require.<br />
<br />
Light ships like frigs and destroyers do not have enough buffer and are far better fitted for avoidance tanking.<br />
<br />
Ships that should be broadcasting for remote repair are Cruisers, Battlecruisers and Battleships.<br />
<br />
===Fittings===<br />
<br />
As stated above the two main attributes you need to focus on are armor resists and armor HP.<br />
<br />
For resistance as a minimum you should fit a Damage control II and two Energised Adaptive Nano Membrane II, Should you wish to go crazy with resistance you could try one Thermic, one Kinetic and one Explosive Hardner II, an EAMN II plus a Damage control II.<br />
<br />
Ships that get an armor resistance bonus for example the Prophecy or Abaddon could use one less EANM II and free up and extra low slot for another damage mod.<br />
<br />
For buffer as a minimum you should have a 800mm plate a 1600mm would be better, Battleships should aim for atleast two 1600's. <br />
<br />
Armor Rigs although very expensive will increase the amount of dps your ship can tank or atleast make life easier for the Guardian pilots, recommended rigs would be Trimark armor pumps when used in addition to 1600mm plates give a huge bonus to armor HP becuase they are percentage based.<br />
<br />
With alot of availible mid slots all battleships and even some Battlecruisers should fit atleast 1 ECCM module.<br />
<br />
One or two ships in the gang should fit remote ECCM to use on the Guardians, the FC or XO should assign which ships should place remote ECCM on which Guardian before the gang sets off.<br />
<br />
All remaining mid slots should follow the Hydra concept unless the FC desires otherwise, he may prefer alot more Tracks, Damps and ECM to remove enemy ships from fights or he may want more Webs and Painters to increase the damage done by larger ships to smaller faster targets.<br />
<br />
Battleships with empty high slots should fit Large remote repair modules and a cap booster in the mids.<br />
<br />
Guardians can rep out to 70km so fitting Afterburners or Micro Warp Drives to close distance with short range high damage guns is a viable option, just rember not to move out of range and turn off your MWD if you are primary.<br />
<br />
===Fighting===<br />
<br />
One of the main things you need to look out for is when you are the primary target of the enemy dps and then to broadcast for armor.<br />
<br />
It is better to broadcast sooner rather than later to allow the Guardians to lock and gauge how many reps to apply to you, also remember to broadcast while you still have shields do not wait until you start taking armor damage before you broadcast for armor.<br />
<br />
Tell tale signs of you becoming primary is all the high dps boats on your overview will be flashing yellow to you and some of them will begin to flash red, this basically means you were secondary and you have just changed to primary and now is the time to broadcast.<br />
<br />
Battleships with remote repair modules should add the Guardians to your watch list and also keep with 9km of them at all times, should the enemy choose to fire upon your Guardians they cannot rep themselves so may need the extra reps to stay in the fight.<br />
<br />
==Setups==<br />
<br />
The following setups are guidelines only, feel free to modify setups to fit your personal taste but make sure you focus on a strong suitable Dual Guardian armor tank first then build the rest of the ship around it.<br />
<br />
===Battleships===<br />
<br />
===Battlecruiser===<br />
<br />
===Cruiser===<br />
<br />
===Heavy Assualt===<br />
<br />
===Command Ship===</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Voice_Communications_in_PvP&diff=20479
Voice Communications in PvP
2013-09-13T04:40:14Z
<p>Goinggreyfast: /* Introduction */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/BASIC]]<br />
[[Category:PVP_University/WOLFPACKS]]<br />
[[Category:PVP_University/FLEET COMMAND]]<br />
[[Category:PVP University]]<br />
[[Category:Public]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.1780 Spinward]<br><br />
Updated for Retribution by [[User:Goinggreyfast|Greygal]] 17:26, 2 January 2013 (CST)<br><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
__TOC__<br />
<br />
== Communications in PvP ==<br />
=== Introduction ===<br />
<br />
This article covers the topic of voice communications in PVP-U fleets. It was originally written by a student, Spinward, who eventually joined Agony, in an effort to make some of the jargon and concepts easier to get to grips with. Don't be too concerned if you don't understand some of what is written here. When the class start on its 0.0 roam it will all fall into place once you experience it firsthand.<br />
<br />
There's a lot of information here and it may take a few reads before it sinks in, but you're paying a lot to attend this class (ISK and time) and I think this will help you make the most of your investment. Besides, the more you know when you arrive, the easier it will be to focus on the fun stuff: bringing death and destruction to the enemy!<br />
<br />
=== IMPORTANT VOICE COMS TIPS ===<br />
<br />
When you set up your push-to-talk button, '''do NOT''' set it to be one of the control (CNTRL) keys on your keyboard. If you do, every time you CNTRL-click to target a ship, you will key up in voice and drive everyone nuts and piss off the FC.<br />
<br />
Avoid using desktop speakers and a microphone (especially a desktop microphone) at the same time. Your microphone will pick up everything coming out of your speakers, which leads to loud and painful feedback. This is true even with fancy noise-cancelling microphones. Headsets are cheap - even a $10 headset is better than playing voice coms over your desktop speakers.<br />
<br />
We love music, and we know you love music, too. Playing Eve to your favorite band is epic stuff. Please be aware that loud music (or television) in the background WILL be heard over your microphone. Use some common sense and good judgment in setting your background music volumes.<br />
<br />
Don't use voice modulators or voice changers. While sounding like Daffy Duck is amusing, it is also extremely difficult - if not impossible - to understand anything you say. It's also annoying and likely will get you muted, if not kicked out of a fleet.<br />
<br />
=== General ===<br />
<br />
Voice communications is an invaluable resource for a fleet. It allows you to act and react faster than the enemy. Good disciplined comms allows the Hydra Fleet to maximize its effectiveness because the FC can coordinate damage and EWAR on the enemy's vulnerabilities. The Fleet depends on mobility and surprise; both of these are hard to maintain without voice communications.<br />
<br />
=== Voice Comms vs Text Chat ===<br />
<br />
There tends to be some confusion about when you should use voice comms and when you should use text chat. In general, voice is used for immediate information, intelligence, fleet orders, and other time-critical communications. Text chat can be used for administrative things such as late arrivals (try to avoid this), voice problems (there are always a few), questions, reporting non-time-critical intelligence, and general chit-chat.<br />
<br />
During a roam, you have to be selective about when to talk in voice. It is important to listen before you key your microphone so that you don't "step on" someone else's question/reporting/etc. If you hear "recon," "break-break," "clear comms" or "battlecomms", stay quiet until the urgency passes. The word "urgency" is really the key to successful voice communications. Voice comms are used when things are urgent because seconds count and typing is too slow. <br />
<br />
'''Battle comms:''' When the FC (or for the purposes of a class, anyone) calls battlecomms, all members of the fleet should be quiet and listen for orders. During this time, the FC will be hearing reports, issuing orders or just taking a moment to think. <br />
<br />
'''Break Break:''' Someone has urgent, emergency-level information on the fleet's tactical situation for the FC. Everyone listen up; hopefully it's about your next victim. In a well-run, well-supported fleet, "Break Break" is used very, very rarely.<br />
<br />
'''Recon:''' The scouts that are flying ahead or behind the gang will start their report by saying "Recon". "Recon" is the equivalent of "Shut up!" :) The FC needs to hear this info, and so do you, as it is information on our next victim!<br />
<br />
=== You, Me and I ===<br />
<br />
Avoid speaking in the first person in voice. Instead always identify yourself with your character's name. Refer to yourself in the third person (like that Seinfeld episode) "George is getting angry" and "Jimmie needs a new pair of shoes". It definitely feels weird at first, but start doing it every time you talk in voice. Just say "This is George. Why should jammers be on manual?" It makes it easier for the instructors to keep track of who's asking and it also helps everyone get into the right mindset for when they get into 0.0 space. Now in 0.0, it becomes much more important. The FC needs will sometimes need to know who is talking. By not identifying yourself you are wasting valuable seconds of your FC's time by forcing him or her to ask "who said that??".<br />
<br />
'''Here's a couple examples of brevity or the lack thereof:'''<br />
<br />
'''Wrong:''' Did you jump? I think I missed the jump. The lag is killing me. Is everyone lagged?<br><br />
'''Better:''' (if you need help): George is still in E-3 at the D-0 gate. Lagged. Request orders.<br><br />
'''Best:''' (you don't need any help): George in E-3, system is friendly.<br><br />
<br />
=== Brevity and Precision ===<br />
<br />
Be precise when you make a report. Tell the FC who, where, and what, but keep it as short as possible. If you practice PVP quite a bit and often fly with a particular gang in game, those players will come to remember your voice and you can cut your reporting down even more. However, in class, nobody knows your voice and the instructor is trying to keep 50+ students on the move (read herding cats).<br />
<br />
=== Don't Be a "Narrator" ===<br />
<br />
In these examples, Jimmie is the tackler and George is in our fleet; Easy Meat is the target ship.<br />
<br />
'''Jimmie:''' "point on Easy Meat"<br><br />
'''FC:''' "everyone warp to Jimmie"<br><br />
'''George:''' "ok, I'm warping to the gate..... got him locked and webbed... ok missiles away... he's targeting me now.... he's shooting...I'm tanking pretty well, at 80% shields...into armor now....he's into structure...muhahaha I do crazy dps....he's dead"<br><br />
<br />
All the details are interesting to you, but there's zero reason to be narrating them in voice. Comms should be limited to only those details that are significant to the FC. <br />
<br />
'''A better example might be:'''<br><br />
<br />
'''Jimmie:''' "Point on Easy Meat"<br><br />
'''FC:''' "everyone warp to Jimmie"<br><br />
'''George:''' "web on Easy Meat"...."Easy Meat is aggressed"<br><br />
'''FC:''' "get the pod"<br><br />
<br />
This way, the FC knows that the target has a web on it and, since he has aggressed, cannot go through the gate. You haven't used up much time in voice, so the FC is free to be thinking and listening for intel to plan the next steps.<br><br><br />
<br />
=== Saying the J word ===<br />
<br />
'''''Jump is an order to be given by the Fleet Commander only.'''''<br />
<br />
There is a good reason for never using the J word. Imagine you are on a gate waiting for your scout to tackle someone on the other side. You are keyed up with the excitement of the upcoming kill (the adrenalin really starts flowing on those first few kills) and someone says "So when do we jump?". What your mouse finger heard was JUMP and you are gone, gone, gone. No calling it back; your brain is still translating the "blah blah blah JUMP" but not fast enough to stop that damn finger.<br />
<br />
There are some euphemisms you can use instead of the J word: "We are 7 systems from our destination", "The target went out the gate", "go through the gate", "four gates to go," "I hopped out," etc.<br />
<br />
=== The J word vs Warp ===<br />
<br />
Warping is done within a system, jumping is done between systems. Don't get them mixed up when talking to the FC. It is a completely different tactical situation when you report that the ship you are targeting "warped off" or "jumped through the gate".<br><br><br />
<br />
=== Chatting ===<br />
<br />
If you have a question, ask it; I'll bet at least one or two other people have the same one but are afraid to ask. We are here to answer your questions. It is important to ask questions, but even more important to do so appropriately. <br />
<br />
During our class days, the instructors will usually ask that you type a "Q" in fleet chat when you have a question, then will have you ask your question in voice the moment he/she is able to take the question.<br />
<br />
During our roams, questions can always be asked freely in fleet chat, during bio breaks, and depending upon the situation, they may also be asked in voice during really slow portions of the roam (if any) - such as when we're traveling through friendly space, or sitting at a safe-spot and nothing else is going on. When in doubt, ask in fleet chat first if you can ask a question in voice.<br />
<br />
=== Mistakes ===<br />
<br />
The instructors expect mistakes to happen. Even the most experienced pilots make mistakes! More important than any mistake is how you handle yourself afterwards. So if you do make a mistake, identify yourself and get to where you are supposed to be. It had to happen to someone and this time it's you. No big deal, next time it'll be someone else. If you need help, you'll get it, but don't talk back or try to launch into a long explanation of what happened and how it isn't your fault. 'Stuff' happens so just say "on my way" and get on with it. <br />
<br />
=== Going through a gate ===<br />
<br />
When you approach a gate, the Fleet Commander will give you your orders. If he's busy and doesn't give orders, the default instruction is to '''Hold on Gate''', meaning you should orbit at 500m/1000m (i.e. well within jump range, which is 2500m). Other orders your FC is likely to use are:<br />
<br />
'''Jump on contact''' - go through the gate as soon as you land on the gate<br><br />
'''Jump and hold cloak''' - go through the gate immediately but do nothing to break your cloak on the other side. That means don't move or cycle weapons/ewar. The priority is keeping your cloak up so that you don't betray the fleet's composition. Remember: The first to decloak is the first to die!<br><br />
'''Align''' - bring your ship around to point at the next stargate.<br><br />
'''Jump and Align''' - go through the gate and quickly align to the next stargate<br><br />
'''Jump and Re-approach''' - go through, break cloak and use afterburner to get to the gate. Orbit the gate at 500/1000m<br><br />
'''Jump, Jump''' - go through the gate immediately<br />
<br />
The default order after going through a gate is to '''Hold Cloak''' (i.e. do not do anything - you'll remain cloaked for up to 60 seconds).<br />
<br />
Do not shoot anything unless the FC has told you to. If you do, you will end up with a weapons timer ("aggressed") and unable to go through the gate for 60 seconds. This can hold up the class, ruin an ambush, or get you podded, and you'll have to make a long run to catch up. If this happens, say "Friendly out" in voice, stay calm and make a Recon report. You'll be given instructions. If the FC is busy in an attack and you're in immediate danger, warp away to stay safe and then catch up when you can. The instructors will help you as soon as they can. They really do want you to live, learn and kick butt during this class.<br />
<br />
If you do end up aggressed and alone on a gate with enemies inbound, the best thing to do is get safe. Warp to a celestial object and make a safe-spot en route, or possibly even re-approach the gate and return to the fleet. What you should do is situational, so use what you have learned in the class and make your best judgement call. <br />
<br />
If you end up going through a gate alone and there's nothing but the enemy on the other side and have no idea what to do next, here's your plan. Don't break cloak. Do a scan. Then warp out fast. (If you can warp out to a place that you are already aligned to, you're ahead of the game.) As soon as you arrive, warp to another location in system again to confound pursuit. While you're warping, drop a mid-safe bookmark and read your scan and make a good report to the FC. For example, "Recon, two Ravens, Hurricane, and two Raptors in K-T 100km off 7-U gate". <br />
<br />
If you are late going through a gate or joining the gang say "Friendly in" just to avoid a panic or friendly fire accident.<br />
<br />
=== Electronic Warfare Orders and Reporting ===<br />
<br />
The fleet may be broken up into several EWAR groups: Track Groups (ships with tracking disruptors) and Damp Groups (ships with sensor dampeners). When you go into battle, your group will be given targets for weapons and EWAR modules. Here's a quick list of the voice calls that you use when a module is active on your assigned target. <br />
<br />
'''Warp Disruptor''' - Point<br><br />
'''Warp Scrambler''' - Scram<br><br />
'''Sensor Dampener''' - Damp<br><br />
'''Stasis Webifier''' - Web<br><br />
'''Track Disruptor''' - Track<br><br />
'''Target Painter''' - Paint<br><br />
'''Jammer''' - Jam<br><br />
<br />
You might also hear such things as "Easy Meat is primary" or "get a point on him" or "web him". When you're in Track Group One and you hear "Track Group One on Easy Meat", target Easy Meat's ship and put your TD on it. Once you see the icon on the target, say "Track". One exception is for Jammers. You are not actually jamming until you see the grey countdown bar underneath the locked target. That's when you call "Jam".<br />
<br />
You may end up being engaged by more than one target. The procedures are the same but now the FC has to order and hear reports on more than one target. For two targets, the orders might be "Easy Meat is primary. Damp Group Two on Easy Money." Everyone will be engaging Easy Meat except that Damp Group Two will be attacking Easy Meat while locking Remote Damps on Easy Money. This means that EWAR reports need to include the name of the target pilot. For example, you might hear the following reports: "Point on Easy Meat; Web on Easy Meat, Damp on Easy Money" and so on.... <br />
<br />
Now if you lose track, run out of cap, have to warp away or get podded, you have to inform the Gang that the EWAR module is down. That's when you would say "Minus one point" or "Lost damp". Jammers will call "lost jam" when they lose a jam on a target.<br />
<br />
For example, Jimmie has been targeted by the Vagabond your fleet is killing and has to warp off to avoid dying:<br />
<br />
'''Jimmie:''' "Minus one point"<br />
<br />
Remember there are no reports for locking target, firing, losing shield or getting into armor. The FC does not need to know this information.<br><br><br />
<br />
=== Broadcast - the red-headed step child of Eve Communications ===<br />
<br />
People don't talk much about broadcasting, and it's not used nearly as much as it should be by many fleets. The broadcast window appears on the bottom of the fleet window. In PvP Basic, it is used primarily to send navigation orders.<br />
<br />
The FC will say "destination broadcast." Look at the bottom of your fleet window, right click on the broadcast and select set destination. <br />
<br />
Your fleet window has a tab labeled "History" - here you can find a history of all broadcasts made throughout the fleet. This is a good place to look if you missed an order or a broadcast.<br />
<br />
=== Duties - just the basics ===<br />
<br />
There are a few of the fleet roles you may here the FC mention:<br />
<br />
'''XO''' - Executive Officer. A second in command who deals with administration, squads, damp/track groups, fleet invites, fleet balancing, broadcasting, tracking of stragglers, and tracking non-time-critical intelligence, etc. This frees up the FC to think about tactics. Also known as "cat herder" and "fleet secretary." In Basic, this is often one of the instructors and the XO term may not even be used.<br />
<br />
'''EWO or EWARO''' - Electronic Warfare Officer. If the Fleet is big enough you might have one of these who coordinates the ewar groups for the FC.<br />
<br />
'''Scout, Skirmisher''' - these guys all do different things depending on their ships and skills but, for our purposes, they are all eyes in other systems finding us targets. <br />
<br />
'''360 Scan''' - An agony pilot or alumni or two will be assigned the duty of constantly scanning for threats. Everyone should be doing this on a regular basis but by assigning the duty, the FC is just making sure he's always got someone scanning for targets/threats.<br />
<br />
'''Local duty''' - An agony pilot or alumni will be watching local to see if the number goes up or down in your system. He or she will also try to find the incoming pilot's information for the FC. Ideally, the local pilot reports one new pilot in system, their name and alliance to the FC at the same time that the 360 scan pilot reports a new Iteron in system.<br />
<br />
'''Probe duty''' - Normally agony or alumni assigned to scan for probes that may be used to track down your fleet when in a safe. Alternatively, detecting these probes gives us the info that a cloaked covops is in system.<br />
<br />
'''Rear Guard''' - Normally an agony pilot assigned to follow the gang last through a gate. He's kind of the herder to bug you if you're slow to go through and to tell the FC when everyone is in the next system.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Setting_Up_Teamspeak&diff=20463
Setting Up Teamspeak
2013-07-05T22:57:38Z
<p>Goinggreyfast: /* Agony Teamspeak Info */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:Public]]<br />
[[Category:PVP_University/BASIC]]<br />
[[Category:PVP_University/WOLFPACKS]]<br />
[[Category:PVP_University/COVOPS]]<br />
[[Category:PVP University/ADVANCED]]<br />
[[Category:PVP University/BOMBERS]]<br />
[[Category:PVP_University/FLYBYS]]<br />
[[Category:PVP University]]<br />
<br />
==Introduction==<br />
<br />
Voice communication tools are incredibly important for coordination in PVP - typing is simply not fast enough to be effective. Along with the in-game Eve Voice tool, many corporations also use out of game software such as Teamspeak, Mumble and Ventrilo.<br />
<br />
All Agony classes take place on our Teamspeak 3 server.<br />
<br />
==Agony Teamspeak Info==<br />
<br />
To manually set up Teamspeak, use the following information to connect to Agony's TS3 server:<br />
<br />
*'''Server:''' ts3.agony-unleashed.com:10000 <br />
*'''Alternative Server Address:''' 69.4.225.224:10000<br />
*'''Password:''' 851y7e30tk07<br />
<br />
Or use the following URL (copy&pasted into your browser) - ts3server://ts3.agony-unleashed.com?port=10000&password=851y7e30tk07<br />
<br />
For classes, please set your user name as '[STUDENT]' or '[ALUMNI]' (in capital letters) followed by the name of the character you signed up with. <br />
<br />
e.g.<br />
<pre><br />
[STUDENT] Azual Skoll <br />
or <br />
[ALUMNI] Azual Skoll</pre><br />
<br />
For anything other than one of our classes or public roams, use your corp ticker in brackets.<br />
<br />
Make sure you include a space between the [TAG] and your name.<br />
<br />
==TS3 Installation==<br />
<br />
You can download the Teamspeak 3 client [http://www.teamspeak.com/?page=downloads here]. Installation is fairly simple. Please be aware that Teamspeak 2 is ''not'' compatible with Teamspeak 3 servers - you ''must'' connect using Teamspeak 3.<br><br />
<br />
===Settings===<br />
<br />
When using Teamspeak 3, you ''must'' set your client to ''''Push-To-Talk''''. By default your client will transmit whenever it detects you speaking, which is not good when we have a class of 60 students.<br />
<br />
To change this, click 'Settings' at the top of the TS3 window and go to the 'Capture' tab. Select 'Push-To-Talk' and assign a button of your choice.<br />
<br />
''If you do not set your client to Push-To-Talk, you will be muted.''<br><br />
<br />
===Help! The Instructor/FC Is Too Quiet!===<br />
<br />
In TS3, you can easily modify the volume of an individual by right clicking their name and selecting 'Change Volume' - use this on the instructor(s) and FC if they are coming through too quiet.<br><br />
<br />
===The "User joined your channel" is driving me crazy. How can I turn that off?===<br />
<br />
Go to Options > Settings, then to Notifications > +Client > +Switched > +To Current Channel > Unmark "And Appears" "And stays in view".<br />
<br />
You can also turn off many other sounds from here, just try to guess it by yourself.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Bookmarks&diff=20462
Bookmarks
2013-07-05T21:57:47Z
<p>Goinggreyfast: /* Bookmark Naming */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP_University/WOLFPACKS]]<br />
[[Category:PVP University/ELECTRONIC WARFARE]]<br />
[[Category:PVP_University]]<br />
[[Category:Public]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.2 Rells]<br><br />
Expanded and updated by [http://www.agony-unleashed.com/user.php?id.2064 Sanfrey Statolomy], [http://www.agony-unleashed.com/user.php?id.2564 Dimensionline].<br><br />
Updated for Retribution by [[User:Goinggreyfast|Greygal]] 3 December 2012<br><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
__TOC__<br />
==Introduction==<br />
<br />
In Eve, you can save the position of celestial objects, stargates, your own position, and more through the use of Locations, found in your People and Places window. Locations are commonly referred to as Bookmarks by most pilots, and all as such, we will use the term "Bookmark" to refer to "Locations" throughout this article.<br />
<br />
Bookmarks are one of the most useful things in Eve combat, and are vital to 0.0 survival. The expert PvP pilot will have mastered the creation and use of bookmarks down to a fine art. This article will get you started in the study and understanding of bookmarks<br />
<br />
==Basic Bookmarking==<br />
<br />
The simplest kind of bookmark is created by saving the location of any object in space. If you have favorite mining spots, anchored container for dropping off loot, or a corporate hangar array at a POS, you can simply create a bookmark at the object in space by right-clicking on the object and selecting "Save Location." These kinds of bookmarks can be created by right-clicking the object on your overview or right-clicking the object's bracket in space.<br />
<br />
==Midsafes==<br />
<br />
One of the simplest and most useful type of bookmark is most commonly called a Midsafe bookmark. This is a semi-safe spot that is located in space between two gates or any other two celestial objects. Safe spots allow you to sit in space at a place that is more difficult to find, however, spots that are within 14.355au (directional scanner range) of a planet, gate, or belt are easy to scan out quickly so beware. <br />
<br />
The simplest way to make a midsafe is to select a stargate that you will be traveling to and observe how far away it is. Then warp to that gate. Open your People & Places window. As soon as you start to warp, click the "Add Location" button and then wait. When you are halfway between the two gates click "Submit." Bookmarks are created when you click "Submit" and NOT when you first click the "Add Location" button, so the location that is actually saved is where your ship is in space when you clicked the "Submit" button. <br />
<br />
Midsafes aren't very safe, so you shouldn't linger there. It's quite easy for someone to bust your location using the directional scanner or by using the quirks of warping in Eve. Somebody "warping over" you can drop a bookmark and, if they time it right, come back and land right on top of and kill you. Never consider yourself "safe" at a midsafe - watch your directional scanner and local for potential threats. <br />
<br />
==Unaligned Safe Spots==<br />
<br />
Unaligned Safe Spots are locations that are NOT aligned between any two celestials. The best Unaligned Safe Spots are greater than 14.355au from any other celestial object, although this isn't always possible in every solar system due to celestial object layout. <br />
<br />
There are two basic ways to create an Unaligned Safe Spot. The first way is to create a midsafe between two objects, then warp to that midsafe. From that midsafe, warp to another celestial object perpendicular to the path of travel used when creating the first midsafe, and drop another bookmark. (You basically travel in the form of a "T"). The second bookmark created is not aligned between any two celestial objects.<br />
<br />
The second way to create an Unaligned Safe Spot is two create two midsafes that are very far apart from eachother. The further away you get from a celestial body and the less aligned you are with two celestial bodies, the safer the safe spot. Then travel between these two midsafes, and drop another bookmark between them, creating a new location that is not aligned between any two celestial objects.<br />
<br />
You can press F11 to bring up a mini-map of the system, enabling you to easily determine your position relative to any celestial bodies.<br />
<br />
Keep in mind that an enemy can use scanner probes to find your ship, so watch dscanner for probes. If you will be in a system for any length of time, it's a good idea to create several unaligned safe spots to bounce between, especially if you see probes on your dscanner.<br />
<br />
==Insta-Undocks==<br />
<br />
Insta-Undocks are aligned bookmarks created outside a station, that allow you to quickly warp off of a station, usually before waiting hostiles can target-lock you. Insta-undocks are particularly handy when camped in a station or trying to haul expensive loads out of the Jita 4-4 station. <br />
<br />
The simplest way to create an Insta-Undock is to get in a fast ship fit with a microwarp drive. Undock, click the "+" on your HUD's speed bar to get to max speed, then turn on your MWD without changing your heading. Just keep flying out from the station, without changing your direction in any way, until you are 500km-2000km or so from the station, then save the bookmark at your desired range. <br />
<br />
Now whenever you undock, simply warp to your undock bookmark, and you will almost-instantly warp off the station to your bookmark. Because there can be up to a 5º variance in your alignment when undocking, sometimes your ship will have to do a little bit of alignment before warping off. To create a more precise undock bookmark that negates this variance, please read our [http://www.agony-unleashed.com/wiki/index.php?title=Precise_Navigation Precise Navigation] article.<br />
<br />
It is best to make Insta-Undocks that are off-grid, greater than 500km from the station. While all Insta-Undocks are reasonably easy to bust, on-grid ones are much easier for a hostile to bust than off-grid ones.<br />
<br />
==Tactical Bookmarks==<br />
<br />
A tactical bookmark is a bookmark placed close to the gate, station, or other object for tactical purposes, such as avoiding a bubble, getting in range of a sniper, looking at the setup of a hostile gang, and other tactical purposes. For example, you might place a bookmark 2000km off a gate so that you can scan the gate to make sure the opponent doesn't have an interdictor or bubble, or unaligned 300km off a gate to avoid a bubble.<br />
<br />
Tactical Bookmarks are usually just called TACs. The simplest way to make a tactical bookmark is to manually fly a fast ship in a random, non-aligned direction away from a stargate (or other object) until you are at your desired distance, then creating a bookmark.<br />
<br />
==Tactical Bookmarks: Laddering Technique ==<br />
<br />
Occasionally, as you and your fleet travels through unknown areas, you will find a need to build a quick bookmark to give you a position some distance off of a gate/station/beacon. Often these are for sniping or for covert ops pilots or skirmishers trying to get a drop on a target. The technique used to make these is referred to as "laddering" because the bookmarks end up laid out like rungs of a ladder, set up at stepped distances from the origin point. <br />
<br />
Laddering is simple. Warp to a stargate (or any other object you wish to create a bookmark at) at 100km. Save the location. Warp back to your starting point, then warp back to the bookmark you created at 100km, and create a second bookmark. This bookmark is now 200km from the stargate. Continue creating bookmarks at 100km distances as needed for whatever final distance is desired.<br />
<br />
Alternatively, you can use multiple pilots to ladder. Have pilot A warp at 100km, then pilot B warp to pilot A at 100km, then pilot C warp to pilot B at 100km, etc., repeating as needed.<br />
<br />
Since the starting point is almost always another celestial object, tactical bookmarks created using the laddering technique are aligned, and therefore NOT safe. They are easily busted by opponent pilots using the same technique.<br />
<br />
Note that you can easily unalign these types of tactical bookmarks by simply manually flying in a random direction shortly after landing, so that you are no longer aligned, THEN create the bookmark and/or have the next pilot warp to you at range to create the next rung of the ladder. <br />
<br />
==Bookmark Naming==<br />
<br />
There are almost as many naming schemes for bookmarks as there are 0.0 pilots (if not more!). The key to bookmark naming is to make sure that your bookmarks are named in a method that is understandable at a glance. <br />
<br />
Agony has developed a mark-up scheme derived from the early days of bookmarks themselves, which is largely symbolic making the bookmarks easy to read and share between our corp members. For those outside of Agony, our method may appear nonsensical or overly-complicated, but it works for us. Our method may not work for you and your corporation, but we share it here as an example that can be adopted and adapted if desired.<br />
<br />
* For sorting purposes, all our bookmarks are encased between two vertical bars and the greater-than and less than sign: |> name of bookmark <| <br />
* The '''@''' sign indicates distance from the referenced object.<br />
* '''%''' indicates bookmark is aligned<br />
* '''%%''' indicates bookmark is unaligned<br />
* Brackets are used to signify a station: '''['''''abbreviated station name''''']'''<br />
* Parentheses are used to signify a planet: '''('''''planet name''''')'''<br />
* The greater-than and less-than symbol are also used to indicate anchored cans '''<'''''can location'''''>'''<br />
* Insta-undocks are indicated by the word '''UNDOCK''' <br />
* Bubble locations are indicated by three dashes on each side '''---''' ''bubble location'' '''---''' <br />
* Additional alignment information may be indicated by a dash and greater than symbol: ''aligned between this gate'' -> ''and that gate''<br />
* Stars are indicated by an asterisk: '''*'''<br />
* Player-owned stations (POS's) are indicated by curly braces and corp ticker: '''{'''AGONY'''}'''<br />
* Safespots are marked with two dashes: '''--''' ''safespot'' '''--'''<br />
<br />
Example Insta-undock bookmark:<br />
<br />
<tt>|> [V-M2-CFO] % UNDOCK @2500 <|</tt><br />
<br />
Example bookmark of an anchored secured container at an asteroid belt. <br />
<br />
<tt>|> <VII - AB2> <|</tt><br />
<br />
Example of an unaligned bookmark 250km off planet 5:<br />
<br />
<tt>|> (P5) %% @ 250 <|</tt><br />
<br />
Bubble at the Taisy gate aligned with planet 5: <br />
<br />
<tt>|>---TAISY -> (P5)---</tt><br />
<br />
POS owned by Agony: <br />
<br />
<tt>|> {AGONY} <| </tt><br />
<br />
TAC bookmark off the 93PI-M gate aligned with the G-M4I8 gate:<br />
<br />
<tt>|> 93pi-m % g-m4i8 @1500 <| </tt><br />
<br />
TAC bookmark 300km straight above gate:<br />
<br />
<tt>|> 93pi-m % ABOVE @300 <|</tt><br />
<br />
Unaligned TAC bookmark:<br />
<tt>|> 31-MLU %% 350 <| </tt><br />
<br />
Example safe spots:<br />
<br />
<tt>|>--01: @3au --<|<br />
|>--02: @25au --<|</tt><br />
<br />
Midsafes are marked like safe spots but with the objects that that the midsafe is between. This tells you what objects the midsafe are between. You can also add the distance syntax to indicate the location of the midsafe. Some examples are below:<br />
<br />
<tt>|>-- Babirmoult - Anckee --<|<br />
|>-- (VII) - Anckee @3au --<|<br />
|>-- Babirmoult @3au - Anckee --<|</tt><br />
<br />
==Organizing and Managing Your Bookmarks==<br />
<br />
Some people prefer to have all of their bookmarks in one folder. That is fine but it can get problematic if you have a large collection of them and have to scroll down to one in particular; perhaps to share it with a corp mate. To make this easier you can create folders and sort your bookmarks into these folders. <br />
<br />
You can organize your bookmarks however you want, be it by type of bookmark (safespots, insta-undocks, tacticals) or by region (Curse, Syndicate), by purpose (mining operation bookmarks, missioning bookmarks, trade hub bookmarks) or any other method. Bookmark folders can be opened up in a separate window by right-clicking on the name of the folder in your People & Places window, then selecting "Open Group Window." Bookmarks can be sorted by clicking on the column headings in the People & Places window or the folder window if you've opened it up as a separate group window. <br />
<br />
It's a good idea to go through your bookmarks on a regular basis and clean out old bookmarks that are no longer used (such as old mission sites or wormhole locations). Alternatively, you can move old bookmarks from your People & Places into a small can in your hangar and store them there, in case you need them in the future. <br />
<br />
==Sharing BMs==<br />
<br />
By all means share your BMs with other corp mates. However, be wary of giving out safe spots, sniper, observation, and instant undock BMs. There are always spies and you could end up warping in on a huge fleet. Even without spies, someone else could get your safe spot busted with probes and you may not even know it is broken. For that reason you should never ever give out safe spot BMs or put them in a corporate hangar. If you would like to share a safe or sniper spot then give it to the pilot personally or through the contract system.<br />
<br />
To copy a bookmark, open your people and places window and go to the window with all of your bookmarks. Then click on a bookmark, hold down SHIFT, and drag it to your hangar or cargo hold. You can copy up to five BMs at a time. <br />
<br />
To import a copied bookmark drag it from your hangar or cargo hold and drop it in your people and places window. You can drag as many bookmarks as you want into your people and places, but the process can take a long time, so beware. You can drop the BM right on a folder to sort them instantly into that folder. <br />
<br />
==Conclusion==<br />
<br />
If you follow these guidelines you will start to accumulate a list of really great BMs that will allow you to fly much safer all over the universe. However remember that BMs don't make you invincible. Bubbles and interdictors can ruin your day. Consistent naming of bookmarks enables easier understanding by corp mates. Once you explore the potential of bookmarks, the imagination can devise hundreds of tactics that will help you take the fight to your opponents.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP-U_Enrollment_Template&diff=20461
PVP-U Enrollment Template
2013-06-26T14:22:09Z
<p>Goinggreyfast: /* PVP-BASIC Template */</p>
<hr />
<div>[[Category:Agony]]<br />
<br />
NOTE: This isn't working properly since latest forum software update, just copy/paste from last class post instead of using this.<br />
<br />
==PVP-BASIC Template==<br />
<pre><br />
[size=14][color=#ff0000]Enrollment for this class will open on <TIME/DATE HERE>[/color][/size]<br />
<br />
[quote]In order to learn how to fight back, the student of PVP needs to realize that Eve Online combat is incredibly rich and diverse. It requires not only character skill points but also a good amount of player skills. The difference between a lost encounter and a won encounter is more often the player skills than the character skills.<br />
<br />
The lessons taught in PVP-BASIC are fundamental to Eve combat and make a starting platform for the study of tactics, strategy and dynamics of Eve PVP. These skills are applicable to all kinds of Eve combat, regardless of whether you're defending your mining fleet from Pirate attacks, or stalking lawless space in search of targets of your own.<br />
<br />
<br />
The goal of PVP-BASIC is to provide you with the basic skills and confidence required to fly as part of a successful PVP gang, as well as being an introduction to combat in 0.0 space.<br />
<br />
This class is aimed at players who are new to PVP, or with limited PVP experience.<br />
<br />
The core topics this class will be covering are:[list]<br />
[*] Ship Fitting and Electronic Warfare<br />
[*] Safespots and Basic Fleet Movement<br />
[*] Scanning and Recon<br />
[*] Basic PVP Mechanics[/list][/quote]<br />
[size=12]<br />
[list][*][b]Course Code: [/b]BASIC-yyyymmdd<br />
[*] [b]Time and Duration[/b][list]<br />
[*] [b]Class: [/b]<CLASS DATE and TIME (DURATION)><br />
[*] [b]Roam: [/b]<ROAM DATE and TIME (DURATION)>[/list][/list]<br />
Please try to arrive well before the class is due to start on both days - instructors cannot afford to wait for you.<br />
<br />
[list][*] [b]Price: [/b][u]20m isk per pilot[/u][/list]<br />
Please send the course fee directly to the "Agony Unleashed" Corporation, and use the course code in the transfer.<br />
[list][*] [b]Meeting Location: [/b] [b][color=red]Berta VI - Moon 19 - Ammatar Consulate Bureau[/color][/b]<br />
[*] [b]Instructor: [/b]<Lead Instructor><br />
[*] [b]Fleet Commander: [/b]<FC><br />
[*] [b]Maximum Enrollment: [/b]50 (not including Agony and alumni)[/list][/size]<br />
[size=14]<br />
See the [url=http://www.agony-unleashed.com/wiki/index.php/PVP-WOLFPACKS][b]PVP-BASIC Wiki Page[/b][/url] for pre-requisites and preparation material for this class. In particular, read through the [url=http://www.agony-unleashed.com/wiki/index.php?title=PVP-Basic_Preparation_Checklist][b]PVP-BASIC Preparation Checklist[/b][/url]!<br />
<br />
[url=http://www.agony-unleashed.com/wiki/index.php?title=How_to_Enroll_in_and_Attend_a_PvP_University_Course][b]CLICK HERE TO LEARN HOW TO ENROLL IN A PVP UNIVERSITY CLASS[/b][/url]<br />
[/size]<br />
[b]Use the following pattern to enroll: [/b]<br />
[quote]AGONY_SITE_DISPLAY_NAME - PILOT NAME (CORP TICKER)[/quote]<br />
For Example<br />
[quote]Bamar - Christina Bamar (AGONY)[/quote]<br />
If you chose to be creative, sloppy, use different brackets, put in your pilot name twice or anything else like that we may not process your enrollment and you may lose your spot.<br />
<br />
<br />
[list][*][color:darkblue][b][i]Confirmed and Paid students:[/i][/b][list=1]<br />
[*]<List students here with an asterisk for each new line - the list formatting will turn this into numbers!><br />
<br />
[/list][/color][*][color=#0000ff][b][i]AGONY Students: [/i][/b][list=1]<br />
<br />
[/list][/color][*][color=darkred][b][i]Paid but not properly registered:[/i][/b][list=1]<br />
<br />
[/list][/color][*][color=red][b][i]Awaiting Confirmation of Payment: [/i][/b][list=1]<br />
<br />
[/list][/color][*][color=green] [b][i]Credited: [/i][/b][list=1]<br />
<br />
[/list][/color][*][color=green] [b][i]Graduated: [/i][/b][list=1]<br />
<br />
[/list][/color][*][color:darkblue][b][i]Alumni:[/i][/b][list=1]<br />
<br />
<br />
[/list][/color][/list]<br />
</pre><br />
<br />
== PvP-Wolfpacks Template ==<br />
<pre><br />
[size=14][color=#ff0000]Enrollment for this class will open on <TIME/DATE HERE>[/color][/size]<br />
<br />
[quote]PVP-WOLFPACKS expands upon the content of [[:Category:PVP_University/BASIC|PVP-BASIC]]. The course assumes that the student has mastered the [[:Category:PVP_University/BASIC|PVP-BASIC]] content and then builds upon that content to introduce more advanced skills. <br />
<br />
The main focus of the Wolfpacks class is on piloting, advanced game mechanics, and nullsec survival. The class will include both theory and practical demonstrations, including live fire exercises in nullsec space '''which will take place on day one'''. Students should show up for both days of the class expecting to be flying in a hostile environment.[/quote]<br />
<br />
[size=12]<br />
[list][*][b]Course Code: [/b]WOLFPACKS-yyyymmdd<br />
[*] [b]Time and Duration[/b][list]<br />
[*] [b]Class: [/b]<CLASS DATE and TIME (DURATION)><br />
[*] [b]Roam: [/b]<ROAM DATE and TIME (DURATION)>[/list][/list]<br />
Please try to arrive well before the class is due to start on both days - instructors cannot afford to wait for you.<br />
<br />
[list][*] [b]Price: [/b][u]30m isk per pilot[/u][/list]<br />
Please send the course fee directly to the "Agony Unleashed" Corporation, and use the course code in the transfer.<br />
[list][*] [b]Meeting Location: [/b] [b][color=red]Stacmon V - Impro Factory[/color][/b]<br />
[*] [b]Instructor: [/b]<Lead Instructor><br />
[*] [b]Fleet Commander: [/b]<FC><br />
[*] [b]Maximum Enrollment: [/b]50 (not including Agony and alumni)[/list][/size]<br />
[size=14]<br />
See the [url=http://www.agony-unleashed.com/wiki/index.php?title=PVP-Wolfpacks][b]Wolfpacks Wiki Page[/b][/url] for pre-requisites and preparation material for this class.<br />
<br />
[url=http://www.agony-unleashed.com/wiki/index.php?title=How_to_Enroll_in_and_Attend_a_PvP_University_Course][b]CLICK HERE TO LEARN HOW TO ENROLL IN A PVP UNIVERSITY CLASS[/b][/url]<br />
[/size]<br />
[b]Use the following pattern to enroll: [/b]<br />
[quote]AGONY_SITE_DISPLAY_NAME - PILOT NAME (CORP TICKER)[/quote]<br />
For Example<br />
[quote]Bamar - Christina Bamar (AGONY)[/quote]<br />
If you chose to be creative, sloppy, use different brackets, put in your pilot name twice or anything else like that we may not process your enrollment and you may lose your spot.<br />
<br />
<br />
[list][*][color:darkblue][b][i]Confirmed and Paid students:[/i][/b][list=1]<br />
[*]<List students here with an asterisk for each new line - the list formatting will turn this into numbers!><br />
<br />
[/list][/color][*][color=#0000ff][b][i]AGONY Students: [/i][/b][list=1]<br />
<br />
[/list][/color][*][color=darkred][b][i]Paid but not properly registered:[/i][/b][list=1]<br />
<br />
[/list][/color][*][color=red][b][i]Awaiting Confirmation of Payment: [/i][/b][list=1]<br />
<br />
[/list][/color][*][color=green] [b][i]Credited: [/i][/b][list=1]<br />
<br />
[/list][/color][*][color=green] [b][i]Graduated: [/i][/b][list=1]<br />
<br />
[/list][/color][*][color:darkblue][b][i]Alumni:[/i][/b][list=1]<br />
<br />
<br />
[/list][/color][/list]<br />
</pre></div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=AGONY_Jump_Logistics_Guide&diff=20460
AGONY Jump Logistics Guide
2013-06-26T14:20:38Z
<p>Goinggreyfast: /* Current Jump Logistics Stations */</p>
<hr />
<div>[[Category:Agony]][[Category:Agony Guides]]<br />
{{Goback|Industry and Logistics}}<br />
<br />
==General Notes==<br />
The intention of this guide it to get you acquainted with logistics associated with moving your belongings into 0.0. <br><br />
<br />
Further references: <br />
* Capital Ship Pilot Roster<br />
* Agony Logistics: Structure and Organization <br><br><br />
<br />
==Current Jump Logistics Stations==<br />
These locations are subject to change and will be modified accordingly when the corporation moves into a new region. Agony Unleashed holds an office at each of the stations listed below equipped for capital ship jumping.<br />
* '''High sec office''' (pick up point for jump freighters, freighters, and orcas) - '''Adacyne''' <br />
* '''Low sec office''' (pick up point for carriers and rorquals) - '''Chardalane''' <br />
* '''0.0 base''' (drop off point for all caps) - '''3KNK'''<br />
Note: You can easily transport your main character or a cyno alt between offices by moving its medical clone to any one of the locations and then undocking in a pod and initiating self-destruct sequence. Don't forget to update its clone afterwards.<br><br><br />
<br />
==Empire-Side Logistics==<br />
<br />
'''For information on empire-side logistics please refer to the following article: [[Highsec Hauling and Suicide Gankers]]'''<br />
<br />
'''Jumping from highsec system into lowsec system:''' Highsec to lowsec entry points are favorite places for pirates to camp. When transporting your ships to lowsec base, be aware that pirates might be camping the gate. You might not see them on gate. They might be sitting a few thousand kilometers off grid near the gate aligned to the gate. Their cloaked scout will give them signal to warp to gate as soon as you activate it to come through. When scouting lowsec gates always do a 360 degree scan around the gate. If you're picking up a heavy interdictor (Broadsword, Phobos, Devoter, Onyx) or heavy ships of some sort on 360 short range scan, that might be pirates camping. You can also check local for characters with negative standings. Keep in mind that warp core stabs do not prevent being warp scrambled by a heavy interdictor.<br />
<br />
====Corporate Contracts & OOC Alt Contracts====<br />
<br />
As we are not a logistics corporation, the fastest way to get your stuff moved is by issueing a public courier contract and let professional haulers transport your stuff. However, under certain circumstances you may choose to issue courier contracts to the corporation or to our [http://www.agony-unleashed.com/index.php?/topic/10763-free-hi-sec-freighter-service/ free freighter service], in which case they will be visible to Agony members only. When issuing such contracts to corp, keep in mind that anyone can claim them. You do not need roles to issue contracts to corporation or claim contracts issued to corporation by other members. If you do not want to risk having a spy alt claim all your possessions and then take off with them, it is wise to put some kind of collateral on any courier contract you issue to the corporation or use the free freighter service linked above.<br><br><br />
<br />
==Transport to and from 0.0==<br />
First you have to decide whether you would like to get your ships and items transported via a carrier or a jump freighter. Again, it is currently recommended that you follow this [http://www.agony-unleashed.com/index.php?/topic/14557-jump-freighter-request-thread-jf-pilots-look-here/ Link]. Carriers moving gear from corporate hangers will usually take longer.<br><br><br />
Q. ''What's the difference?''<br><br />
A. The main difference is that carriers can pick up ships and packages only from lowsec systems. Jump freighters can pick them up from highsec and jump them into 0.0. With jump freighters you can avoid the hassle of hauling your things into lowsec. Another difference is that jump freighters can haul about 350K m3 of repackaged items making them ideal for hauling high volume items such as POS components and fuel. But carriers cost 700 million ISK while JFs cost about 5 billion ISK, so much fewer players own JFs in game. To get your things moved by a jump freighter directly from highsec office you might have to wait for delivery longer, unless you have pre-arranged a trip directly with a JF pilot in corp. Jump freighters are not optimal for hauling rigged and insured ships. For example a jump freighter can haul 35 repackaged cruisers but only 3 assembled/rigged cruisers. In comparison, a carrier can haul 7-8 assembled/rigged cruisers. Jump freighter is able to haul 7 repackaged battleships, but it is unable to haul a single rigged battleship. In comparison a carrier can haul 1-2 rigged battleships per trip. Jump freighters also have shorter jump range than carriers, which means that they cannot jump as far. If you need transport of rigged and insured ships, use carrier logistics. Whichever services you decide to use, make sure to check labeling and packaging instructions first.<br><br><br />
Q. ''How long am I going to wait for my stuff to get delivered?''<br><br />
A. There is no set schedule that our capital ship pilots follow. They will grab your ships and packages if they have space and time to make jumps. Usually it takes no more than 0-5 days to receive your ships/items, but sometimes it may take longer than a week. Ultimately, you are responsible for your own logistics, so if there is a ship or item you need ASAP use scouts and and fly it into 0.0 yourself.<br><br><br />
Q. ''Whom can I tip them for this awesome service? How much should I tip?''<br><br />
A. You may tip if you specifically know who delivered your stuff. Carrier pilots typically use fuel and cyno supplies that are purchased from corp wallet and stocked at our lowsec and 0.0 stations. JF pilots may be purchasing their own stock of fuel (as JFs use 3x the fuel of carrier), so it may help to include a tip of a few million ISK on your courier contract.<br><br><br />
Q. ''I have been waiting for ship X to get delivered for very long time now. What should I do to find out where it is?''<br><br />
A. It might be sitting in Shipping hangar division or inside a carrier of a pilot who logged off and forgot to unload it. All members should be able to see into Shipping hangar division. If you still cannot locate it, make a post in corporate forum and ask if other members have seen it. <br><br><br />
<br />
====Carrier 0.0 Logistics (For assembled/rigged ships)====<br />
'''Getting Your Ships Ready'''<br><br />
Please follow these instruction so that our carrier pilots are not incurring huge expenses in time or ISK. If you do not follow these steps, your items will not be picked up for transport.<br />
<br />
# '''Move your gear to the low-sec Jump Logistics Station.''' Use scouts to not get ganked by pirates on lowsec gate. Do a 360 scan around the entrance gate because sometimes they camp just a bit off-grid, aligned and ready to warp to the gate just as your ship comes in.<br />
# Once docked to lowsec logistics station, prepare your ships for transport:<br />
## Assemble your ships, even if they are just frigates and destroyers.<br />
## Fit your ship with modules and rigs. Try to fit as many modules as possible. It is OK if your ship runs out of cpu/pg; it will still be fit for carrier transport. Load mods with ammo or scripts - this used to be prohibited but isn't any longer.<br />
## '''You can fill the cargo of your ship with anything listed under Ammunition section of the market, and only that section'''. This includes nanite paste, scripts, scan probes, and cap booster charges. <br />
## Fill your ship's drone bay with drones. DO NOT put drones in the cargohold. They are not ammunition.<br />
## '''Check and re-check that that there are no modules, drones, minerals, booster drugs or other non-ammunition items in the cargo of your ships!'''<br />
## Rename all ships with your name and the destination for the ship; e.g., '''Rells->Eza'''. Then rename them again because sometimes the name doesn't stick the first time. Ships that have no name or are incorrectly labelled could end up anywhere. If your ingame name starts with an unexpected letter (e.g., Aether's ingame name is 'The AEther') then be sure to use the ingame name, or at least the first portion of it so that your hanger in the drop-off station is easy to locate (e.g., '''The AEther->Eza''')<br />
## Put your assembled and renamed ship into '''Shipping section of corporate hangar''' at the Jump Logistics Station.<br><br />
<br />
Your ships should be dropped into your hangar at the destination location, however, this does not always happen as it should. Sometimes capital ship pilots do not have time to go through all the items and sort them. In this case they put them into Shipping hangar. So make sure to check the Shipping section of the corporate hangar at the destination location to see if your items might have been left there. If you have been waiting for your items to be transported for a while (week+) make a post on this forum [http://www.agony-unleashed.com/index.php?/forum/20-tasks/ Tasks] to let the logistics pilots know about it.<br><br><br />
<br />
====Jump Freighter 0.0 Logistics (For packaged ships and freight items)====<br />
Please follow these instruction so that our JF pilots are not incurring huge expenses in time or ISK. If you do not follow these steps, your items will not be picked up for transport.<br />
<br />
'''If you have pre-arranged a trip with a JF pilot ( we curently recommend [http://www.agony-unleashed.com/index.php?/topic/14557-jump-freighter-request-thread-jf-pilots-look-here/ Link] ):'''<br />
# Move your gear to the high-sec Jump Logistics Station.<br />
# '''Make sure your ships are in repackaged form, do not assemble, rig, or insure them'''.<br />
# Make sure that there are no illegal items among your modules such as booster drugs or navy tags.<br />
# Select all the modules, ammo, drones, ships that you want to get transported. Right-click and choose make courier contract. Keep in mind that maximum cargo size of a jump freighter is about 350,000 m3 plus/minus 15,000 depending on race of JF and JF pilot's skill. Do not create courier packages that are bigger than this volume.<br />
# Select "private" and type in name of jump freighter pilot who has agreed to deliver your gear. The destination station is almost always a station with corp office.<br />
<br />
'''If you have not pre-arranged a trip:'''<br />
# Move your gear to the high-sec Jump Logistics Station.<br />
# '''Make sure your ships are in repackaged form, do not assemble, rig, or insure them'''.<br />
# Make sure that there are no illegal items among your modules such as booster drugs or navy tags.<br />
# Select all the modules, ammo, drones, ships that you want to get transported. Right-click and choose make courier contract.<br />
# Set contract to your alt or anybody in Agony who is willing to help you out with this. Set destination to a random station anywhere in EVE universe. Have your alt or corpmate accept and then fail the courier contract. This will generate a plastic wrap package in your alt's or corpmate's items at the station where you made the contract. Have them trade this plastic wrap package back to you. Keep in mind that maximum cargo size of a jump freighter is about 350,000 m3 plus/minus 10,000 depending on race of JF and JF pilot's skill. Do not create courier packages that are bigger than this volume.<br />
# Re-name the plastic wrap package with your name, destination and (volume). The destination station is almost always a station with corp office. It is helpful if you can also put the volume of the package in brackets to allow JF pilots to be able to quickly select packages to fill their available cargo bay. e.g. Eomar->Berta (120k)<br />
# Put it into the Shipping division of corporate hangar and wait.<br />
<br />
'''Important!''' Always create courier contract for a JF pilot. Do not use Item Exchange. This is because creating courier contract packages all your items into a single plastic wrap package. This plastic wrap package the JF pilot can simply drop into JF's cargo, such that your items will not get mixed in with anything else he or she might be hauling. At the destination the JF pilot can simply click on "Complete" button on the courier contract and all the items will get automatically dropped into your hangar. The JF pilot thus does not have to sit there and sort through the cargo that might belong to several people. This is a big saving of time for the JF pilot.<br />
<br />
'''Important!''' Jump freighters can only load plastic wrap and freight containers. JFs cannot load giant secure containers or other secure containers when those containers are assembled and full of items. Empty repackaged secure containers are ok as well as assembled secure containers inside plastic wrap. Assembled secure containers that are not inside plastic wrap will not get moved by a JF.<br><br><br />
<br />
====Shipping Division of Corporate Hangar====<br />
<br />
'''Purpose:''' The Shipping division is a section of the corporate hangar designated for use by members to drop packages and ships destined for transport to and from 0.0 space. It is also the hangar where stocks of jump-related items such as isotopes and liquid ozone are stored.<br><br />
<br />
'''Access rights:''' All ranks within Agony have "Read" access to this section of the corporate hangars and can view its contents. Characters with the ''"Jump Logistics Specialist"'' title, as well as the Directors and CEO, have take access to this hangar section. Agony members who hold rank of CORE and higher are given access to this section if they are willing to help corporation with logistics, have been active players with the corp for a while and generally proven themselves to be trustworthy.<br><br />
<br />
'''Liquid Ozone and Cyno Generators:''' Some amount of liquid ozone, cyno generator modules, and cyno-frigates should always be stored in the Equipment section of the corporate hangar. DO NOT place all liquid ozone, cyno modules and ships into the Shipping hangar section. Only a few people in corporation have take access to that section of the corporate hangar. These items need to be available to all Core members so that they can create cynosural fields for capital ship pilots.<br><br><br />
<br />
==Inter-Regional Moves==<br />
<br />
Once in a while Agony leaves old 0.0 residence and moves into a new 0.0 region. This is most often done to either leave a target-poor area or pursue better opportunities elsewhere. Usually, 10-14 days prior to the actual move, a thread will be posted in corporate forum detailing where the corporation is moving to and listing the move-out dates (though unplanned moves can also happen). This gives our members enough time to start planning ahead. Moving out is never a 2-3 day event, instead logistics are usually spread over several weeks and weekends. Most of logistics associated with these moves will get done in the first 10 days but the entire process spans about 3-4 week because there is always a certain portion of membership that is on AFG and we want to ensure that everyone can move their belonging out of the old 0.0 region.<br />
<br />
When time comes near to start moving members are asked to place their correctly marked and packaged ships and belonging into Shipping division of corporate hangar in 0.0 base. From there capital ship pilots can pick them up to deliver them to empire. Ships and belongings transported to empire are responsibility of members to transport to new destination. A portion of ships may be jumped directly into the new lowsec capital base system. Depending on how many jumps carriers have to make to new destination and number of active capital ship pilots in corp at the time, there can be limitations placed to how much volume will be taken up from 0.0 by capital ships and how much will be left up to members to transport out. This is why it is always a good idea to not significantly overstock on ships.<br />
<br />
These inter-regional moves usually place a lot of additional load on play time of all of our members, especially capital ship pilots who are directly involved in jumping ships and gear to the new place. Squadrons may choose to close down their recruitment, fewer gangs are scheduled and run, and PVP University classes are not scheduled until move is complete. To ensure that these moves take up least amount of time, please adhere to the following guidelines:<br />
<br />
# When a move is announced, stop moving ships into the area (unless it is a specific ship you need for an upcoming gang).<br />
# Do a portion of your logistics yourself. If corporation is basing near empire, run a few of your T1 insurable heavy ships such as bc and bs through the pipe to empire and afk pilot them through highsec.<br />
# Volunteer to scout for members who are running their ships from 0.0 to empire.<br />
# Volunteer to light cynos for capital pilots making jumps. Cyno-alts can be generated in less than a week of training. All you need to train up is Electronics V, Cynosural Theory III, and make sure it has skills to fly a frigate capable of holding 350 units of ozone in its cargohold. NOTE - if you train Cyno IV and Energy Grid Upgrades II, you can use a Noob Ship with a MAPC to light cyno's, which makes it much easier to set up Cyno chains through random low-sec for big moves<br />
# If you have a freighter or orca alt you may volunteer to help members to transport their ships across empire.<br />
# Try not placing ships into Shipping hangar that are generally not worth transporting and that can be easily purchased near Agony's new base.<br />
## T1 frigates and destroyers are very cheap and generally not worth moving unless you have some very expensive rigs on them.<br />
## Unrigged T1 ships (cruisers, battlecruisers, battleships) can be insured and self-destructed for insurance.<br />
# Do not keep a huge stock of ships at the 0.0 base. Think about how many ships you can reasonably blow up in the next 2-4 weeks and do not stock up over this amount.<br />
<br />
If you have missed a move do not worry. Agony most often bases in NPC 0.0 stations to which you will never lose docking rights. You can train up a few levels of Trade and Retail on an alt (takes about 3 days), contract your items it and send it into region. Have your newly created trade alt list your belongings on market for Jita prices and you will sell off majority of your stuff within a few weeks. Rigged ships can be sold over contracts. You can also always attempt to run everything out to empire yourself.<br />
<br />
====Moving Across Empire====<br />
The following information pertains to times the corp moves between different 0.0 regions and so transport of ships across highsec empire is then needed. Instructions to follow for high sec transport:<br />
# Each Agony member is responsible for his or her own empire-side logistics, especially if his or her ships have already been delivered to a high security system.<br />
# '''Do not place assembled (rigged/insured) battlecruisers and battleships into highsec shipping hangar.''' Freighters and orcas are only able to haul 1-3 of these ship types. Their transport will actually proceed faster if you nano/i-stab them and run them across empire one by one yourself, as both freighters and orcas are very slow aligning ships.<br />
# You may throw cruisers and smaller ships into Shipping hangar in highsec but please keep point #1 in mind. While our logistics pilots will gladly help you get your stuff transported between 0.0 and empire, the empire-side logistics are widely considered to be responsibility of individual pilots to get done. Thus if you put your ships into Shipping hangar in highsec office to get transported across empire you may be waiting for them for a long, long while.<br />
# When placing assembled (rigged/insured) ships into highsec Shipping hangar, name them as if naming them for carrier transport (with your name and destination) and then package them into plastic wrap by creating fake courier contracts to your alt or corpmate (refer to carrier logistics section if you do not know how to make plastic wrap packages). Place only plastic wrap packages into Shipping hangar. Freighters are unable to load assembled ships otherwise if they are not inside plastic wrap. Orca pilots can look inside plastic wrap and break it if there are only ships with your name inside it, then load assembled ships into their orcas for transport.<br />
# Do the same for your items and repackaged ships - place them into plastic wrap for freighter transport.<br />
<br />
During corp-wide moves your smaller cruisers and frigate-sized ships can catch a ride on somebody else's freighter or orca. But do not put battleships and battlecruisers into highsec Shipping hangar. You are responsible for hauling ships that have been transported to empire, especially ones sitting in highsec.<br><br><br />
<br />
<br><br><br />
<br />
==Jump Logistics Pilot's Guide==<br />
AGONY Empire values its jump logistics pilots, and to this end, we have created the following guide to help you in jumping.<br />
<br />
At this time capital ship operations are being paid for by the corporation. Corporation supplies cyno-frigs, isotopes, liquid ozone, and cyno generators to its cap ship pilots at Jump Logistics Stations. These items are allocated between the Equipment and Shipping corporate hangars.<br />
<br />
# Move your carrier or other jump ship to the low-sec Jump Logistics Station.<br />
# Open "Shipping" section of the corporate hangars. Note that you must have Jump Logistics Specialist title in game to be able to take items from this hangar. If you do not have this title, you may ask another member of the corporation who has this title to trade items from Shipping hangar to you.<br />
# Fill your cargo, Corp and ship array with as many packages, cans, and ships as you can take along. Take the required amount of isotopes from the Shipping section of the corporate hangars.<br />
# Execute the jump. If you do not have a cyno-alt positioned at the destination location inquire on Vent or in Corp chat if any member is able to help you out. You might want to arm your jump ship with remote armor and shield transfer modules as well as a mix of shield and armor maintenance bots to protect the cyno ship at the destination location from being attacked and destroyed.<br />
# Put everything that you have transported into members' hangars. To do this open corporation hangar, click on Members' Hangars button at the bottom, select name of member from list and click on OK. Even if you do not have roles to see contents of personal hangars, you will still be able to drop items there.<br><br><br />
<br />
'''Important!''' During corp-wide logistics operations do not aggress anything anywhere with your capital. When a corporation is moving, there will be a lot of cynos going up and a lot of capital ships jumping back and forth and this always attracts attention of local pirates. Pirate alliances have been known to bait capital ships into aggressing and then hotdrop them with 10-20 dreads. This amount of dreadnaughts melts a carrier in seconds such that not even remote repair from other carriers will save you. So during inter-regional moves stick to the task at hand. <br><br><br />
<br />
====Chat Channels and Forum====<br />
<br />
There are several channels Agony pilots can use to invite out of corp cyno-alts:<br><br />
- AU_Intel - please keep this chat clear of any general chatter<br><br />
- AU_Cyno<br><br />
- AU_Logistics<br><br />
<br />
Corp-wide logistical operations get announced on Agony's main forums. There is also a subforum called "Logistics" where members can make posts related to movement or procurement of gear. This forum is accessible to CORE+ ranks only.<br />
<br />
Agony's Ventrilo has a room dedicated to Logistics. Pilots participating in cap ship jumps should move themselves into this room to not have general channel chatter interfere with their op.<br><br><br />
<br />
====Transport Abilities of Ships Used for Logistics====<br />
Please read this section carefully. Understanding the advantages and limitations of capital ships will let you optimize your logistics better so that it goes faster for you and everyone else involved.<br><br><br />
<br />
'''Carriers'''<br />
* Cargohold - 825-875 m3, can be expanded if carrier fits expanded cargohold modules<br />
* Corporate hangar array - 10,000 m3 (can hold 3 giant secure cans)<br />
* Ship hangar array - 1,000,000 m3 (can hold 2 battleships or 3-4 battlecruisers or 7-8 cruisers)<br />
* Base jump range: 6.5 light years<br />
* Price: 600-800 million ISK<br />
* Align time: 25-30 seconds (Chimeras align slightly faster than other carriers while Archon, Thanatos, and Nidhoggur all have same inertia modifier)<br />
* Use in logistics: Carriers are employed in transporting ships and items between 0.0 and lowsec systems. Because cyno fields cannot be opened in high security space, carriers cannot enter highsec and neither are they able to use normal jump gates. Carriers typically get jumped between two systems with stations or POSes. Carriers can transport moderate volumes of items, secure cans, as well as several assembled ships. Drugs can be shipped via Carrier since they cannot enter hisec where the drugs would be an issue. Cans and plastic packages can get loaded either into carrier's corporate hangar array or its cargohold. Their cargohold can also be expanded to hold over 15,000m3 of volume if carrier fits all cargohold expanders in lows; corporate hangar array can hold additional 10,000m3 worth of items. Carriers can haul assembled rigged/insured ships. In fact, their ship maintenance array will only accept ships in assembled state and any un-assembled ships get instantly assembled once they are dropped into a carrier. However, assembled ships take up a lot more space than un-assembled ships, so that 1 million m3 of carrier's ship hangar array gets filled up quickly. Carriers can haul 1-2 battleships, 3-4 battlecruisers, 7-8 cruisers per trip. Carries also have the longest jump distance than any other capital ships and can jump to places where other ships cannot. Jump freighters and dreads often cannot use same cyno-chains as carriers.<br />
* Required skills: Racial Battleship V, Advanced Spaceship Command V, Drone Interfacing V, Navigation V, Warp Drive Operation V + about 910 million ISK for the skill books<br><br><br />
<br />
'''Freighters'''<br />
* Cargohold - 755,000 m3 up to 980,000 m3 depending on race and pilot's skill<br />
* Corporate hangar array - none<br />
* Ship hangar array - none<br />
* Base jump range: not a jump capable ship<br />
* Price: 600-800 million ISK<br />
* Align time: 43-45 seconds (all freighters have same inertia modifier)<br />
* Use in logistics: Freighters are used for transporting supplies and gear across empire space. Freighters align very slowly and are not capable of cynoing. For this reason people prefer not to take them into lowsec or 0.0, but rather use them to haul supplies across empire. Despite having around 180,000 efhp, freighters die in less than 5 minutes to a small gang if caught in lowsec or 0.0. It is possible to take a freighter into lowsec if you use an alt and web it on gate to make it enter warp faster (see [[Highsec Hauling and Suicide Gankers]] for more information on this) but this requires that you use an alt or have a corpmate on standby to help you out. Freighters are not able to load assembled (rigged/insured) ships as well as assembled secure containers full of gear. They can load filled freighter containers, however. There is a way to get around this limitation - wrapping assembled ships and cans into plastic wrap by using fake courier contracts (see [[Highsec Hauling and Suicide Gankers]] for more information on how to do this). <br />
* Required skills: Racial Industrial V, Spaceship Command V + about 115 million for the skill books<br><br><br />
<br />
'''Jump Freighters''' <br />
* Cargohold - 330,000-360,000 m3<br />
* Corporate hangar array - none<br />
* Ship hangar array - none<br />
* Base jump range: 5 light years<br />
* Approximate price: 4-5 billion ISK<br />
* Align time: 25-28 seconds (all JFs have same inertia modifier)<br />
* Use in logistics: Jump freighters are 1/3rd the size of a regular freighter, however, they have more effective hit points. Their disadvantage is that the are suboptimal for hauling rigged/insured ships. However they can haul about 5-7x times as many repackaged ships as a carrier and significantly more of such items as modules, ammo, POS fuel and parts, and minerals. Another advantage of jump freighters is that they are able to enter high security space where they can function as a regular freighter and jump directly from highsec to lowsec or 0.0. Jump freighters also have shorter jumping range than carriers but same as dreadnoughts so they can use cyno chains set up for dreads.<br />
* Required skills: Racial Industrial V, Advanced Spaceship Command IV, Racial Freighter IV, Navigation V, Warp Drive Operation V, Jump Drive Operation V, Industry V + about 170 million for the skill books<br><br><br />
<br />
'''Rorquals'''<br />
* Cargohold - 40,000 m3<br />
* Corporate hangar array - 30,000 m3<br />
* Ship hangar array - 1,000,000 m3<br />
* Base jump range: 5 light years<br />
* Approximate price: 1,500-1,700 million ISK<br />
* Align time: 42-45 s<br />
* Use in logistics: Rorquals have larger corporate hangar arrays than carriers, however, they cannot jump as far and neither can they haul any other ships but industrial ships and mining barges in their ship maintenance array. Because of their moderately large cargohold they can function as mini-jump freighters. Their special ability is that they can compress ore and ice and provide gang bonuses for mining ops. They can also mount clone vat bays and function as jump clone installation facilities or clone jump points.<br />
* Required skills: Advanced Spaceship Command V, Navigation V, Warp Drive Operation V, Industry V, Mining Barge V + about 910 million for skill books<br><br><br />
<br />
'''Orca'''<br />
* Cargohold - 30,000 m3<br />
* Corporate hangar array - 40,000 m3<br />
* Ship hangar array - 400,000 m3<br />
* Base jump range: not a jump capable ship<br />
* Approximate price: 350-400 million ISK<br />
* Align time: 38-40 s<br />
* Use in logistics: Main purpose of Orcas is to give support to mining operations. For logistical purposes they can function as mini-freighters. Their cargohold can be expanded to 60K m3, their corporate hangar array can take additional 40K m3 worth of gear. In addition Orcas can transport 400K m3 worth of assembled ships (40% of carrier capacity). Orcas are not capable of jumping and because of their slow align time it is not advisable to take them to dangerous space. Because of their relative low cost and skill requirements they can be used as entry-level freighters.<br />
* Required skills: Mining Foreman V, Mining Barge V + about 45 mil for the Industrial Command Ships skillbook<br><br><br />
<br />
'''Dreadnoughts'''<br />
* Cargohold - 7,200-9,500 m3<br />
* Corporate hangar array - none<br />
* Ship hangar array - none<br />
* Base jump range: 5 light years<br><br />
* Approximate price: 1,100-1,500 billion ISK<br />
* Align time: 28-30 seconds, longer with trimarks (Caldari dread aligns slightly faster than other three)<br />
* Use in logistics: Dreadnoughts are not suitable for hauling ships or items. They are best used to fulfill their primary role: POS warfare.<br />
* Required skills: Advanced Spaceship Command V, Navigation V, Warp Drive Operation V, Advanced Weapon Upgrades V, Racial Battleship V + about 640 million ISK for skill books<br><br><br />
<br />
'''Blockade Runners'''<br />
* Cargohold - 4,000-10,920 m3<br />
* Corporate hangar array - none<br />
* Ship hangar array - none<br />
* Base jump range: not capable of cynoing on its own, can use Blackops portals<br><br />
* Approximate price: 60-100 million ISK<br />
* Align time: 5.3 for Crane, 5.7 s for all others (can be cut down to 2-3 s with inertia rigs and modules)<br />
* Use in logistics: Blockade runners a T2 haulers that get added resistances, can warp around cloaked, and have very fast align time. They also have enough grid to fit a 10mn microwarpdrive. Their primary use is for transporting highly valuable good through empire space as well as hauling gear through 0.0 space. They can also go through a BO jump portal and are used to resupply black ops battleships on isotopes when fleet is making several jumps. <br />
* Required skills: Racial Industrial V, Industry V + about 28 mil for the skillbook <br><br><br />
<br />
'''Transport Ships'''<br />
* Cargohold - 10,000-35,500 m3<br />
* Corporate hangar array - none<br />
* Ship hangar array - none<br />
* Base jump range: not capable of cynoing<br />
* Approximate price: 60-100 million ISK<br />
* Align time: 17.9 s for Bustard, 18.8 s for all others (can be cut down to 10 s with inertia rigs and modules)<br />
* Use in logistics: Transport ships are T2 haulers that get added resistances and more cargo capacity than T1 haulers. They also have enough grid to fit a 10mn microwarpdrive and so are able to do the cloak-mwd trick (see here for explanation: [[Highsec Hauling and Suicide Gankers]]). <br />
* Required skills: Racial Industrial V, Industry V + about 28 mil for the skillbook<br><br></div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP-Frigspec_Preparation_Checklist&diff=20459
PVP-Frigspec Preparation Checklist
2013-06-26T14:19:30Z
<p>Goinggreyfast: /* Gather everything at the system & station specified in enrollment post. */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/BASIC]]<br />
[[Category:PVP University]]<br />
[[Category:Public]]<br />
<br />
This document is intended to help you make sure that you've done everything you need to do to get ready for your BASIC class. You don't have to do things in this order, but following the suggested order should minimize the amount of time you spend on preparation.<br />
<br />
==Enrollment==<br />
<br />
Make sure you have correctly enrolled in the class, that you know when it is, what the staging system is, and that your payment has been made (either by yourself, or through a corporate account on your behalf).<br />
<br />
==Connect to the "Agony Public" channel==<br />
<br />
To do this, first click the speech bubble icon in the top right of any chat window, which will open the "Join Channel" window.<br />
<br />
- Type in "Agony Public"<br />
<br />
- Click 'Join'.<br />
<br />
==Connect to the Teamspeak 3 server==<br />
<br />
Read the [[Setting Up Teamspeak]] article and follow the instructions there on connecting to our TS3 server. NOTE: If you don't have a microphone, you still need to connect to TS so you can listen to the class. There is no point in attending if you can't hear the instructor!<br />
<br />
==Check your skills==<br />
<br />
Ensure that you have trained the required skills, which can be found on the class Wiki [[PVP-BASIC#Prerequisites Click Here for Prerequisite Skills]]<br />
<br />
==Prepare your Clones==<br />
<br />
Check the enrollment post to see which system the class is meeting at. DO set your medical clone to this system, so that if you get podded you will "wake up" in the class station and not 35 systems away. This makes it much easier and faster for you to reship and rejoin the fleet after a podding. ABSOLUTELY make sure your clone is up to date - we don't want you to lose skillpoints because you got podded! <br />
<br />
You might want to have a jump clone at that system before the start of the class. Please read the [[Jump Clones]] article for more information. If you do set up a jump clone at the class staging station, be sure that your regular clone (the one with the implants) is in some other station. This avoids confusion and accidental clone-loss that can result if two jump clones end up in the same place.<br />
<br />
You WILL lose ships. You WILL lose pods. So be in a cheap or empty pod and never forget to update your clone! <br />
<br />
==Start reading the rest of the articles, browse the PVP-Basic forum==<br />
<br />
You can find the articles on the Wiki [[PVP-BASIC]] pages. Take note of anything you don't understand or have questions about so you can ask us questions during the class.<br />
<br />
==Buy your frigates and fittings==<br />
<br />
Choose one type of frigate that you think you'll enjoy for the duration of the class. Look at the [[Recommended Ship Setups for BASIC]], but understand that it is not all inclusive. Having your class frigates in different types seems like a really good idea in theory, but in practice it tends to be frustrating and annoying. Don't choose a frigate with an astrometrics (scanning) bonus. As a student, don't choose any of the T2 frigates (assault frigates, interceptors, or stealth frigates) - they require different techniques to fly than a tech 1 frigate, and we won't be covering those techniques in this class. (Note: Alumni may fly T2 frigates but students should NOT). We usually don't use target painters in the BASIC class, so don't choose a Vigil.<br />
<br />
Each of your frigates will need an afterburner. For certain frigates, this doesn't give optimal combat performance, but it's the right choice for most T1 frigates in a Hydra fleet. There are a number of training exercises where the instructor will say "turn on your afterburner" - not having one means you miss out on some of the educational value. Don't buy or fit microwarpdrives as a student. When we say 'afterburner' we mean 'afterburner'. If you feel like fitting named, t2 or faction afterburners, then go for it. Just remember that in 0.0, the real question is not 'if' you lose your ship, but 'when'.<br />
<br />
Purchase electronic warfare modules for the remainder of your midslots. The midslot items are vitally important to a Hydra fleet, so buy those and make sure you can fit them before you look at fitting weapons. Be aware that different midslot items require different amounts of CPU - don't be afraid to use lighter-caliber guns to make sure you can equip your ewar. Named meta 3 and meta 4 modules can help with fitting issues, if you can afford to lose them.<br />
<br />
Carry enough ammunition for one or two reloads on each ship. If possible, bring an ammunition type that gives you an optimal range around 9-10km, and also an ammunition type that gives an optimal range roughly equal to your frigate's fastest circular orbit.<br />
<br />
==Gather everything at the system & station specified in enrollment post.==<br />
<br />
This system changes from time to time - see your enrollment thread to find out where the class will start. Currently classes are held in '''STACMON''' or in '''BERTA''' but always double-check.<br />
<br />
==Fit out your frigates and insure them==<br />
<br />
Set up your frigates with identical fittings in every slot and optionally insure them. During the class, you'll likely be asked to change your fittings around, but you may as well make certain that there's at least one configuration that works. If you're looking for something to squeeze into your low slots, an overdrive might be the best choice.<br />
<br />
==Configure your overview and your graphics settings==<br />
<br />
Follow the configuration instructions that are a part of the BASIC course material ([http://www.agony-unleashed.com/wiki/index.php?title=Configuring_the_EVE_client_for_PVP_v2.0 link] ). Yes, you really should turn off most effects and you really do need to set up your overview so that you can't see anything beyond the essentials. Cluttered overviews lead to friendly-fire incidents, overtaxed clients lead to lag and client crashes.<br />
<br />
==Recommended modules for Basic==<br />
<br />
3-4 each of the following modules:<br><br />
* Remote Sensor Dampener (with both scripts - Targeting Range Dampening and Scan Resolution Dampening)<br />
* Tracking Disruptor (with both scripts - Optimal Range Disruption, Tracking Speed Disruption)<br />
* Overdrive Injector System<br />
* Nanofiber Internal Structure<br />
* Stasis Webifier<br />
* Warp Disruptor<br />
* Warp Scrambler<br />
* Ship scanner (only need 1)<br />
<br />
'''Note:''' Agony recommends you bring meta 3 or 4 named variants - these are usually better than plain T1 and easier to fit, while being similar in price.<br />
<br />
Griffin pilots, bring 2 of each of the racial jammers. Don't fit multispec jammers.<br />
Ammunition:<br />
<br />
* 1000-2000 rounds of ammunition per frigate<br />
<br />
Depending on what ship you may also wish to bring:<br />
* Small Remote Armor Repairers are good for healing fleetmates after the battle.<br />
* Micro Auxiliary Power Core (to boost your powergrid)<br />
* Co-Processor (to boost your CPU)<br />
* Small Armor Maintenance Drones<br />
* Salvager Drones<br />
<br />
We'll explain why in class, but DO NOT fit these modules on your ships:<br />
* Sensor boosters<br />
* Target Painters<br />
<br />
''Updated for Retribution by [[User:Goinggreyfast|Greygal]] 00:47, 2 December 2012 (CST)''</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Fleet_Navigation_in_0.0&diff=20458
Fleet Navigation in 0.0
2013-06-11T07:16:02Z
<p>Goinggreyfast: /* Stealth Bombers and Bombs */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/BASIC]]<br />
[[Category:PVP University]]<br />
[[Category:Public]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.4829 Penork Nif], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
__TOC__<br />
<br />
==Introduction==<br />
<br />
When taking part in an Agony course you will be in a fleet of 50 or more frigates along with Agony skirmishers and scouting pilots. The roaming section of the course can cover a fairly large area. The fleet will progress through low sec space into multiple nullsec regions.<br />
<br />
The fleet will be most effective if it is able to move quickly and smoothly as directed by your FC, changing direction without delays when required. This Wiki article will go through some of the basic things to keep in mind when moving together as a large Hydra fleet.<br />
<br />
==Prior to the start of the roam==<br />
===Setting Destination===<br />
<br />
When the FC chooses a route he or she will usually set a destination to a particular system. The destination will be typed and linked into fleet chat, as well as broadcasted in your Fleet window. <br />
<br />
Right click on the system name in fleet chat or the "Travel to" broadcast shown at the bottom of your Fleet window then select "Set Destination." Once you have set destination you can see the number of systems and the route your fleet is currently at the upper-right corner of your client's screen. You will also see the next stargate en route highlighted yellow on your overview (we often refer to the yellow stargates as "following the yellow brick road").<br />
<br />
[[Image:SettingDestination.png]]<br />
<br />
===Watch List===<br />
<br />
A Watch List allows you to quickly warp to a member of your gang. In a fleet of 60-70 ships if a member whose name starts with an 'S' relays to the gang that he or she has a target tackled, you will have to scroll the fleet window all the way down to letter 'S' before you can right click on that member's name. Watch list allows you to have that member's name always visible such that you're always ready to warp to him or her.<br />
<br />
Before the 0.0 roam begins you will be instructed to add certain pilots to your watch list. Their names will either be typed into fleet chat, linked in fleet chat, or they will be asked to X-up. To add somebody to your watch list simply right click on their name in fleet window then select "fleet" option and then "add to watch list". You can also simply click-and-drag them from chat (or the Fleet window) into your Watch List window, once the Watch list window is open. Make sure you add the fleet commander to your watch list as well.<br />
<br />
A watch list can only hold 15 pilots. If there are more support members than 15, you can omit those players whose names start with the beginning letters of the alphabet and instead proceed to warp to them through the fleet widow (since they will be at the top).<br />
<br />
In the picture below I am adding Neo to my watch list and have already added Aether. Now I can quickly select "warp to member" by right-clicking on Aether's name on my watch list. "Warp to member" command will warp you at zero, but you can also pick to warp to member at another distance, which for example might be needed if that player is in a covops ship and should not get decloaked.<br />
<br />
[[Image:Addtowatchlist.png]]<br />
Note that this image is outdated, but the current Eve client contains the same functionality displayed in this image, even though it looks somewhat different now.<br />
<br />
==During The 0.0 Roam==<br />
<br />
===Listening to FC's Orders===<br />
<br />
The fleet commander will give specific orders on what actions he or she wants the fleet members to take. During the roam, you should not be activating gates and initiating warp anywhere without hearing FC's instructions to do so first. When FC wants you to activate the gate and come into the next system you will typically hear a jump, jump!" command. Do not jump without hearing this order first!<br />
<br />
The only time you should warp around independently is when you have gotten lost or lost your ship and are trying to reconnect with the fleet, when you are "bouncing" out of a battle to save your ship, or when you are leaving the fleet.<br />
<br />
==="Friendly In/Out"===<br />
<br />
Agony scouts and Alumni who volunteer to fly in support of the main fleet are permitted to move around independently. When activating a gate on which the fleet will be sitting, they will say "friendly out" or "friendly in" to indicate a friendly activation. This way the rest of the fleet knows that it is friendlies coming through the gate. If you saw a gate activate but did not hear "jump, jump!" command from your FC, do not assume that you need to active the gate also and go to the next system (don't be a lemming!)<br />
<br />
If you have to activate a gate on which the fleet is sitting, or if you accidentally activate the gate, inform others about it in voice by saying: "friendly out" or "friendly in". This way the fleet knows that activation is friendly and doesn't proceed to throw a bubble on the gate and sit on it waiting for a neutral to show up, which will delay the fleet's movements to find the actual targets. By announcing friendly activations, you also help reduce or avoid the possibility that others will follow you thinking they missed an order.<br />
<br />
NEVER say "jump" in Voice. This word (often called "the J word") is reserved for FC use '''only.''' NOBODY but the FC should ever say the J word. Instead, use words like "hop," "system," "going through," or anything OTHER than "jump."<br />
<br />
===Fleet Warping===<br />
<br />
The fleet commander is able to warp the entire fleet to a particular celestial object or bookmark within a system using the "warp fleet" option shown in the picture below. During the 0.0 roam this will be the main method for moving the fleet. Most of the time, prior to warping the fleet, the FC will give orders to align to the destination first before warping the fleet. Sometimes he or she will simply "cold warp" the fleet without prior alignment. What the FC chooses to do will depend on whether the fleet has to move fast or can take its time to move more cohesively. It also depends on the ship composition of the fleet. In PVP-BASIC everyone will be in frigates that align and warp quickly and at approximately the same time, such that fleet cohesiveness will not suffer much from cold warping.<br />
<br />
[[Image:FleetWarp.png]]<br><br><br />
<br />
====Aligned Warps====<br />
<br />
Before entering warp your ship must be within 5 degrees of your destination and at 75% of your ship's maximum velocity. The goal of alignment is for all ships to achieve this, so that when the FC warps the fleet all ships will warp together and instantaneously. <br />
<br />
You can align to a destination by either selecting the item from your overview, right clicking and selecting align or by clicking on "Align To" button in the Selected Item window. Often you will be aligning to the next gate on your route in yellow, but sometimes you will be changing direction to travel to a target of opportunity so do listen carefully to the instructions of the FC.<br />
<br />
[[Image:AlignTo.png]]<br><br><br />
<br />
====Cold Warping====<br />
<br />
If your FC does not give the order to align and instead cold warps the fleet, ships will be entering the warp at slightly different times depending on how fast they can align and accelerate to 75% of their max speed. You will see that your fleet mates warp off in smaller groups based on their ships and skills. <br />
<br />
Not only will the ships enter warp at slightly different times, but they also have the potential of warping through the system at different rates and arriving at the destination at slightly different times. All T1 frigates warp at the speed of 6 AU/sec, interdictors warp at 9 AU/sec, and interceptors warp at 13 AU/sec. When a fleet of ships warp together (i.e. in the same warp bubble, such as when performing an aligned fleet warp) all ships in the group will warp at the LOWEST warp speed of a member of a fleet. A group of interceptors will all warp together at speed of 13 AU/sec; a group of T1 frigates and interceptors will warp at 6 AU/sec because the slowest ship in the fleet is the T1 frigates. <br />
<br />
Cold warping is used when the fleet has to move quickly. In such situations, it becomes easy to miss the fleet warp that the FC issued, especially if you didn't make haste coming through the gate from previous system. To not get lost listen carefully to the instructions of the FC as to where the fleet is proceeding and warp there independently if you did not catch the fleet warp. It is also generally only used with fleets of relatively agile ships (if you cold warped a mixed fleet with battleships in it, all the other ships would leave the scene long before the heavies would, leaving your big guns very exposed).<br />
<br />
===Default Orders===<br />
<br />
To make things easier for you, as a new fleet member, Agony fleets fly under a number of default orders. Unless otherwise ordered by the FC, always follow these default orders:<br />
<br />
* When landing on a gate, the default order is to 'Hold on Gate', which means do '''not''' jump through the gate. Sit on the gate and orbit it at 500m with your afterburner OFF. Your fleet commander will not tell you to do this over voice every time; you will just have to remember to do it automatically whenever you are waiting near a gate. The FC has to receive intel from the next system and make sure that all of the fleet or at least most of it has arrived at the gate before ordering everyone to activate the gate and move to the next system. When orbiting the gate you should take care to keep within its 2,500 meter activation range. <br />
<br />
* Once you move through a stargate, your default order is to 'hold cloak.' This means go through the gate, then when the next system loads, DO NOTHING. Every time you travel through a stargate, you are automatically cloaked and invincible for 60 seconds. We call this a "gate cloak." Once the whole fleet is through the gate and your FC has assessed the situation, you will be given a new order (usually to align, unless there are targets present). If your gate cloak runs out and you still have not received any orders, you should 'power reapproach' the gate (activate your afterburner and approach the gate) then orbit it at 500m until the FC orders otherwise. Do NOT do this while you are under gate cloak unless ordered otherwise. <br />
<br />
===Stealth Bombers and Bombs===<br />
<br />
Stealth bomber pilots love to follow our fleets and making bombing runs at us when our fleet is holding still. This happens on almost every 0.0 PVP-BASIC roam. You need to make sure that you are prepared and aware of the threat that bombs present to small ships.<br />
<br />
Stealth bombers are T2 frigate-sized ships capable of warping around under cloak, launching bombs and torpedoes. While torpedoes are of little consequence to other small ships, bombs are definitely something frigate and destroyer-hull pilots should be concerned about. Bombs are a type of weapon that has the characteristics of both smartbombs and missiles (consider them to be flying mega-smartbombs). They have a flight time of 10 seconds during which time they will cover a distance of 30km from the point that they were launched. After this time they explode, doing damage to everything within a 15km radius of the explosion center. The stealth bomber pilot does not have to be on grid for the bomb to explode; typically they will always attempt to cloak up and warp away right after launching their bomb. <br />
<br />
The only thing that reduces the damage done by a bomb is the signature radius of a ship.<br />
<br />
To avoid losing your ship to a bomb do the following:<br />
# '''Enable bombs in your overview.''' This can be done under "Charge" section. Otherwise you won't see them!<br />
<br />
[[Image:Bomb.png]]<br />
<br />
# '''Fit a damage control on your ship.''' Don't forget to activate it when fleet is in warp or orbiting a gate. Most frigates and destroyers will survive 2 bombing attempts with a damage control on (Griffins are an exception) whereas without a DCU they won't survive a second bomb.<br />
# If there is just one bomber throwing a bomb, start locking it and destroy it. If a stealth bomber is blown up before its bomb explodes, the bomb WILL NOT explode. NOTE: Some FCs will assign a specific group of pilots to be on "bomber duty" - these pilots will be responsible for blowing up bombers on grid with our fleet. When the FC does this, DO NOT agress any bombers unless the FC specifically orders you to do so.<br />
# You can move to any point greater than 45km away from the stealth bomber. <br />
# If you are under gate cloak, STAY CLOAKED. Bombs cannot touch you while you are under gate cloak.<br />
# If you are not under gate cloak but sitting on the gate, go through the gate.<br />
# If you see three or more bombs flying your way, warp away or go through the gate! Once you escape immediately try to rejoin fleet.<br />
<br />
[[Image:bomberevasion.png]]<br><br><br />
<br />
Bombs will usually instantly kill frigate and destroyer-sized ships that are running a microwarpdrive. This is because a microwarpdrive will boost a small ship's signature radius 6x making it about the size of a battlecruiser, resulting in much higher damage received. A single bomb will usually not kill one frigate or destroyer, but it can still do significant damage. If multiple bombers attack at once, you are free to warp out or move through the gate in order to save your ship, unless given order by the FC to do otherwise.<br />
<br />
===Broadcasting For Repairs===<br />
<br />
Very often after being hit by a bomb or after a fight your ship will have armor (or even hull) damage. If you have taken damage and cannot repair yourself (such as when we are in sovereign space), use the Broadcast window to broadcast for repairs. With broadcasts, other members of the fleet who have brought remote armor repairers and armor maintenance drones will be able to see you and repair you. To broadcast for repairs utilize the buttons located at the bottom of the Broadcast window, as is shown on the picture below. Do not ask for repairs over voice, and do not broadcast for repairs in the middle of a fight. Generally, repairs will be done after a fight, not during. If you are taking damage during a fight, it is best to get yourself to safety, and broadcast for repairs once the fleet is at a safespot.<br />
<br />
[[Image:BroadcastArmor.png]]<br />
<br />
===Disconnecting===<br />
<br />
The fleet will not wait for members who have disconnected from the game (although we will try to slow down a bit if it is possible). It will be up to the pilot who has dropped out of the fleet to catch up in such a situation.<br />
<br />
If you have lost connection, indicate so in voice to the rest of the fleet, as briefly as possible. Other students will suddenly see you appear on their overview as a neutral and may occasionally proceed to shoot your ship. To avoid incidents like this, report in voice "<your name> in <frig type> has disconnected" or "<your ship type> is friendly". If you dropped from voice too, get back on it as soon as possible to hear what the fleet is doing and where it is going. Then log back into the game and x-up for a fleet re-invite in the Agony Public chat channel.<br />
<br />
==After the Roam==<br />
<br />
You may leave the fleet whenever it is time for you to go. Sometimes the FC will indicate when the fleet is passing near low or high sec for members of the fleet to make a safer trip back. <br />
<br />
Once you have sat through the lecture, you have graduated the class and can come to any future classes of the same type as you attended free of charge, and are more than welcome to join future class roams as an Alumni. This means that you can fly on as many roams with Agony classes as you wish as well as re-attend the lecture. For more information about this please read the following article: [[Alumni]].<br />
<br />
==Maps==<br />
<br />
It is a good idea to have maps of the regions you're traveling through open during the 0.0 roam. You can then see for yourself how the fleet is moving through the territory. This is particularly interesting to an aspiring gang leader or FC and useful in case you have to leave the fleet soon or if you get lost or disconnected and have to catch up. You can print the maps out or alternatively have them open on your browser in the background.<br />
<br />
Links to EVE maps: [http://www.ombeve.co.uk/ Ombey's 2D Maps] and [http://evemaps.dotlan.net/ Dotlan EveMaps]. Dotlan provides a "radar tracking" service that you can learn about here: [http://www.agony-unleashed.com/wiki/index.php?title=Dotlan_Radar_Tracking Dotlan Radar Tracking]<br />
<br />
==Summary of This Article==<br />
<br />
* Make sure to add skirmishers, scouts and the fleet commander to your watch list.<br />
* Watch the Broadcast window for new destination broadcasts.<br />
* Do not go through gates without hearing your FC say "jump jump" first.<br />
* Do not independently warp anywhere without an order from FC.<br />
* Do not independently engage anything without an order from FC.<br />
* Never say "jump" - only the FC can use this word!<br />
* Use Broadcasts to request armor repair.<br />
* Enable bombs on your overview.<br />
* The default order when holding on a gate is to orbit it at 500m.<br />
* The default order when moving through a gate is to hold cloak.<br />
* If you have accidentally activated a gate which is on grid with the fleet, say "friendly out" in voice. <br />
<br />
That's it. Good luck! And as the saying goes in Amarr: may you never lack targets for as long as you live and your life be as long as that of the Emperor.<br />
<br />
''Updated for Retribution by [[User:Goinggreyfast|Greygal]] 05:47, 2 December 2012 (CST)''</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Fleet_Navigation_in_0.0&diff=20457
Fleet Navigation in 0.0
2013-06-11T07:15:40Z
<p>Goinggreyfast: /* Stealth Bombers and Bombs */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/BASIC]]<br />
[[Category:PVP University]]<br />
[[Category:Public]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.4829 Penork Nif], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
__TOC__<br />
<br />
==Introduction==<br />
<br />
When taking part in an Agony course you will be in a fleet of 50 or more frigates along with Agony skirmishers and scouting pilots. The roaming section of the course can cover a fairly large area. The fleet will progress through low sec space into multiple nullsec regions.<br />
<br />
The fleet will be most effective if it is able to move quickly and smoothly as directed by your FC, changing direction without delays when required. This Wiki article will go through some of the basic things to keep in mind when moving together as a large Hydra fleet.<br />
<br />
==Prior to the start of the roam==<br />
===Setting Destination===<br />
<br />
When the FC chooses a route he or she will usually set a destination to a particular system. The destination will be typed and linked into fleet chat, as well as broadcasted in your Fleet window. <br />
<br />
Right click on the system name in fleet chat or the "Travel to" broadcast shown at the bottom of your Fleet window then select "Set Destination." Once you have set destination you can see the number of systems and the route your fleet is currently at the upper-right corner of your client's screen. You will also see the next stargate en route highlighted yellow on your overview (we often refer to the yellow stargates as "following the yellow brick road").<br />
<br />
[[Image:SettingDestination.png]]<br />
<br />
===Watch List===<br />
<br />
A Watch List allows you to quickly warp to a member of your gang. In a fleet of 60-70 ships if a member whose name starts with an 'S' relays to the gang that he or she has a target tackled, you will have to scroll the fleet window all the way down to letter 'S' before you can right click on that member's name. Watch list allows you to have that member's name always visible such that you're always ready to warp to him or her.<br />
<br />
Before the 0.0 roam begins you will be instructed to add certain pilots to your watch list. Their names will either be typed into fleet chat, linked in fleet chat, or they will be asked to X-up. To add somebody to your watch list simply right click on their name in fleet window then select "fleet" option and then "add to watch list". You can also simply click-and-drag them from chat (or the Fleet window) into your Watch List window, once the Watch list window is open. Make sure you add the fleet commander to your watch list as well.<br />
<br />
A watch list can only hold 15 pilots. If there are more support members than 15, you can omit those players whose names start with the beginning letters of the alphabet and instead proceed to warp to them through the fleet widow (since they will be at the top).<br />
<br />
In the picture below I am adding Neo to my watch list and have already added Aether. Now I can quickly select "warp to member" by right-clicking on Aether's name on my watch list. "Warp to member" command will warp you at zero, but you can also pick to warp to member at another distance, which for example might be needed if that player is in a covops ship and should not get decloaked.<br />
<br />
[[Image:Addtowatchlist.png]]<br />
Note that this image is outdated, but the current Eve client contains the same functionality displayed in this image, even though it looks somewhat different now.<br />
<br />
==During The 0.0 Roam==<br />
<br />
===Listening to FC's Orders===<br />
<br />
The fleet commander will give specific orders on what actions he or she wants the fleet members to take. During the roam, you should not be activating gates and initiating warp anywhere without hearing FC's instructions to do so first. When FC wants you to activate the gate and come into the next system you will typically hear a jump, jump!" command. Do not jump without hearing this order first!<br />
<br />
The only time you should warp around independently is when you have gotten lost or lost your ship and are trying to reconnect with the fleet, when you are "bouncing" out of a battle to save your ship, or when you are leaving the fleet.<br />
<br />
==="Friendly In/Out"===<br />
<br />
Agony scouts and Alumni who volunteer to fly in support of the main fleet are permitted to move around independently. When activating a gate on which the fleet will be sitting, they will say "friendly out" or "friendly in" to indicate a friendly activation. This way the rest of the fleet knows that it is friendlies coming through the gate. If you saw a gate activate but did not hear "jump, jump!" command from your FC, do not assume that you need to active the gate also and go to the next system (don't be a lemming!)<br />
<br />
If you have to activate a gate on which the fleet is sitting, or if you accidentally activate the gate, inform others about it in voice by saying: "friendly out" or "friendly in". This way the fleet knows that activation is friendly and doesn't proceed to throw a bubble on the gate and sit on it waiting for a neutral to show up, which will delay the fleet's movements to find the actual targets. By announcing friendly activations, you also help reduce or avoid the possibility that others will follow you thinking they missed an order.<br />
<br />
NEVER say "jump" in Voice. This word (often called "the J word") is reserved for FC use '''only.''' NOBODY but the FC should ever say the J word. Instead, use words like "hop," "system," "going through," or anything OTHER than "jump."<br />
<br />
===Fleet Warping===<br />
<br />
The fleet commander is able to warp the entire fleet to a particular celestial object or bookmark within a system using the "warp fleet" option shown in the picture below. During the 0.0 roam this will be the main method for moving the fleet. Most of the time, prior to warping the fleet, the FC will give orders to align to the destination first before warping the fleet. Sometimes he or she will simply "cold warp" the fleet without prior alignment. What the FC chooses to do will depend on whether the fleet has to move fast or can take its time to move more cohesively. It also depends on the ship composition of the fleet. In PVP-BASIC everyone will be in frigates that align and warp quickly and at approximately the same time, such that fleet cohesiveness will not suffer much from cold warping.<br />
<br />
[[Image:FleetWarp.png]]<br><br><br />
<br />
====Aligned Warps====<br />
<br />
Before entering warp your ship must be within 5 degrees of your destination and at 75% of your ship's maximum velocity. The goal of alignment is for all ships to achieve this, so that when the FC warps the fleet all ships will warp together and instantaneously. <br />
<br />
You can align to a destination by either selecting the item from your overview, right clicking and selecting align or by clicking on "Align To" button in the Selected Item window. Often you will be aligning to the next gate on your route in yellow, but sometimes you will be changing direction to travel to a target of opportunity so do listen carefully to the instructions of the FC.<br />
<br />
[[Image:AlignTo.png]]<br><br><br />
<br />
====Cold Warping====<br />
<br />
If your FC does not give the order to align and instead cold warps the fleet, ships will be entering the warp at slightly different times depending on how fast they can align and accelerate to 75% of their max speed. You will see that your fleet mates warp off in smaller groups based on their ships and skills. <br />
<br />
Not only will the ships enter warp at slightly different times, but they also have the potential of warping through the system at different rates and arriving at the destination at slightly different times. All T1 frigates warp at the speed of 6 AU/sec, interdictors warp at 9 AU/sec, and interceptors warp at 13 AU/sec. When a fleet of ships warp together (i.e. in the same warp bubble, such as when performing an aligned fleet warp) all ships in the group will warp at the LOWEST warp speed of a member of a fleet. A group of interceptors will all warp together at speed of 13 AU/sec; a group of T1 frigates and interceptors will warp at 6 AU/sec because the slowest ship in the fleet is the T1 frigates. <br />
<br />
Cold warping is used when the fleet has to move quickly. In such situations, it becomes easy to miss the fleet warp that the FC issued, especially if you didn't make haste coming through the gate from previous system. To not get lost listen carefully to the instructions of the FC as to where the fleet is proceeding and warp there independently if you did not catch the fleet warp. It is also generally only used with fleets of relatively agile ships (if you cold warped a mixed fleet with battleships in it, all the other ships would leave the scene long before the heavies would, leaving your big guns very exposed).<br />
<br />
===Default Orders===<br />
<br />
To make things easier for you, as a new fleet member, Agony fleets fly under a number of default orders. Unless otherwise ordered by the FC, always follow these default orders:<br />
<br />
* When landing on a gate, the default order is to 'Hold on Gate', which means do '''not''' jump through the gate. Sit on the gate and orbit it at 500m with your afterburner OFF. Your fleet commander will not tell you to do this over voice every time; you will just have to remember to do it automatically whenever you are waiting near a gate. The FC has to receive intel from the next system and make sure that all of the fleet or at least most of it has arrived at the gate before ordering everyone to activate the gate and move to the next system. When orbiting the gate you should take care to keep within its 2,500 meter activation range. <br />
<br />
* Once you move through a stargate, your default order is to 'hold cloak.' This means go through the gate, then when the next system loads, DO NOTHING. Every time you travel through a stargate, you are automatically cloaked and invincible for 60 seconds. We call this a "gate cloak." Once the whole fleet is through the gate and your FC has assessed the situation, you will be given a new order (usually to align, unless there are targets present). If your gate cloak runs out and you still have not received any orders, you should 'power reapproach' the gate (activate your afterburner and approach the gate) then orbit it at 500m until the FC orders otherwise. Do NOT do this while you are under gate cloak unless ordered otherwise. <br />
<br />
===Stealth Bombers and Bombs===<br />
<br />
Stealth bomber pilots love to follow our fleets and making bombing runs at us when our fleet is holding still. This happens on almost every 0.0 PVP-BASIC roam. You need to make sure that you are prepared and aware of the threat that bombs present to small ships.<br />
<br />
Stealth bombers are T2 frigate-sized ships capable of warping around under cloak, launching bombs and torpedoes. While torpedoes are of little consequence to other small ships, bombs are definitely something frigate and destroyer-hull pilots should be concerned about. Bombs are a type of weapon that has the characteristics of both smartbombs and missiles (consider them to be flying mega-smartbombs). They have a flight time of 10 seconds during which time they will cover a distance of 30km from the point that they were launched. After this time they explode, doing damage to everything within a 15km radius of the explosion center. The stealth bomber pilot does not have to be on grid for the bomb to explode; typically they will always attempt to cloak up and warp away right after launching their bomb. <br />
<br />
The only thing that reduces the damage done by a bomb is the signature radius of a ship.<br />
<br />
To avoid losing your ship to a bomb do the following:<br />
# '''Enable bombs in your overview.''' This can be done under "Charge" section. Otherwise you won't see them!<br />
<br />
[[Image:Bomb.png]]<br />
<br />
# '''Fit a damage control on your ship.''' Don't forget to activate it when fleet is in warp or orbiting a gate. Most frigates and destroyers will survive 2 bombing attempts with a damage control on (Griffins are an exception) whereas without a DCU they won't survive a second bomb.<br />
# If there is just one bomber throwing a bomb, start locking it and destroy it. If a stealth bomber is blown up before its bomb explodes, the bomb WILL NOT explode. NOTE: Some FCs will assign a specific group of pilots to be on "bomber duty" - these pilots will be responsible for blowing up bombers on grid with our fleet. When the FC does this, DO NOT agress any bombers unless the FC specifically orders you to do so.<br />
# You can move to any point greater than 45km away from the stealth bomber. <br />
# If you are under gate cloak, STAY CLOAKED. Bombs cannot touch you while you are under gate cloak.<br />
# If you are not under gate cloak but sitting on the gate, go through the gate.<br />
# If you see three or more bombs flying your way, warp away or go through the gate! Once you escaped immediately try to rejoin fleet.<br />
<br />
[[Image:bomberevasion.png]]<br><br><br />
<br />
Bombs will usually instantly kill frigate and destroyer-sized ships that are running a microwarpdrive. This is because a microwarpdrive will boost a small ship's signature radius 6x making it about the size of a battlecruiser, resulting in much higher damage received. A single bomb will usually not kill one frigate or destroyer, but it can still do significant damage. If multiple bombers attack at once, you are free to warp out or move through the gate in order to save your ship, unless given order by the FC to do otherwise.<br />
<br />
===Broadcasting For Repairs===<br />
<br />
Very often after being hit by a bomb or after a fight your ship will have armor (or even hull) damage. If you have taken damage and cannot repair yourself (such as when we are in sovereign space), use the Broadcast window to broadcast for repairs. With broadcasts, other members of the fleet who have brought remote armor repairers and armor maintenance drones will be able to see you and repair you. To broadcast for repairs utilize the buttons located at the bottom of the Broadcast window, as is shown on the picture below. Do not ask for repairs over voice, and do not broadcast for repairs in the middle of a fight. Generally, repairs will be done after a fight, not during. If you are taking damage during a fight, it is best to get yourself to safety, and broadcast for repairs once the fleet is at a safespot.<br />
<br />
[[Image:BroadcastArmor.png]]<br />
<br />
===Disconnecting===<br />
<br />
The fleet will not wait for members who have disconnected from the game (although we will try to slow down a bit if it is possible). It will be up to the pilot who has dropped out of the fleet to catch up in such a situation.<br />
<br />
If you have lost connection, indicate so in voice to the rest of the fleet, as briefly as possible. Other students will suddenly see you appear on their overview as a neutral and may occasionally proceed to shoot your ship. To avoid incidents like this, report in voice "<your name> in <frig type> has disconnected" or "<your ship type> is friendly". If you dropped from voice too, get back on it as soon as possible to hear what the fleet is doing and where it is going. Then log back into the game and x-up for a fleet re-invite in the Agony Public chat channel.<br />
<br />
==After the Roam==<br />
<br />
You may leave the fleet whenever it is time for you to go. Sometimes the FC will indicate when the fleet is passing near low or high sec for members of the fleet to make a safer trip back. <br />
<br />
Once you have sat through the lecture, you have graduated the class and can come to any future classes of the same type as you attended free of charge, and are more than welcome to join future class roams as an Alumni. This means that you can fly on as many roams with Agony classes as you wish as well as re-attend the lecture. For more information about this please read the following article: [[Alumni]].<br />
<br />
==Maps==<br />
<br />
It is a good idea to have maps of the regions you're traveling through open during the 0.0 roam. You can then see for yourself how the fleet is moving through the territory. This is particularly interesting to an aspiring gang leader or FC and useful in case you have to leave the fleet soon or if you get lost or disconnected and have to catch up. You can print the maps out or alternatively have them open on your browser in the background.<br />
<br />
Links to EVE maps: [http://www.ombeve.co.uk/ Ombey's 2D Maps] and [http://evemaps.dotlan.net/ Dotlan EveMaps]. Dotlan provides a "radar tracking" service that you can learn about here: [http://www.agony-unleashed.com/wiki/index.php?title=Dotlan_Radar_Tracking Dotlan Radar Tracking]<br />
<br />
==Summary of This Article==<br />
<br />
* Make sure to add skirmishers, scouts and the fleet commander to your watch list.<br />
* Watch the Broadcast window for new destination broadcasts.<br />
* Do not go through gates without hearing your FC say "jump jump" first.<br />
* Do not independently warp anywhere without an order from FC.<br />
* Do not independently engage anything without an order from FC.<br />
* Never say "jump" - only the FC can use this word!<br />
* Use Broadcasts to request armor repair.<br />
* Enable bombs on your overview.<br />
* The default order when holding on a gate is to orbit it at 500m.<br />
* The default order when moving through a gate is to hold cloak.<br />
* If you have accidentally activated a gate which is on grid with the fleet, say "friendly out" in voice. <br />
<br />
That's it. Good luck! And as the saying goes in Amarr: may you never lack targets for as long as you live and your life be as long as that of the Emperor.<br />
<br />
''Updated for Retribution by [[User:Goinggreyfast|Greygal]] 05:47, 2 December 2012 (CST)''</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Fleet_Navigation_in_0.0&diff=20456
Fleet Navigation in 0.0
2013-06-11T07:15:21Z
<p>Goinggreyfast: /* Stealth Bombers and Bombs */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/BASIC]]<br />
[[Category:PVP University]]<br />
[[Category:Public]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.4829 Penork Nif], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
__TOC__<br />
<br />
==Introduction==<br />
<br />
When taking part in an Agony course you will be in a fleet of 50 or more frigates along with Agony skirmishers and scouting pilots. The roaming section of the course can cover a fairly large area. The fleet will progress through low sec space into multiple nullsec regions.<br />
<br />
The fleet will be most effective if it is able to move quickly and smoothly as directed by your FC, changing direction without delays when required. This Wiki article will go through some of the basic things to keep in mind when moving together as a large Hydra fleet.<br />
<br />
==Prior to the start of the roam==<br />
===Setting Destination===<br />
<br />
When the FC chooses a route he or she will usually set a destination to a particular system. The destination will be typed and linked into fleet chat, as well as broadcasted in your Fleet window. <br />
<br />
Right click on the system name in fleet chat or the "Travel to" broadcast shown at the bottom of your Fleet window then select "Set Destination." Once you have set destination you can see the number of systems and the route your fleet is currently at the upper-right corner of your client's screen. You will also see the next stargate en route highlighted yellow on your overview (we often refer to the yellow stargates as "following the yellow brick road").<br />
<br />
[[Image:SettingDestination.png]]<br />
<br />
===Watch List===<br />
<br />
A Watch List allows you to quickly warp to a member of your gang. In a fleet of 60-70 ships if a member whose name starts with an 'S' relays to the gang that he or she has a target tackled, you will have to scroll the fleet window all the way down to letter 'S' before you can right click on that member's name. Watch list allows you to have that member's name always visible such that you're always ready to warp to him or her.<br />
<br />
Before the 0.0 roam begins you will be instructed to add certain pilots to your watch list. Their names will either be typed into fleet chat, linked in fleet chat, or they will be asked to X-up. To add somebody to your watch list simply right click on their name in fleet window then select "fleet" option and then "add to watch list". You can also simply click-and-drag them from chat (or the Fleet window) into your Watch List window, once the Watch list window is open. Make sure you add the fleet commander to your watch list as well.<br />
<br />
A watch list can only hold 15 pilots. If there are more support members than 15, you can omit those players whose names start with the beginning letters of the alphabet and instead proceed to warp to them through the fleet widow (since they will be at the top).<br />
<br />
In the picture below I am adding Neo to my watch list and have already added Aether. Now I can quickly select "warp to member" by right-clicking on Aether's name on my watch list. "Warp to member" command will warp you at zero, but you can also pick to warp to member at another distance, which for example might be needed if that player is in a covops ship and should not get decloaked.<br />
<br />
[[Image:Addtowatchlist.png]]<br />
Note that this image is outdated, but the current Eve client contains the same functionality displayed in this image, even though it looks somewhat different now.<br />
<br />
==During The 0.0 Roam==<br />
<br />
===Listening to FC's Orders===<br />
<br />
The fleet commander will give specific orders on what actions he or she wants the fleet members to take. During the roam, you should not be activating gates and initiating warp anywhere without hearing FC's instructions to do so first. When FC wants you to activate the gate and come into the next system you will typically hear a jump, jump!" command. Do not jump without hearing this order first!<br />
<br />
The only time you should warp around independently is when you have gotten lost or lost your ship and are trying to reconnect with the fleet, when you are "bouncing" out of a battle to save your ship, or when you are leaving the fleet.<br />
<br />
==="Friendly In/Out"===<br />
<br />
Agony scouts and Alumni who volunteer to fly in support of the main fleet are permitted to move around independently. When activating a gate on which the fleet will be sitting, they will say "friendly out" or "friendly in" to indicate a friendly activation. This way the rest of the fleet knows that it is friendlies coming through the gate. If you saw a gate activate but did not hear "jump, jump!" command from your FC, do not assume that you need to active the gate also and go to the next system (don't be a lemming!)<br />
<br />
If you have to activate a gate on which the fleet is sitting, or if you accidentally activate the gate, inform others about it in voice by saying: "friendly out" or "friendly in". This way the fleet knows that activation is friendly and doesn't proceed to throw a bubble on the gate and sit on it waiting for a neutral to show up, which will delay the fleet's movements to find the actual targets. By announcing friendly activations, you also help reduce or avoid the possibility that others will follow you thinking they missed an order.<br />
<br />
NEVER say "jump" in Voice. This word (often called "the J word") is reserved for FC use '''only.''' NOBODY but the FC should ever say the J word. Instead, use words like "hop," "system," "going through," or anything OTHER than "jump."<br />
<br />
===Fleet Warping===<br />
<br />
The fleet commander is able to warp the entire fleet to a particular celestial object or bookmark within a system using the "warp fleet" option shown in the picture below. During the 0.0 roam this will be the main method for moving the fleet. Most of the time, prior to warping the fleet, the FC will give orders to align to the destination first before warping the fleet. Sometimes he or she will simply "cold warp" the fleet without prior alignment. What the FC chooses to do will depend on whether the fleet has to move fast or can take its time to move more cohesively. It also depends on the ship composition of the fleet. In PVP-BASIC everyone will be in frigates that align and warp quickly and at approximately the same time, such that fleet cohesiveness will not suffer much from cold warping.<br />
<br />
[[Image:FleetWarp.png]]<br><br><br />
<br />
====Aligned Warps====<br />
<br />
Before entering warp your ship must be within 5 degrees of your destination and at 75% of your ship's maximum velocity. The goal of alignment is for all ships to achieve this, so that when the FC warps the fleet all ships will warp together and instantaneously. <br />
<br />
You can align to a destination by either selecting the item from your overview, right clicking and selecting align or by clicking on "Align To" button in the Selected Item window. Often you will be aligning to the next gate on your route in yellow, but sometimes you will be changing direction to travel to a target of opportunity so do listen carefully to the instructions of the FC.<br />
<br />
[[Image:AlignTo.png]]<br><br><br />
<br />
====Cold Warping====<br />
<br />
If your FC does not give the order to align and instead cold warps the fleet, ships will be entering the warp at slightly different times depending on how fast they can align and accelerate to 75% of their max speed. You will see that your fleet mates warp off in smaller groups based on their ships and skills. <br />
<br />
Not only will the ships enter warp at slightly different times, but they also have the potential of warping through the system at different rates and arriving at the destination at slightly different times. All T1 frigates warp at the speed of 6 AU/sec, interdictors warp at 9 AU/sec, and interceptors warp at 13 AU/sec. When a fleet of ships warp together (i.e. in the same warp bubble, such as when performing an aligned fleet warp) all ships in the group will warp at the LOWEST warp speed of a member of a fleet. A group of interceptors will all warp together at speed of 13 AU/sec; a group of T1 frigates and interceptors will warp at 6 AU/sec because the slowest ship in the fleet is the T1 frigates. <br />
<br />
Cold warping is used when the fleet has to move quickly. In such situations, it becomes easy to miss the fleet warp that the FC issued, especially if you didn't make haste coming through the gate from previous system. To not get lost listen carefully to the instructions of the FC as to where the fleet is proceeding and warp there independently if you did not catch the fleet warp. It is also generally only used with fleets of relatively agile ships (if you cold warped a mixed fleet with battleships in it, all the other ships would leave the scene long before the heavies would, leaving your big guns very exposed).<br />
<br />
===Default Orders===<br />
<br />
To make things easier for you, as a new fleet member, Agony fleets fly under a number of default orders. Unless otherwise ordered by the FC, always follow these default orders:<br />
<br />
* When landing on a gate, the default order is to 'Hold on Gate', which means do '''not''' jump through the gate. Sit on the gate and orbit it at 500m with your afterburner OFF. Your fleet commander will not tell you to do this over voice every time; you will just have to remember to do it automatically whenever you are waiting near a gate. The FC has to receive intel from the next system and make sure that all of the fleet or at least most of it has arrived at the gate before ordering everyone to activate the gate and move to the next system. When orbiting the gate you should take care to keep within its 2,500 meter activation range. <br />
<br />
* Once you move through a stargate, your default order is to 'hold cloak.' This means go through the gate, then when the next system loads, DO NOTHING. Every time you travel through a stargate, you are automatically cloaked and invincible for 60 seconds. We call this a "gate cloak." Once the whole fleet is through the gate and your FC has assessed the situation, you will be given a new order (usually to align, unless there are targets present). If your gate cloak runs out and you still have not received any orders, you should 'power reapproach' the gate (activate your afterburner and approach the gate) then orbit it at 500m until the FC orders otherwise. Do NOT do this while you are under gate cloak unless ordered otherwise. <br />
<br />
===Stealth Bombers and Bombs===<br />
<br />
Stealth bomber pilots love to follow our fleets and making bombing runs at us when our fleet is holding still. This happens on almost every 0.0 PVP-BASIC roam. You need to make sure that you are prepared and aware of the threat that bombs present to small ships.<br />
<br />
Stealth bombers are T2 frigate-sized ships capable of warping around under cloak, launching bombs and torpedoes. While torpedoes are of little consequence to other small ships, bombs are definitely something frigate and destroyer-hull pilots should be concerned about. Bombs are a type of weapon that has the characteristics of both smartbombs and missiles (consider them to be flying mega-smartbombs). They have a flight time of 10 seconds during which time they will cover a distance of 30km from the point that they were launched. After this time they explode, doing damage to everything within a 15km radius of the explosion center. The stealth bomber pilot does not have to be on grid for the bomb to explode; typically they will always attempt to cloak up and warp away right after launching their bomb. <br />
<br />
The only thing that reduces the damage done by a bomb is the signature radius of a ship.<br />
<br />
To avoid losing your ship to a bomb do the following:<br />
# '''Enable bombs in your overview.''' This can be done under "Charge" section. Otherwise you won't see them!<br />
<br />
[[Image:Bomb.png]]<br><br><br />
<br />
# '''Fit a damage control on your ship.''' Don't forget to activate it when fleet is in warp or orbiting a gate. Most frigates and destroyers will survive 2 bombing attempts with a damage control on (Griffins are an exception) whereas without a DCU they won't survive a second bomb.<br />
# If there is just one bomber throwing a bomb, start locking it and destroy it. If a stealth bomber is blown up before its bomb explodes, the bomb WILL NOT explode. NOTE: Some FCs will assign a specific group of pilots to be on "bomber duty" - these pilots will be responsible for blowing up bombers on grid with our fleet. When the FC does this, DO NOT agress any bombers unless the FC specifically orders you to do so.<br />
# You can move to any point greater than 45km away from the stealth bomber. <br />
# If you are under gate cloak, STAY CLOAKED. Bombs cannot touch you while you are under gate cloak.<br />
# If you are not under gate cloak but sitting on the gate, go through the gate.<br />
# If you see three or more bombs flying your way, warp away or go through the gate! Once you escaped immediately try to rejoin fleet.<br />
<br />
[[Image:bomberevasion.png]]<br><br><br />
<br />
Bombs will usually instantly kill frigate and destroyer-sized ships that are running a microwarpdrive. This is because a microwarpdrive will boost a small ship's signature radius 6x making it about the size of a battlecruiser, resulting in much higher damage received. A single bomb will usually not kill one frigate or destroyer, but it can still do significant damage. If multiple bombers attack at once, you are free to warp out or move through the gate in order to save your ship, unless given order by the FC to do otherwise.<br />
<br />
===Broadcasting For Repairs===<br />
<br />
Very often after being hit by a bomb or after a fight your ship will have armor (or even hull) damage. If you have taken damage and cannot repair yourself (such as when we are in sovereign space), use the Broadcast window to broadcast for repairs. With broadcasts, other members of the fleet who have brought remote armor repairers and armor maintenance drones will be able to see you and repair you. To broadcast for repairs utilize the buttons located at the bottom of the Broadcast window, as is shown on the picture below. Do not ask for repairs over voice, and do not broadcast for repairs in the middle of a fight. Generally, repairs will be done after a fight, not during. If you are taking damage during a fight, it is best to get yourself to safety, and broadcast for repairs once the fleet is at a safespot.<br />
<br />
[[Image:BroadcastArmor.png]]<br />
<br />
===Disconnecting===<br />
<br />
The fleet will not wait for members who have disconnected from the game (although we will try to slow down a bit if it is possible). It will be up to the pilot who has dropped out of the fleet to catch up in such a situation.<br />
<br />
If you have lost connection, indicate so in voice to the rest of the fleet, as briefly as possible. Other students will suddenly see you appear on their overview as a neutral and may occasionally proceed to shoot your ship. To avoid incidents like this, report in voice "<your name> in <frig type> has disconnected" or "<your ship type> is friendly". If you dropped from voice too, get back on it as soon as possible to hear what the fleet is doing and where it is going. Then log back into the game and x-up for a fleet re-invite in the Agony Public chat channel.<br />
<br />
==After the Roam==<br />
<br />
You may leave the fleet whenever it is time for you to go. Sometimes the FC will indicate when the fleet is passing near low or high sec for members of the fleet to make a safer trip back. <br />
<br />
Once you have sat through the lecture, you have graduated the class and can come to any future classes of the same type as you attended free of charge, and are more than welcome to join future class roams as an Alumni. This means that you can fly on as many roams with Agony classes as you wish as well as re-attend the lecture. For more information about this please read the following article: [[Alumni]].<br />
<br />
==Maps==<br />
<br />
It is a good idea to have maps of the regions you're traveling through open during the 0.0 roam. You can then see for yourself how the fleet is moving through the territory. This is particularly interesting to an aspiring gang leader or FC and useful in case you have to leave the fleet soon or if you get lost or disconnected and have to catch up. You can print the maps out or alternatively have them open on your browser in the background.<br />
<br />
Links to EVE maps: [http://www.ombeve.co.uk/ Ombey's 2D Maps] and [http://evemaps.dotlan.net/ Dotlan EveMaps]. Dotlan provides a "radar tracking" service that you can learn about here: [http://www.agony-unleashed.com/wiki/index.php?title=Dotlan_Radar_Tracking Dotlan Radar Tracking]<br />
<br />
==Summary of This Article==<br />
<br />
* Make sure to add skirmishers, scouts and the fleet commander to your watch list.<br />
* Watch the Broadcast window for new destination broadcasts.<br />
* Do not go through gates without hearing your FC say "jump jump" first.<br />
* Do not independently warp anywhere without an order from FC.<br />
* Do not independently engage anything without an order from FC.<br />
* Never say "jump" - only the FC can use this word!<br />
* Use Broadcasts to request armor repair.<br />
* Enable bombs on your overview.<br />
* The default order when holding on a gate is to orbit it at 500m.<br />
* The default order when moving through a gate is to hold cloak.<br />
* If you have accidentally activated a gate which is on grid with the fleet, say "friendly out" in voice. <br />
<br />
That's it. Good luck! And as the saying goes in Amarr: may you never lack targets for as long as you live and your life be as long as that of the Emperor.<br />
<br />
''Updated for Retribution by [[User:Goinggreyfast|Greygal]] 05:47, 2 December 2012 (CST)''</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Fleet_Navigation_in_0.0&diff=20455
Fleet Navigation in 0.0
2013-06-11T07:13:20Z
<p>Goinggreyfast: /* Stealth Bombers and Bombs */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University/BASIC]]<br />
[[Category:PVP University]]<br />
[[Category:Public]]<br />
<p align="Left"><small><br />
Original text by [http://www.agony-unleashed.com/user.php?id.4829 Penork Nif], [http://www.agony-unleashed.com/user.php?id.3335 Aether].<br><br />
Copyright Agony Unleashed<br />
</small></p><br />
<br />
<br />
__TOC__<br />
<br />
==Introduction==<br />
<br />
When taking part in an Agony course you will be in a fleet of 50 or more frigates along with Agony skirmishers and scouting pilots. The roaming section of the course can cover a fairly large area. The fleet will progress through low sec space into multiple nullsec regions.<br />
<br />
The fleet will be most effective if it is able to move quickly and smoothly as directed by your FC, changing direction without delays when required. This Wiki article will go through some of the basic things to keep in mind when moving together as a large Hydra fleet.<br />
<br />
==Prior to the start of the roam==<br />
===Setting Destination===<br />
<br />
When the FC chooses a route he or she will usually set a destination to a particular system. The destination will be typed and linked into fleet chat, as well as broadcasted in your Fleet window. <br />
<br />
Right click on the system name in fleet chat or the "Travel to" broadcast shown at the bottom of your Fleet window then select "Set Destination." Once you have set destination you can see the number of systems and the route your fleet is currently at the upper-right corner of your client's screen. You will also see the next stargate en route highlighted yellow on your overview (we often refer to the yellow stargates as "following the yellow brick road").<br />
<br />
[[Image:SettingDestination.png]]<br />
<br />
===Watch List===<br />
<br />
A Watch List allows you to quickly warp to a member of your gang. In a fleet of 60-70 ships if a member whose name starts with an 'S' relays to the gang that he or she has a target tackled, you will have to scroll the fleet window all the way down to letter 'S' before you can right click on that member's name. Watch list allows you to have that member's name always visible such that you're always ready to warp to him or her.<br />
<br />
Before the 0.0 roam begins you will be instructed to add certain pilots to your watch list. Their names will either be typed into fleet chat, linked in fleet chat, or they will be asked to X-up. To add somebody to your watch list simply right click on their name in fleet window then select "fleet" option and then "add to watch list". You can also simply click-and-drag them from chat (or the Fleet window) into your Watch List window, once the Watch list window is open. Make sure you add the fleet commander to your watch list as well.<br />
<br />
A watch list can only hold 15 pilots. If there are more support members than 15, you can omit those players whose names start with the beginning letters of the alphabet and instead proceed to warp to them through the fleet widow (since they will be at the top).<br />
<br />
In the picture below I am adding Neo to my watch list and have already added Aether. Now I can quickly select "warp to member" by right-clicking on Aether's name on my watch list. "Warp to member" command will warp you at zero, but you can also pick to warp to member at another distance, which for example might be needed if that player is in a covops ship and should not get decloaked.<br />
<br />
[[Image:Addtowatchlist.png]]<br />
Note that this image is outdated, but the current Eve client contains the same functionality displayed in this image, even though it looks somewhat different now.<br />
<br />
==During The 0.0 Roam==<br />
<br />
===Listening to FC's Orders===<br />
<br />
The fleet commander will give specific orders on what actions he or she wants the fleet members to take. During the roam, you should not be activating gates and initiating warp anywhere without hearing FC's instructions to do so first. When FC wants you to activate the gate and come into the next system you will typically hear a jump, jump!" command. Do not jump without hearing this order first!<br />
<br />
The only time you should warp around independently is when you have gotten lost or lost your ship and are trying to reconnect with the fleet, when you are "bouncing" out of a battle to save your ship, or when you are leaving the fleet.<br />
<br />
==="Friendly In/Out"===<br />
<br />
Agony scouts and Alumni who volunteer to fly in support of the main fleet are permitted to move around independently. When activating a gate on which the fleet will be sitting, they will say "friendly out" or "friendly in" to indicate a friendly activation. This way the rest of the fleet knows that it is friendlies coming through the gate. If you saw a gate activate but did not hear "jump, jump!" command from your FC, do not assume that you need to active the gate also and go to the next system (don't be a lemming!)<br />
<br />
If you have to activate a gate on which the fleet is sitting, or if you accidentally activate the gate, inform others about it in voice by saying: "friendly out" or "friendly in". This way the fleet knows that activation is friendly and doesn't proceed to throw a bubble on the gate and sit on it waiting for a neutral to show up, which will delay the fleet's movements to find the actual targets. By announcing friendly activations, you also help reduce or avoid the possibility that others will follow you thinking they missed an order.<br />
<br />
NEVER say "jump" in Voice. This word (often called "the J word") is reserved for FC use '''only.''' NOBODY but the FC should ever say the J word. Instead, use words like "hop," "system," "going through," or anything OTHER than "jump."<br />
<br />
===Fleet Warping===<br />
<br />
The fleet commander is able to warp the entire fleet to a particular celestial object or bookmark within a system using the "warp fleet" option shown in the picture below. During the 0.0 roam this will be the main method for moving the fleet. Most of the time, prior to warping the fleet, the FC will give orders to align to the destination first before warping the fleet. Sometimes he or she will simply "cold warp" the fleet without prior alignment. What the FC chooses to do will depend on whether the fleet has to move fast or can take its time to move more cohesively. It also depends on the ship composition of the fleet. In PVP-BASIC everyone will be in frigates that align and warp quickly and at approximately the same time, such that fleet cohesiveness will not suffer much from cold warping.<br />
<br />
[[Image:FleetWarp.png]]<br><br><br />
<br />
====Aligned Warps====<br />
<br />
Before entering warp your ship must be within 5 degrees of your destination and at 75% of your ship's maximum velocity. The goal of alignment is for all ships to achieve this, so that when the FC warps the fleet all ships will warp together and instantaneously. <br />
<br />
You can align to a destination by either selecting the item from your overview, right clicking and selecting align or by clicking on "Align To" button in the Selected Item window. Often you will be aligning to the next gate on your route in yellow, but sometimes you will be changing direction to travel to a target of opportunity so do listen carefully to the instructions of the FC.<br />
<br />
[[Image:AlignTo.png]]<br><br><br />
<br />
====Cold Warping====<br />
<br />
If your FC does not give the order to align and instead cold warps the fleet, ships will be entering the warp at slightly different times depending on how fast they can align and accelerate to 75% of their max speed. You will see that your fleet mates warp off in smaller groups based on their ships and skills. <br />
<br />
Not only will the ships enter warp at slightly different times, but they also have the potential of warping through the system at different rates and arriving at the destination at slightly different times. All T1 frigates warp at the speed of 6 AU/sec, interdictors warp at 9 AU/sec, and interceptors warp at 13 AU/sec. When a fleet of ships warp together (i.e. in the same warp bubble, such as when performing an aligned fleet warp) all ships in the group will warp at the LOWEST warp speed of a member of a fleet. A group of interceptors will all warp together at speed of 13 AU/sec; a group of T1 frigates and interceptors will warp at 6 AU/sec because the slowest ship in the fleet is the T1 frigates. <br />
<br />
Cold warping is used when the fleet has to move quickly. In such situations, it becomes easy to miss the fleet warp that the FC issued, especially if you didn't make haste coming through the gate from previous system. To not get lost listen carefully to the instructions of the FC as to where the fleet is proceeding and warp there independently if you did not catch the fleet warp. It is also generally only used with fleets of relatively agile ships (if you cold warped a mixed fleet with battleships in it, all the other ships would leave the scene long before the heavies would, leaving your big guns very exposed).<br />
<br />
===Default Orders===<br />
<br />
To make things easier for you, as a new fleet member, Agony fleets fly under a number of default orders. Unless otherwise ordered by the FC, always follow these default orders:<br />
<br />
* When landing on a gate, the default order is to 'Hold on Gate', which means do '''not''' jump through the gate. Sit on the gate and orbit it at 500m with your afterburner OFF. Your fleet commander will not tell you to do this over voice every time; you will just have to remember to do it automatically whenever you are waiting near a gate. The FC has to receive intel from the next system and make sure that all of the fleet or at least most of it has arrived at the gate before ordering everyone to activate the gate and move to the next system. When orbiting the gate you should take care to keep within its 2,500 meter activation range. <br />
<br />
* Once you move through a stargate, your default order is to 'hold cloak.' This means go through the gate, then when the next system loads, DO NOTHING. Every time you travel through a stargate, you are automatically cloaked and invincible for 60 seconds. We call this a "gate cloak." Once the whole fleet is through the gate and your FC has assessed the situation, you will be given a new order (usually to align, unless there are targets present). If your gate cloak runs out and you still have not received any orders, you should 'power reapproach' the gate (activate your afterburner and approach the gate) then orbit it at 500m until the FC orders otherwise. Do NOT do this while you are under gate cloak unless ordered otherwise. <br />
<br />
===Stealth Bombers and Bombs===<br />
<br />
Stealth bomber pilots love to follow our fleets and making bombing runs at us when our fleet is holding still. This happens on almost every 0.0 PVP-BASIC roam. You need to make sure that you are prepared and aware of the threat that bombs present to small ships.<br />
<br />
Stealth bombers are T2 frigate-sized ships capable of warping around under cloak, launching bombs and torpedoes. While torpedoes are of little consequence to other small ships, bombs are definitely something frigate and destroyer-hull pilots should be concerned about. Bombs are a type of weapon that has the characteristics of both smartbombs and missiles (consider them to be flying mega-smartbombs). They have a flight time of 10 seconds during which time they will cover a distance of 30km from the point that they were launched. After this time they explode, doing damage to everything within a 15km radius of the explosion center. The stealth bomber pilot does not have to be on grid for the bomb to explode; typically they will always attempt to cloak up and warp away right after launching their bomb. <br />
<br />
The only thing that reduces the damage done by a bomb is the signature radius of a ship.<br />
<br />
To avoid losing your ship to a bomb do the following:<br />
# '''Enable bombs in your overview.''' This can be done under "Charge" section. Otherwise you won't see them!<br />
# '''Fit a damage control on your ship.''' Don't forget to activate it when fleet is in warp or orbiting a gate. Most frigates and destroyers will survive 2 bombing attempts with a damage control on (Griffins are an exception) whereas without a DCU they won't survive a second bomb.<br />
# If there is just one bomber throwing a bomb, start locking it and destroy it. If a stealth bomber is blown up before its bomb explodes, the bomb WILL NOT explode. NOTE: Some FCs will assign a specific group of pilots to be on "bomber duty" - these pilots will be responsible for blowing up bombers on grid with our fleet. When the FC does this, DO NOT agress any bombers unless the FC specifically orders you to do so.<br />
# You can move to any point greater than 45km away from the stealth bomber. <br />
# If you are under gate cloak, STAY CLOAKED. Bombs cannot touch you while you are under gate cloak.<br />
# If you are not under gate cloak but sitting on the gate, go through the gate.<br />
# If you see three or more bombs flying your way, warp away or go through the gate! Once you escaped immediately try to rejoin fleet.<br />
<br />
[[Image:bomberevasion.png]]<br><br><br />
<br />
Bombs will usually instantly kill frigate and destroyer-sized ships that are running a microwarpdrive. This is because a microwarpdrive will boost a small ship's signature radius 6x making it about the size of a battlecruiser, resulting in much higher damage received. A single bomb will usually not kill one frigate or destroyer, but it can still do significant damage. If multiple bombers attack at once, you are free to warp out or move through the gate in order to save your ship, unless given order by the FC to do otherwise.<br />
<br />
[[Image:Bomb.png]]<br><br><br />
<br />
===Broadcasting For Repairs===<br />
<br />
Very often after being hit by a bomb or after a fight your ship will have armor (or even hull) damage. If you have taken damage and cannot repair yourself (such as when we are in sovereign space), use the Broadcast window to broadcast for repairs. With broadcasts, other members of the fleet who have brought remote armor repairers and armor maintenance drones will be able to see you and repair you. To broadcast for repairs utilize the buttons located at the bottom of the Broadcast window, as is shown on the picture below. Do not ask for repairs over voice, and do not broadcast for repairs in the middle of a fight. Generally, repairs will be done after a fight, not during. If you are taking damage during a fight, it is best to get yourself to safety, and broadcast for repairs once the fleet is at a safespot.<br />
<br />
[[Image:BroadcastArmor.png]]<br />
<br />
===Disconnecting===<br />
<br />
The fleet will not wait for members who have disconnected from the game (although we will try to slow down a bit if it is possible). It will be up to the pilot who has dropped out of the fleet to catch up in such a situation.<br />
<br />
If you have lost connection, indicate so in voice to the rest of the fleet, as briefly as possible. Other students will suddenly see you appear on their overview as a neutral and may occasionally proceed to shoot your ship. To avoid incidents like this, report in voice "<your name> in <frig type> has disconnected" or "<your ship type> is friendly". If you dropped from voice too, get back on it as soon as possible to hear what the fleet is doing and where it is going. Then log back into the game and x-up for a fleet re-invite in the Agony Public chat channel.<br />
<br />
==After the Roam==<br />
<br />
You may leave the fleet whenever it is time for you to go. Sometimes the FC will indicate when the fleet is passing near low or high sec for members of the fleet to make a safer trip back. <br />
<br />
Once you have sat through the lecture, you have graduated the class and can come to any future classes of the same type as you attended free of charge, and are more than welcome to join future class roams as an Alumni. This means that you can fly on as many roams with Agony classes as you wish as well as re-attend the lecture. For more information about this please read the following article: [[Alumni]].<br />
<br />
==Maps==<br />
<br />
It is a good idea to have maps of the regions you're traveling through open during the 0.0 roam. You can then see for yourself how the fleet is moving through the territory. This is particularly interesting to an aspiring gang leader or FC and useful in case you have to leave the fleet soon or if you get lost or disconnected and have to catch up. You can print the maps out or alternatively have them open on your browser in the background.<br />
<br />
Links to EVE maps: [http://www.ombeve.co.uk/ Ombey's 2D Maps] and [http://evemaps.dotlan.net/ Dotlan EveMaps]. Dotlan provides a "radar tracking" service that you can learn about here: [http://www.agony-unleashed.com/wiki/index.php?title=Dotlan_Radar_Tracking Dotlan Radar Tracking]<br />
<br />
==Summary of This Article==<br />
<br />
* Make sure to add skirmishers, scouts and the fleet commander to your watch list.<br />
* Watch the Broadcast window for new destination broadcasts.<br />
* Do not go through gates without hearing your FC say "jump jump" first.<br />
* Do not independently warp anywhere without an order from FC.<br />
* Do not independently engage anything without an order from FC.<br />
* Never say "jump" - only the FC can use this word!<br />
* Use Broadcasts to request armor repair.<br />
* Enable bombs on your overview.<br />
* The default order when holding on a gate is to orbit it at 500m.<br />
* The default order when moving through a gate is to hold cloak.<br />
* If you have accidentally activated a gate which is on grid with the fleet, say "friendly out" in voice. <br />
<br />
That's it. Good luck! And as the saying goes in Amarr: may you never lack targets for as long as you live and your life be as long as that of the Emperor.<br />
<br />
''Updated for Retribution by [[User:Goinggreyfast|Greygal]] 05:47, 2 December 2012 (CST)''</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=File:Bomberevasion.png&diff=20454
File:Bomberevasion.png
2013-06-11T07:09:22Z
<p>Goinggreyfast: Flow chart illustrating the decision making process of what to do when you see a bomb on grid.</p>
<hr />
<div>Flow chart illustrating the decision making process of what to do when you see a bomb on grid.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=PVP-U_Instructor_Guidelines&diff=20451
PVP-U Instructor Guidelines
2013-05-31T00:13:22Z
<p>Goinggreyfast: </p>
<hr />
<div>[[Category: Agony]]<br />
<br />
==Introduction==<br />
<br />
The aim of this article is to provide a set of guidelines for new instructors, in particularly on scheduling and leading classes.<br />
<br />
==The Class Timeline==<br />
<br />
*~3+ Weeks to go<br />
**Pick the class you want to run, decide on a few possible dates and times that would work for you.<br />
**Discuss with the PVP-U Lead Admin (currently Greygal), agree on provisional date and time.<br />
**Arrange an FC for the class (if applicable).<br />
*3 Weeks to go<br />
**Post Enrollment Thread (locked).<br />
**Send a mail to the '''Agony PVP Uni''' mailing list announcing the class, with a link to the enrollment thread.<br />
**Add the class to the Agenda on the Agony forum.<br />
*2 Weeks to go<br />
**Unlock Enrollment Thread (signups start here).<br />
**Arrange assistant instructors/admin (if applicable)<br />
**Post internal thread for class support.<br />
*1 Week to go<br />
**Process enrollment and assign access to reading material.<br />
**Chase up any class support that is still lacking.<br />
*1 Hour to go<br />
**Log in early!<br />
**Ensure assistant instructors/admin are present, and agree on sections if you haven't already.<br />
*'''CLASS TIME!'''<br />
**During Roll Call, note down any students who are not present. If they turn up subsequently, cross them off.<br />
*After Class<br />
**De-Sticky the Enrollment Thread<br />
**Post Feedback Thread<br />
**Update 'Credits' sticky with anyone who paid but did not attend.<br />
**Update the Graduate List on the wiki with all who attended (first time students only).<br />
<br />
==Pre-Class==<br />
<br />
===Scheduling Classes===<br />
<br />
* Always schedule classes well in advance. We recommend posting the enrollment thread a minimum of 2 to 3 weeks before the class.<br />
* There is a sticky in the PVP-U Intructors forum for working out class schedules - if you've got an idea when you might want to run a class, but it isn't definite yet, post in there.<br />
* Remember to announce classes in the '''Agony PVP Uni''' mailing list in game.<br />
<br />
===Enrollment Threads===<br />
<br />
* You can use the following template for enrollment threads: [[PVP-U Enrollment Template]]<br />
**(this example is for a BASIC class). Relace anything in the angular brackets with the appropriate info.<br />
** For classes other than BASIC, remember to ammend the template accordingly.<br />
* Remember to include a time and date that enrollment will open. This should be 1 to 2 weeks before the class, and should if possible be at the same time (e.g. for an 1800 class, have enrollment open at 1800) - this avoids confusion, as well as making sure it's in the timezone of prospective students.<br />
* Enrollment threads should be posted with the title [ANNOUNCEMENT]. (Note that you should 'Sticky' class threads, not actually post them as an 'Accouncement').<br />
<br />
===Enrollment Time===<br />
<br />
* If you announce that enrollment will open at a certain time, try to have it open at that time. If you don't expect to be around, arrange for another intsructor to unlock the class for you. At this point, you should change the title to [OPEN].<br />
* As a general rule, a Basic class enrollment thread during peak timezones can fill in about an hour. More advanced classes, especially those on off-peak timezones will take significantly longer to fill, up to a few days.<br />
* Try to have yourself or another instructor monitor the thread once it is close to filling. Once the class has hit it's maximum, post in very bold letters to state the thread is closed, as well as updating the thread title to [CLOSED].<br />
* If the class has overfilled, you may choose to create a waiting list consisting on everyone after the maximum number who signed up before your post (up to a reasonable limit). Whether you do so is up to you.<br />
<br />
===Payment Processing===<br />
<br />
* Be sure to leave plenty of time for processing enrollment. This should be done at least 1 week before the class.<br />
* The method for processing this is as follows:<br />
# Copy and paste all the enrollees onto the list on the front page - this will make processing easier (I like to sort them in alpabetical order).<br />
# You should be able to see wallet payments via the 'Wallet Payments' link from the Agony website. For anyone not paying via credit or a corp account, you should be able to find their name on there - when each student is checked, move them to under the 'confirmed and paid' header.<br />
# For all students paying via corp account, simply edit the Corp Accounts sticky and deduct the relevant amount from their corp's account.<br />
# For anyone using a credit to pay for the course, simply remove their name from the list of credits (which is also under the Corp Accounts sticky).<br />
<br />
===Assigning Wiki Access===<br />
<br />
* Senior instructors will be given admin rights on the forum, which are necessary for assigning wiki access. If you require (or already have) this access, speak to a director or another senior instructor for more detailed instructions on assigning wiki rights.<br />
** If you do not have this access, arrange for a director or senior instructor to assign access for your students.<br />
<br />
NOTE: The normal PVP-U admin rights '''do not''' work for assigning wiki access to Agony members - doing so will remove any rights we do not have the ability to assign (which means all their current Agony access rights will disappear). If you need to give wiki access to an Agony member, get a director to do it for you!<br />
<br />
<br />
==During Class==<br />
<br />
===Calling Roll===<br />
<br />
* When the class begins, all of your students will be in the default channel. Rather than moving them all to a wing channel, we recommend combining this with the Roll Call, whereby you go down the list of students (not Agony or Alumni, and obviously only those who have paid) and call out their named on vent. Students who are present should speak up (to test that their mic is working) and also X up in the Agony Public channel. While you are calling named, have one Agony member dragging students to a wing channel when they speak up, and one giving fleet invites when they X in-game. This significantly reduces the difficulty of these tasks.<br />
* Have alumni indicate that they are alumni in their vent comment. Once all students are moved, have Agony members move alumni (checking against the thread, and the graduate list on the wiki if needs be).<br />
* Take note of any paid students who are not present for Roll Call - you will be adding these to the credited list unless they show up later on.<br />
* If any students mics are not working, get an Agony member to convo them in game and help them solve it - do not waste time doing this yourself!<br />
<br />
===Timekeeping & Managing Questions===<br />
<br />
* The number 1 Golden Rule for instructing a class is to keep the momentum going. A class can very easily over-run, and it's your job as lead instructor to stop that from happening. Obviously, avoid repeating yourself. If you've covered a subject, move on.<br />
* One of the main difficulties with timekeeping is questions. If you're getting questions that have already been covered, are in the reading material or are not relevant, ask students to ask again during a Bio, or get other Agony members to answer questions in fleet while you continue.<br />
** A useful way to manage questions is to have students type a Q in fleet chat when they have a question. You can then take questions at a convenient time, to avoid interruption.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Agony_PVP_University&diff=20450
Agony PVP University
2013-05-31T00:12:30Z
<p>Goinggreyfast: /* PVP-U Contacts */</p>
<hr />
<div>[[Category:PVP University]][[Category:Public]]<br />
<br />
==About the PVP University==<br />
<br />
The ''PVP University'' is Agony's public training wing. We specialise in providing PVP training to the general Eve public, whatever your level of experience.<br />
<br />
On this page you can find details of the services we offer, as well as your primary contacts should you have any enquiries.<br />
<br />
Also check out the [[PVP University FAQ]]<br />
<br />
==PVP-U Services==<br />
<br />
* '''[[Agony_Empire_Classes_and_Seminars|Public PVP Classes]]''' - We provide a range of PVP classes which are available to the general public. You can sign up for these classes via our [http://www.agony-unleashed.com/e107_plugins/forum/forum_viewforum.php?2 enrollment forum].<br />
* '''Private Classes''' - We consider requests for private classes on a case-by-case basis. These are done for a flat fee and are non-refundable. Contact '''Greygal''' for further details.<br />
* '''PVP Consultancy and Private Services''' - We recognise that everyone has different requirements, and we're happy to provide a more specialised service to meet those needs. From FC training to mercenary work, we're happy to discuss the possibilities. Contact '''Greygal''' or '''Gizznitt Malikite''' for more information.<br />
<br />
==Why Agony?==<br />
<br />
Agony has been training pilots to PVP since 2006, and has an excellent reputation throughout the Eve community. Thousands of students have passed through our doors during that time, many of whom are now full time PVPers, either within Agony or elsewhere.<br />
<br />
==PVP-U Contacts==<br />
<br />
* PVP-U Director - '''Greygal'''<br />
<br />
Oversees the operation of the PVP University. Enquiries regarding private classes and other services should go through her.<br />
<br />
* PVP-U Lead - '''Greygal'''<br />
<br />
Responsible for the day-to-day running of the PVP University. She should be your first point of contact with questions relating to classes and signups.<br />
<br />
* PVP-U Admin - '''Greygal'''<br />
<br />
The PVP-U Admins take care of all the hard work, checking payments and solving your problems so the Lead or Director doesn't have to! If you have a problem with your payment or a general enquiry, this is the gal to talk to.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Agony_PVP_University&diff=20449
Agony PVP University
2013-05-31T00:11:58Z
<p>Goinggreyfast: /* PVP-U Contacts */</p>
<hr />
<div>[[Category:PVP University]][[Category:Public]]<br />
<br />
==About the PVP University==<br />
<br />
The ''PVP University'' is Agony's public training wing. We specialise in providing PVP training to the general Eve public, whatever your level of experience.<br />
<br />
On this page you can find details of the services we offer, as well as your primary contacts should you have any enquiries.<br />
<br />
Also check out the [[PVP University FAQ]]<br />
<br />
==PVP-U Services==<br />
<br />
* '''[[Agony_Empire_Classes_and_Seminars|Public PVP Classes]]''' - We provide a range of PVP classes which are available to the general public. You can sign up for these classes via our [http://www.agony-unleashed.com/e107_plugins/forum/forum_viewforum.php?2 enrollment forum].<br />
* '''Private Classes''' - We consider requests for private classes on a case-by-case basis. These are done for a flat fee and are non-refundable. Contact '''Greygal''' for further details.<br />
* '''PVP Consultancy and Private Services''' - We recognise that everyone has different requirements, and we're happy to provide a more specialised service to meet those needs. From FC training to mercenary work, we're happy to discuss the possibilities. Contact '''Greygal''' or '''Gizznitt Malikite''' for more information.<br />
<br />
==Why Agony?==<br />
<br />
Agony has been training pilots to PVP since 2006, and has an excellent reputation throughout the Eve community. Thousands of students have passed through our doors during that time, many of whom are now full time PVPers, either within Agony or elsewhere.<br />
<br />
==PVP-U Contacts==<br />
<br />
* PVP-U Director - '''Greygal'''<br />
<br />
Oversees the operation of the PVP University. Enquiries regarding private classes and other services should go through him.<br />
<br />
* PVP-U Lead - '''Greygal'''<br />
<br />
Responsible for the day-to-day running of the PVP University. He should be your first point of contact with questions relating to classes and signups.<br />
<br />
* PVP-U Admin - '''Greygal'''<br />
<br />
The PVP-U Admins take care of all the hard work, checking payments and solving your problems so the Lead or Director doesn't have to! If you have a problem with your payment or a general enquiry, this is the guy to talk to.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Agony_PVP_University&diff=20448
Agony PVP University
2013-05-27T12:45:14Z
<p>Goinggreyfast: /* PVP-U Services */</p>
<hr />
<div>[[Category:PVP University]][[Category:Public]]<br />
<br />
==About the PVP University==<br />
<br />
The ''PVP University'' is Agony's public training wing. We specialise in providing PVP training to the general Eve public, whatever your level of experience.<br />
<br />
On this page you can find details of the services we offer, as well as your primary contacts should you have any enquiries.<br />
<br />
Also check out the [[PVP University FAQ]]<br />
<br />
==PVP-U Services==<br />
<br />
* '''[[Agony_Empire_Classes_and_Seminars|Public PVP Classes]]''' - We provide a range of PVP classes which are available to the general public. You can sign up for these classes via our [http://www.agony-unleashed.com/e107_plugins/forum/forum_viewforum.php?2 enrollment forum].<br />
* '''Private Classes''' - We consider requests for private classes on a case-by-case basis. These are done for a flat fee and are non-refundable. Contact '''Greygal''' for further details.<br />
* '''PVP Consultancy and Private Services''' - We recognise that everyone has different requirements, and we're happy to provide a more specialised service to meet those needs. From FC training to mercenary work, we're happy to discuss the possibilities. Contact '''Greygal''' or '''Gizznitt Malikite''' for more information.<br />
<br />
==Why Agony?==<br />
<br />
Agony has been training pilots to PVP since 2006, and has an excellent reputation throughout the Eve community. Thousands of students have passed through our doors during that time, many of whom are now full time PVPers, either within Agony or elsewhere.<br />
<br />
==PVP-U Contacts==<br />
<br />
* PVP-U Director - ''''''<br />
<br />
Oversees the operation of the PVP University. Enquiries regarding private classes and other services should go through him.<br />
<br />
* PVP-U Lead - '''Greygal'''<br />
<br />
Responsible for the day-to-day running of the PVP University. He should be your first point of contact with questions relating to classes and signups.<br />
<br />
* PVP-U Admin - ''''''<br />
<br />
The PVP-U Admins take care of all the hard work, checking payments and solving your problems so the Lead or Director doesn't have to! If you have a problem with your payment or a general enquiry, this is the guy to talk to.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Agony_PVP_University&diff=20447
Agony PVP University
2013-05-27T12:44:44Z
<p>Goinggreyfast: /* PVP-U Contacts */</p>
<hr />
<div>[[Category:PVP University]][[Category:Public]]<br />
<br />
==About the PVP University==<br />
<br />
The ''PVP University'' is Agony's public training wing. We specialise in providing PVP training to the general Eve public, whatever your level of experience.<br />
<br />
On this page you can find details of the services we offer, as well as your primary contacts should you have any enquiries.<br />
<br />
Also check out the [[PVP University FAQ]]<br />
<br />
==PVP-U Services==<br />
<br />
* '''[[Agony_Empire_Classes_and_Seminars|Public PVP Classes]]''' - We provide a range of PVP classes which are available to the general public. You can sign up for these classes via our [http://www.agony-unleashed.com/e107_plugins/forum/forum_viewforum.php?2 enrollment forum].<br />
* '''Private Classes''' - We consider requests for private classes on a case-by-case basis. These are done for a flat fee and are non-refundable. Contact '''Azual Skoll''' for further details.<br />
* '''PVP Consultancy and Private Services''' - We recognise that everyone has different requirements, and we're happy to provide a more specialised service to meet those needs. From FC training to mercenary work, we're happy to discuss the possibilities. Contact '''Greygal''' or '''Gizznitt Malikite''' for more information.<br />
<br />
==Why Agony?==<br />
<br />
Agony has been training pilots to PVP since 2006, and has an excellent reputation throughout the Eve community. Thousands of students have passed through our doors during that time, many of whom are now full time PVPers, either within Agony or elsewhere.<br />
<br />
==PVP-U Contacts==<br />
<br />
* PVP-U Director - ''''''<br />
<br />
Oversees the operation of the PVP University. Enquiries regarding private classes and other services should go through him.<br />
<br />
* PVP-U Lead - '''Greygal'''<br />
<br />
Responsible for the day-to-day running of the PVP University. He should be your first point of contact with questions relating to classes and signups.<br />
<br />
* PVP-U Admin - ''''''<br />
<br />
The PVP-U Admins take care of all the hard work, checking payments and solving your problems so the Lead or Director doesn't have to! If you have a problem with your payment or a general enquiry, this is the guy to talk to.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Agony_PVP_University&diff=20446
Agony PVP University
2013-05-27T12:43:31Z
<p>Goinggreyfast: /* PVP-U Services */</p>
<hr />
<div>[[Category:PVP University]][[Category:Public]]<br />
<br />
==About the PVP University==<br />
<br />
The ''PVP University'' is Agony's public training wing. We specialise in providing PVP training to the general Eve public, whatever your level of experience.<br />
<br />
On this page you can find details of the services we offer, as well as your primary contacts should you have any enquiries.<br />
<br />
Also check out the [[PVP University FAQ]]<br />
<br />
==PVP-U Services==<br />
<br />
* '''[[Agony_Empire_Classes_and_Seminars|Public PVP Classes]]''' - We provide a range of PVP classes which are available to the general public. You can sign up for these classes via our [http://www.agony-unleashed.com/e107_plugins/forum/forum_viewforum.php?2 enrollment forum].<br />
* '''Private Classes''' - We consider requests for private classes on a case-by-case basis. These are done for a flat fee and are non-refundable. Contact '''Azual Skoll''' for further details.<br />
* '''PVP Consultancy and Private Services''' - We recognise that everyone has different requirements, and we're happy to provide a more specialised service to meet those needs. From FC training to mercenary work, we're happy to discuss the possibilities. Contact '''Greygal''' or '''Gizznitt Malikite''' for more information.<br />
<br />
==Why Agony?==<br />
<br />
Agony has been training pilots to PVP since 2006, and has an excellent reputation throughout the Eve community. Thousands of students have passed through our doors during that time, many of whom are now full time PVPers, either within Agony or elsewhere.<br />
<br />
==PVP-U Contacts==<br />
<br />
* PVP-U Director - '''Azual Skoll'''<br />
<br />
Azual oversees the operation of the PVP University. Enquiries regarding private classes and other services should go through him.<br />
<br />
* PVP-U Lead - '''Azual Skoll'''<br />
<br />
Azual is (also) responsible for the day-to-day running of the PVP University. He should be your first point of contact with questions relating to classes and signups.<br />
<br />
* PVP-U Admin - '''Corywyn'''<br />
<br />
The PVP-U Admins take care of all the hard work, checking payments and solving your problems so Azual doesn't have to! If you have a problem with your payment or a general enquiry, this is the guy to talk to.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Agony_Empire_Rules_of_Engagement&diff=20442
Agony Empire Rules of Engagement
2013-05-26T06:30:29Z
<p>Goinggreyfast: </p>
<hr />
<div>== Current ROE ==<br />
<br />
# You must maintain a security status of -4.0 or higher.<br />
# No overt griefing<br />
# No ransoming<br />
# No high-sec ganking<br />
# While in a fleet only engage a neutral at the FC's instruction<br />
The ROE listed above were established in September 2012, shortly after Agony entered Faction War. It was necessary to replace our previous 0.0-oriented ROE because of the mechanics of FW and lowsec.<br />
<br />
== 0.0 Policies ==<br />
<br />
#In 0.0, Agony operates NASI (Not Agony Shoot It). For the purposes of this policy, anyone flying in a class or gang operated by Agony is considered to be Agony for the duration of that gang, as is anyone currently set blue to Agony. During those periods when Agony has temporary blues, this policy is equivalent to NBSI (Not Blue Shoot It).<br />
#Agony pilots have a right to respond in their own defence in any security space. This includes acting pre-emptively where it is clear that the other party is seeking to engage the Agony member.<br />
<!-- THIS SECTION IS COMMENTED OUT AND CAN BE RESTORED AT NEED<br />
== Previous ROE (NPC 0.0) ==<br />
<br />
When Agony returns to 0.0, we may revert to our previous ROE. Because of this, and for historical reasons, the previous ROE is listed below:<br />
<br><br><br />
#Agony members may not engage in general lowsec piracy, nor do we engage in suicide ganking in hisec. However, Agony pilots are free to engage any of the following in lowsec:<br />
##Any pilot who is criminally flagged (be it due to aggression, theft, or sec status) or upon whom the Agony member has kill rights.<br />
##Any pilot with negative standing to Agony.<br />
##Any pilot engaging in hostile action (either directly or indirectly) against an Agony pilot or gang member.<br />
##Any pilot in a corp known to engage in lowsec piracy, griefing, or with a history of willingness to engage Agony pilots in lowsec.<br />
#In hisec, Agony members may only engage legal targets (i.e. war targets and pilots with a criminal flag).<br />
--><br />
== PVP-University ROE ==<br />
<br />
Participants in PVP University classes and other Agony-led gangs should adhere to the current Agony ROE, with the exception of the security status requirement.<br />
<br />
*Class Peace: For the duration of Agony PvP University classes, all students are required to observe a cease fire regardless of politics with other students. This means that you '''MAY NOT FIRE''' on another student in the class whatever the circumstances (unless we explicitly tell you to). If you do, you may be podded and potentially banned for life from all Agony courses. This cease fire applies as long as the student is considered to be on the class or traveling to or from the class. '''DO NOT FIRE ON OTHER FLEET MEMBERS UNLESS SPECIFICALLY ORDERED TO DO SO BY THE FC.'''<br />
<br />
*While we generally avoid running classes in areas which Agony has allies, pilots friendly to Agony will be shot at if they engage one of our students on a course. This rule applies '''REGARDLESS OF YOUR CORP STANDING OR WAR SITUATION''' with the Agony students. For the duration of the course we protect the students as our own.<br />
<br />
*Students in Agony PvP University classes may encounter, from time to time, people that are set blue by the student's corp. That student is advised to not fire on the blue target but be advised that the rest of the fleet will not hold fire. Targets of these gangs should keep in mind that our fleet is a mixed corporation fleet and the presence of a blue pilot of one of our pilots does not guarantee your safety. To avoid drama, students taking a PVPU course should advise their alliance or corp that they are doing so and that the class might very well fire on those friendly to that corp or alliance.<br />
<br />
== PVP Philosophy ==<br />
<br />
*With regard to blue standing, '''Agony has no interest in NAPs''' or any arrangement where standings are set to avoid hostilities. Agony '''only''' sets blue standing on a temporary basis when we will be working directly with the blue party, and where maintaining that standing will increase our opportunities to PVP.<br />
<br />
*Please note that Agony does not take PVP personally, and has no problem whatsoever with being shot at, set hostile, or otherwise engaged by you or your corporation without this having any effect on our attitude towards you or your access to Agony classes and services. We enjoy fights, and we'll actually be much more offended if you ''don't'' shoot us! Similarly if an Agony pilot engages you without provocation (which they will) this doesn't mean we don't like you, it just means we like to PVP. This is true regardless of how friendly we are with you and whether you've taken classes with us in the past. We observe the Class Peace but after that you're fair game.<br />
<br />
[[Category:Public]]</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Glepp%27s_Guide_to_Fleet_Command&diff=20432
Glepp's Guide to Fleet Command
2013-05-20T13:52:25Z
<p>Goinggreyfast: /* Learn to deal with information overload. */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University]]<br />
[[Category:PVP University/FLEET COMMAND]]<br />
[[Category:Public]]<br />
<p align="Left"><small>Original text by Glepp, 24th May 2012<br/></small></p><br />
== Introduction ==<br />
I thought I'd put some useful words down on paper, so to speak. Just some helpful hints to those who want to try out FCing. You'll note it's got nothing on tactics. More psychology. <br />
<br />
Now, Agony from time to time suffers from a rut and activity drops. Usually this is due to exams, new games, or people wanting to sit outside in the sun drinking pina coladas or whatnot. However, this is also sometimes due to our regular FCs going AFG for the same reasons. When that happens, it's a golden opportunity for new people to step up and take charge. Not everyone can FC well, but far more people can than actually think they can. The biggest problem when it comes to FCing is to actually try it out and find out if you're good at it or not, and too many people don't want to take that first step.<br />
<br />
Now, just doing it is easy to say, but harder to actually do. But getting over that hurdle is kind of the entry ticket. Let's get down to the practicals:<br />
<br />
===Start with something you like and know.===<br />
* You like to fly a ship? Cool, get more of them together and start calling the shots. Post an op with that kind of ships. You already know its capabilities and weaknesses. If you like to solo in it, FCing is not very different. You just need to get more people to do the same stuff as you do when you solo, and you can kill bigger stuff. <br />
* You like soloing in T1 frigs? Post a T1 frig gang and go out. Like nanocanes? Get some more. Kill shit. When I started FCing, I had been soloing in T1 frigs for a long time and my first gang was just that, along with some arty thrashers, just for kicks. It didn't fare exceptionally well, but we got some kills and had fun. Well, I hope the others did, I was mostly stressed and had a thundering headache after an hour and a half. But the adrenaline was awesome, and my hands shook like never before.<br />
<br />
===Learn to listen to recon reports and second guess other FCs.===<br />
* Yeah, that's right. I want you to second guess me when I FC. Just keep it to yourself! <br />
* Make a mental game of identifying when your FC is making a good or bad decision and what you would do instead. Keep doing that, and if you also get annoyed because the FC is making bad calls, you're on the right track. Just keep it to yourself until the AAR. <br />
* If you find that your second guesses are often right, then you might just have the stuff needed to be really good. If not, then practice more.<br />
<br />
===Find a way to deal with the nerves.===<br />
* Yeah, you will get nervous. My first FC, I wanted to cancel up until the last 2 minutes and then events caught me and I just got into it. That bit is important. Stop thinking and start acting is a good way to deal with it. <br />
* Another is to form the fleet, announce an XO and then go empty your nervous bowels (I always do this, btw). <br />
* A third way is to start ordering scouts about, and getting the fleet out and formed on the POS to get things rolling. <br />
* The important bit is to get over the first step and start acting. <br />
* The nerves will get better but if you're lucky they'll never go away. You need that edge and drive. I've only ever cancelled one fleet due to nerves getting the better part of me.<br />
<br />
===Learn to form mental images.===<br />
* As FC, unless you're scouting yourself in a covops alt, you're blind. <br />
* Have you ever played the game where you have to navigate a maze blindfolded and all you have to rely on is one guy telling you where to go? That's what FCing is like. You can't actually see what's going on in other systems or on other grids that the one you're at. You have to learn to form a mental picture of opposing gangs purely from what your scouts tell you. <br />
* Practice this when you go on gangs with other FCs. <br />
* Practice when you're skirmishing for others. <br />
* Think about how you relay information and how that conveys a mental image to the FC.<br />
<br />
===Learn to work with scouts and skirmishers.===<br />
* The best way to do this, is to scout and skirmish yourself and learn to navigate null with confidence while relaying intel to the FC. <br />
* It's not a must but it's a good way to get into things. <br />
* Spending time on TS and talking to people, getting to know their voices also helps. <br />
* Being active and getting to know the local area well helps a lot also; not having to think "where am I" in relation to the rest of the region reduces your stress level that much more.<br />
<br />
===Learn to deal with information overload.===<br />
* Information overload is what happens when more intel comes in than you are able to process. This gets better with experience, as your ability to process intel reports improves. However, learning some basic techniques helps a lot. <br />
* One thing I do is to quickly filter out stuff that's more than five systems away as irrelevant if we're busy. <br />
* I also often tell scouts not to report stuff that's not a easily available target or threat I need to know about right now. It's ok to give that feedback to your scouts, especially when there's a lot going on. You can usually trust people in Agony to speak up when there's some danger you're obviously not aware of. <br />
* Another trick is to get the gang safe until you've got your head above water again. Just recognize when it's happening and that it needs to be dealt with and don't get stressed out. <br />
* If push comes to shove, you can always dock the gang up or log it off or tell someone else to take over. Just tell people you've got Information Overload and own up to it. We're benign in here.<br />
<br />
===Learn to deal with loss===<br />
* Hey, you just got the gang wiped? Feel like a failure? Got a lump in your tummy? Sucks, don't it? Yeah, I feel like that when a fleet goes badly. Always have, always will. It's what gives me the drive to succeed and the desire to log back in. <br />
* This is Eve. Losses actually mean something. No other game I know makes me feel like that. The feeling when you succeed is equally great. Remember that. <br />
* Now, you just need to shake it off and get back up on the horse. Step away from the computer or don't. Go outside and do something fun, or just take another gang out straight away. There's no correct way to do it, we're all different. <br />
* Just don't take it to harshly. If you haven't wiped a fleet due to some silly mistake, then you're not a proper FC yet. I've taken gangs out where I decided to get us all killed just to learn to deal with it. As can you. People don't mind.<br />
<br />
===Fight off indecision.===<br />
* ''Indecision is your worst enemy as FC.'' Doing nothing is often worse than getting everyone killed. Indecision breeds on itself and multiplies, robbing you of initiative. <br />
* Best way I can think of is to just make a gut call and decide to roll with it. Let one decision take the other and pretty soon, you've gotten over it.<br />
<br />
Well, that's all I can think of right now. I'll add more as it pops into my head. Thanks for reading.</div>
Goinggreyfast
https://wiki.agony-unleashed.com/index.php?title=Glepp%27s_Guide_to_Fleet_Command&diff=20431
Glepp's Guide to Fleet Command
2013-05-20T13:51:11Z
<p>Goinggreyfast: /* Learn to deal with information overload. */</p>
<hr />
<div>[[Category:Agony]]<br />
[[Category:PVP University]]<br />
[[Category:PVP University/FLEET COMMAND]]<br />
[[Category:Public]]<br />
<p align="Left"><small>Original text by Glepp, 24th May 2012<br/></small></p><br />
== Introduction ==<br />
I thought I'd put some useful words down on paper, so to speak. Just some helpful hints to those who want to try out FCing. You'll note it's got nothing on tactics. More psychology. <br />
<br />
Now, Agony from time to time suffers from a rut and activity drops. Usually this is due to exams, new games, or people wanting to sit outside in the sun drinking pina coladas or whatnot. However, this is also sometimes due to our regular FCs going AFG for the same reasons. When that happens, it's a golden opportunity for new people to step up and take charge. Not everyone can FC well, but far more people can than actually think they can. The biggest problem when it comes to FCing is to actually try it out and find out if you're good at it or not, and too many people don't want to take that first step.<br />
<br />
Now, just doing it is easy to say, but harder to actually do. But getting over that hurdle is kind of the entry ticket. Let's get down to the practicals:<br />
<br />
===Start with something you like and know.===<br />
* You like to fly a ship? Cool, get more of them together and start calling the shots. Post an op with that kind of ships. You already know its capabilities and weaknesses. If you like to solo in it, FCing is not very different. You just need to get more people to do the same stuff as you do when you solo, and you can kill bigger stuff. <br />
* You like soloing in T1 frigs? Post a T1 frig gang and go out. Like nanocanes? Get some more. Kill shit. When I started FCing, I had been soloing in T1 frigs for a long time and my first gang was just that, along with some arty thrashers, just for kicks. It didn't fare exceptionally well, but we got some kills and had fun. Well, I hope the others did, I was mostly stressed and had a thundering headache after an hour and a half. But the adrenaline was awesome, and my hands shook like never before.<br />
<br />
===Learn to listen to recon reports and second guess other FCs.===<br />
* Yeah, that's right. I want you to second guess me when I FC. Just keep it to yourself! <br />
* Make a mental game of identifying when your FC is making a good or bad decision and what you would do instead. Keep doing that, and if you also get annoyed because the FC is making bad calls, you're on the right track. Just keep it to yourself until the AAR. <br />
* If you find that your second guesses are often right, then you might just have the stuff needed to be really good. If not, then practice more.<br />
<br />
===Find a way to deal with the nerves.===<br />
* Yeah, you will get nervous. My first FC, I wanted to cancel up until the last 2 minutes and then events caught me and I just got into it. That bit is important. Stop thinking and start acting is a good way to deal with it. <br />
* Another is to form the fleet, announce an XO and then go empty your nervous bowels (I always do this, btw). <br />
* A third way is to start ordering scouts about, and getting the fleet out and formed on the POS to get things rolling. <br />
* The important bit is to get over the first step and start acting. <br />
* The nerves will get better but if you're lucky they'll never go away. You need that edge and drive. I've only ever cancelled one fleet due to nerves getting the better part of me.<br />
<br />
===Learn to form mental images.===<br />
* As FC, unless you're scouting yourself in a covops alt, you're blind. <br />
* Have you ever played the game where you have to navigate a maze blindfolded and all you have to rely on is one guy telling you where to go? That's what FCing is like. You can't actually see what's going on in other systems or on other grids that the one you're at. You have to learn to form a mental picture of opposing gangs purely from what your scouts tell you. <br />
* Practice this when you go on gangs with other FCs. <br />
* Practice when you're skirmishing for others. <br />
* Think about how you relay information and how that conveys a mental image to the FC.<br />
<br />
===Learn to work with scouts and skirmishers.===<br />
* The best way to do this, is to scout and skirmish yourself and learn to navigate null with confidence while relaying intel to the FC. <br />
* It's not a must but it's a good way to get into things. <br />
* Spending time on TS and talking to people, getting to know their voices also helps. <br />
* Being active and getting to know the local area well helps a lot also; not having to think "where am I" in relation to the rest of the region reduces your stress level that much more.<br />
<br />
===Learn to deal with information overload.===<br />
* Information overload is what happens when more intel comes in than you are able to process. This gets better with experience, as your ability to process intel reports improves. However, learning some basic techniques helps a lot. <br />
* One thing I do is to quickly filter out stuff that's more than five systems away as irrelevant if we're busy. <br />
* I also often tell scouts not to report stuff that's not a easily available target or threat I need to know about right now. It's ok to give that feedback to your scouts, especially when there's a lot going on. You can usually trust people in Agony to speak up when there's some danger you're obviously not aware of. <br />
* Another trick is to get the gang safe until you've got your head above water again. Just recognize when it's happening and that it needs to be dealt with and don't get stressed out. <br />
* If push comes to shove, you can always dock the gang up or log it off or tell someone else to take over. Just tell people you've got Information Overload and own up to it. We're benign in here.<br />
<br />
'''Learn to deal with loss'''<br />
Hey, you just got the gang wiped? Feel like a failure? Got a lump in your tummy? Sucks, don't it?<br />
Yeah, I feel like that when a fleet goes badly. Always have, always will. It's what gives me the drive to succeed and the desire to log back in. This is Eve. Losses actually mean something. No other game I know makes me feel like that. The feeling when you succeed is equally great. Remember that. Now, you just need to shake it off and get back up on the horse. Step away from the computer or don't. Go outside and do something fun, or just take another gang out straight away. There's no correct way to do it, we're all different. Just don't take it to harshly. If you haven't wiped a fleet due to some silly mistake, then you're not a proper FC yet. I've taken gangs out where i decided to get us all killed just to learn to deal with it. As can you. People don't mind.<br />
<br />
===Fight off indecision.===<br />
* ''Indecision is your worst enemy as FC.'' Doing nothing is often worse than getting everyone killed. Indecision breeds on itself and multiplies, robbing you of initiative. <br />
* Best way I can think of is to just make a gut call and decide to roll with it. Let one decision take the other and pretty soon, you've gotten over it.<br />
<br />
Well, that's all I can think of right now. I'll add more as it pops into my head. Thanks for reading.</div>
Goinggreyfast