Difference between revisions of "Learning to FC"

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=The Sophomore=
 
=The Sophomore=
 
===Summary===
 
===Summary===
 +
Things are starting to make sense, you're no longer nervous taking out a gang, and you think you're on the right path.  There's still plenty you don't know, but you at least have a good handle on what it is you don't know.
 
===Symptoms===
 
===Symptoms===
 
* You feel pretty comfortable flying a fleet around - Sometimes in the heat of a battle you still feel overwhelmed, but generally you don't have a problem navigating a fleet around and keeping track of your scouts and skirmishers.
 
* You feel pretty comfortable flying a fleet around - Sometimes in the heat of a battle you still feel overwhelmed, but generally you don't have a problem navigating a fleet around and keeping track of your scouts and skirmishers.
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===Summary===
 
===Summary===
 
===Symptoms===
 
===Symptoms===
 +
* You don't get overwhelmed - Navigating a fleet around in second nature, and even in an intense battle you can keep your wits about you.  You might not always make the best decision, but you never freeze up.
 +
* You understand fleet tactics - You probably have a particular fleet style you enjoy the most, and you know it pretty damn well.  You're good at getting fights on your terms, and you don't tend to fall for traps.
 +
* You bring the rights ships for the job - When you see a T2 ship you don't see the price tag, you see the role it will serve in your fleet.  When forming up you know what you need, and you know how you'll use it.
 
===Things to Work On===
 
===Things to Work On===
  
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===Summary===
 
===Summary===
 
===Symptoms===
 
===Symptoms===
 +
* You run on instinct - Processing intel should just happen naturally as reports come in.  You can easily keep a picture of everything happening around you in your head.  When you see a fleet on your overview you immediately know who you want to call primary first.
 +
* You really understand fleet tactics - While you might have a favorite tactic, you can switch between different styles of fleets without too much trouble, and maybe even come up with some of your own strategies.  You find that you're rarely surprised, and most decisions are a matter of a calculated risk rather than a leap of faith.  Given a particular enemy gang you can quickly decide how to counter it and get people formed up in the right composition.
 +
* You think outside the box - You know what ships are right for what, but you can also be creative.  Whether it be tweaking fittings or tweaking fleet composition, you experiment and come up with ideas outside of typical fleet doctrines.  Sometimes it works, sometimes it doesn't, but you generally come up with good ideas.
 
===Things to Work On===
 
===Things to Work On===

Revision as of 23:46, 21 November 2011

Original text by Bamar

The Noob

Summary

The beginning, we've all been here. You don't really know anything about anything. You've tried to read up on things a bit, and you think you have a vague idea about how to FC from observing others. Really though you're not really sure what to expect, and you're pretty sure you'll make a huge mess of everything.

Symptoms

  • Just running a fleet is overwhelming - Dealing with incoming intel reports feels like drinking from a fire hose, and the fire hose is winning. You regularly feel like there's too much information, too many choices, and not enough time.
  • You don't have a very good grasp of fleet concepts - Sure, you might know generally about some different types of fleets, but when it comes down to actually fighting them you're not really sure how to go about it. You tend to default to charging right on in against most fleets.
  • You get nervous taking out anything expensive - You probably feel self-conscious about your abilities and get nervous when someone brings out a shiny ship into one of your fleets. Given the choice you'd prefer just flying a T1 cruiser swarm all the time.

Things to Work On

The Sophomore

Summary

Things are starting to make sense, you're no longer nervous taking out a gang, and you think you're on the right path. There's still plenty you don't know, but you at least have a good handle on what it is you don't know.

Symptoms

  • You feel pretty comfortable flying a fleet around - Sometimes in the heat of a battle you still feel overwhelmed, but generally you don't have a problem navigating a fleet around and keeping track of your scouts and skirmishers.
  • Fleet combat is starting to make sense - You're starting to understand some of the tactical decisions more advanced FCs make. You still might not be an expert on any particular tactic, but you're starting to see the differences between general fleet types, and starting to understand how to maneuver your fleet to take advantage of strengths and weaknesses of your opponents. You might still get surprised now and then, but generally you know how to react when you see your scanner fill up with drakes.
  • You're starting to like having expensive ships in your fleet - Yes you might still feel bad when they get blown up, but you're starting to recognize how useful specialized T2 ships can be in a fleet. You're getting to the point where there are certain ships you'll ask for when forming up, and have some preference for how to arrange your fleet setup.

Things to Work On

The FC

Summary

Symptoms

  • You don't get overwhelmed - Navigating a fleet around in second nature, and even in an intense battle you can keep your wits about you. You might not always make the best decision, but you never freeze up.
  • You understand fleet tactics - You probably have a particular fleet style you enjoy the most, and you know it pretty damn well. You're good at getting fights on your terms, and you don't tend to fall for traps.
  • You bring the rights ships for the job - When you see a T2 ship you don't see the price tag, you see the role it will serve in your fleet. When forming up you know what you need, and you know how you'll use it.

Things to Work On

The Expert

Summary

Symptoms

  • You run on instinct - Processing intel should just happen naturally as reports come in. You can easily keep a picture of everything happening around you in your head. When you see a fleet on your overview you immediately know who you want to call primary first.
  • You really understand fleet tactics - While you might have a favorite tactic, you can switch between different styles of fleets without too much trouble, and maybe even come up with some of your own strategies. You find that you're rarely surprised, and most decisions are a matter of a calculated risk rather than a leap of faith. Given a particular enemy gang you can quickly decide how to counter it and get people formed up in the right composition.
  • You think outside the box - You know what ships are right for what, but you can also be creative. Whether it be tweaking fittings or tweaking fleet composition, you experiment and come up with ideas outside of typical fleet doctrines. Sometimes it works, sometimes it doesn't, but you generally come up with good ideas.

Things to Work On