Difference between revisions of "Remote repair concepts"

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(Remote hull repair)
(Target locking)
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===Target locking===
 
===Target locking===
* scan resolution and signature radius: how fast you can lock
+
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.
* sensor strength: how hard it is to jam you
+
 
* lock range: how far away you can lock a target
+
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.
* lock slots: how many targets you can have locked at the same time
+
  
 
===Fleet broadcasts===
 
===Fleet broadcasts===

Revision as of 16:32, 21 April 2011

Introduction

This article is part of the PVP Remote Repair 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.

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.

Remote repair 101

Remote repair is a mechanic in EVE where one ship repairs another. Since there are three levels of tank on a ship, we will look at remote repair for each of these tank levels and examine the specifics of each form.

Shield Transporters

When remote repairing shields, the modules used are referred to by the game as Shield Transporters (example: Shield Transporter II). Despite the name and description, shield transporters do not actually remove any shields or shield regeneration from your own ship.

Modules

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. Within the sub-capital size categories, there are six non-faction module types:

Tech 1
  • Shield Transporter I (meta 0)
  • Asymmetric Barrier Transpositioner I (meta 1)
  • Murky Shield Screen Transmitter I (meta 2)
  • 'Atonement' I Ward Projector (meta 3)
  • S95a Partial Shield Transporter (meta 4)
Tech 2
  • Shield Transporter II

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.

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.

Capital

There are also two capital modules:

The meta 2 variant decreases CPU and provides greater range and repair amount while keeping a 75k power requirement and a 5s cycle time.

Remote Armor Repair Systems

The armor remote repair module is referred to as Remote Armor Repair Systems (example Armor Repair System II).

Modules

Similarly, the Remote Armor Repair Systems are broken into four size categories (Small, Medium, Large, Capital). Within the small, medium and large size group there are these variants:

Tech1
  • Remote Armor Repair System I (meta 0)
  • I-ax Regenerative Projector (meta 1)
  • Coaxial Regenerative Projector (meta 2)
  • 'Arup' I Remote Bulwark Reconstruction (meta 3)
  • 'Solace' I Remote Bulwark Reconstruction (meta 4)
Tech 2
  • Remote Armor Repair System II

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.

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.

Capital

There are also two capital modules:

The meta 2 variant decreases CPU and provides greater range and repair amount while keeping a 150k power requirement and a 5s cycle time.

Remote Hull Repair Systems

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 bonus to remote hull repair.

Modules

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.

Remote repair concepts

These terms are specific to remote repair, although some are also relevant to local repair.

Remote repair buffer

Define term

'Landing a rep (cycle)'

Define term

'Overrepping'

Define term

Remote repair capacity

Define repair capacity

  • Peak
  • Sustained

Remote repair related concepts

Here are some general EVE concepts that are relevant to remote repair.

Hit Points, Resistances and Effective Hit Points

Remote Energy Transfer

Module cycling and staggering

  • cycle time
  • staggering

Cap(acitor) management

Describe the term

Target locking

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.

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.

Fleet broadcasts

Damage: sustained DPS vs volley damage

Remote repair types compared

Summary

  • Some important stuff here