Difference between revisions of "Remote repair concepts"

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===Hit Points, Resistances and Effective Hit Points===
 
===Hit Points, Resistances and Effective Hit Points===
  
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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.  So for example you might have 2000 HP with a 50% resist to thermal and a 25% resist to kinetic.  When fighting against a 50/50 Thermal/Kinetic damage dealer, the thermal damage will be reduced by half and the kinetic damage will be reduced by 25%  So in this case the your EHP will be roughly 3200 (2000 / ((1-.5)/2 + (1-.25)/2)) [more generically your EHP is your HP divided by the sum of ((1-damage resist) * damage ratio) for each damage type].  Against a thermal / EM dealer your EHP will only be roughly 2667.
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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.
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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.
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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.
  
 
===Remote Energy Transfer===
 
===Remote Energy Transfer===

Revision as of 17:34, 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

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. So for example you might have 2000 HP with a 50% resist to thermal and a 25% resist to kinetic. When fighting against a 50/50 Thermal/Kinetic damage dealer, the thermal damage will be reduced by half and the kinetic damage will be reduced by 25% So in this case the your EHP will be roughly 3200 (2000 / ((1-.5)/2 + (1-.25)/2)) [more generically your EHP is your HP divided by the sum of ((1-damage resist) * damage ratio) for each damage type]. Against a thermal / EM dealer your EHP will only be roughly 2667.

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.

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.

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.

Remote Energy Transfer

Module cycling and staggering

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.

Cap(acitor) management

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 Fleets, ships and fittings using remote repair) 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.

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.

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).

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

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. As a remote repair pilot, you will need to keep the fleet history tab from the fleet window open, this lists the history of all broadcasts made in fleet, in addition it allows you to right click on a broadcast to target a fleet member. As a pilot in a remote repair fleet, you should be aware of where you are broadcasting messages (this may vary between corporations and FCs, but typically you will want it to broadcast to the whole fleet) and make sure to have keys mapped to vital broadcasts like, 'oh crap I need armor', or 'there goes my shields' (broadcast for armor and broadcast for shields).

Damage: sustained DPS vs volley damage

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.

Summary

  • Some important stuff here