Difference between revisions of "Remote repair concepts"

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* lock slots: how many targets you can have locked at the same time
 
* lock slots: how many targets you can have locked at the same time
  
===Broadcasts===
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===Fleet broadcasts===
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===Damage: sustained DPS vs volley damage===
  
  
 
==Remote repair types compared==
 
==Remote repair types compared==
====Remote repair types compared====
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Revision as of 19:02, 9 February 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.

Remote shield transfer

Something about remote shield transfer here.

Modules

Remote armor repair

Something about remote armor repair here.

Modules

Remote hull repair

Something about remote hull repair here.

Modules

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

  • scan resolution and signature radius: how fast you can lock
  • sensor strength: how hard it is to jam you
  • lock range: how far away you can lock a target
  • lock slots: how many targets you can have locked at the same time

Fleet broadcasts

Damage: sustained DPS vs volley damage

Remote repair types compared

Summary

  • Some important stuff here