Hospital ShipsFor a while we've run remote rep BS gangs with the principle of each BS carrying one or two remote reps. Originally we used to run a few 'dedicated' hospital ships in the pack and everything else doing damage. There were good reasons for the switch:- Decentralised repping allows for longer fights (less cap drain than leaving a single hospital ship to do it all).- Originally we had only a few hospital ships like Morium Blue, who enemies eventually learned to primary.- A few hospital ships can become a target for enemy jamming.So we changed to the more common, present model. However, I think we should turn the clock back on this. I've watched videos of some of our remote rep gangs and listened to lots of first hand accounts whilst also observing it in action. The gangs do very well but quite simply, it takes quite a lot of time for rep to switch because people are having to deal with both hostile and friendly targets. In a combat situation the difficulty of getting the right modules onto the right targets should not be underestimated. Each member of an RR gang is after all:- Listening for primary, and possibly flicking between overview settings to find him- Watching the broadcast window for calls for support- Getting the offensive modules onto the primary/secondary, getting the drones onto this target- Getting defensive modules onto our primary/secondary- Monitoring rep range and proximity from the gate- Being ready to call for support if primed oneself- Calling a point on a target and establishing what needs pointing relative to the FC's requests.This is a lot to be aware of and I think specialization is the key. The hospital ships can focus only on getting onto calls for support. At present we rarely get all the remote reps onto the person who needs rep because of everything else going on. Even in large battles, it's amazing how much the 4 remote repper ships do keep up while rep gradually switches.It's amazing in Eve how much inefficiency there is; an incredible amount can be achieved simply by doing simple things right in a high-pressure situation. By specializing, the hospital ships will focus on rep, have only friendly targets locked and monitor the broadcast window and ranges. DPS boats can focus solely on doing as much damage as possible and spreading points and webs as appropriate. By DPS boat will take pride in how much damage he does to the target. The healer can take pride in either the survival of his squad, or the amount of damage taken to friendly targets before they dropped.Specific advantages of centralised repping:- Sole focus on the role; eliminates inefficiency- Ensures that rep will hit (since they have nothing else to distract them); frequently in RR gangs I see some of our targets clearly have not been remote repped at all, due to the damage numbers on them.- The hospital ship is not aggro'd; it can waste the enemy's fire by tanking as long as possible and then jumping the gate (and MWDing back). On the return it will spawn 15km off the gate but only needs to cover 50% of that with its MWD to get back in rep range.- More rep. There is no way that 4 busy people with 1 remote rep each will rep as reliably as a dedicated hospital ship carrying 4 remote reps.- Making the 'save'. Some of my most enjoyable BS experiences have often been on Morium's screen, MWDing over to a ship in structure and repping them back. In this way the drama will hopefully offset the disappointment as missing out on killmails and FRAPS videos of 'good saves' will further help this.- Those pilots who like making life hard for themselves will adapt to regularly using one dps ship and one hospital ship on dual screens. This is very useful for 'flash gangs' because you create units of support that build on each other in 'scramble' situations. I.e. If I warp Lord and Morium to help someone under attack, and then Time and Der Mann warp in, we're both self-sufficient as can be with 2 ships and twice as good with 4 ships. The structure is inherently balanced and correct for escalation without tinkering in station.
LOW1600mm Reinforced Rolled Tungsten Plates IDamage Control II5x Capacitor Power Relay IIMEDECCM - Radar IIPhased Muon ECCM Caster ISensor Booster II, Scan ResolutionCap Recharger IIHIGH5x Large 'Solace' I Remote Bulwark ReconstructionLarge Energy Transfer Array II2x Large S95a Partial Shield TransporterRIGCapacitor Control Circuit ICapacitor Control Circuit ICapacitor Control Circuit I
ECCM ist das Gegenstück zum ECM. Wenn Du also einen für Deine Rasse passenden fittest, bist Du weniger Anfällig für ECM.
nimm mal 800er cap booster anstatt den 400ern
sehr weit.