Sign in to follow this  
Warp To Me

Logi Rookie Guide

Recommended Posts

Warp To Me Logi Rookie Guide


See our Fittings Webpage for current Logistics fits.

Once you have a ship, please read our general Rookie Guide.


history-min.png

Fleet MOTD

The Fleet MOTD contains important Information.

At the bottom of the MOTD are the Fleet Roles. The pilots assigned to these roles are linked so they can be easily added to the Watchlist. Ensure you have the FC and the Booster on your Watchlist. 

  • Warp only to the FC if separated from the Fleet
  • Orbit the Booster at 10km with afterburner on
    • Exception:  For TCRC, burn towards tower and only orbit Booster after FC instructs

 

 

 

 


Watch List

 

As a Logi pilot, you should make use of your watch list, as it is a quick reference for locking, orbiting, or watching members. To add members to your watch list, right-click on their name, go to Fleet > Add to Watch List.

You should add the following pilots to your watch list.

Basi Pilots

  • Booster
  • DDD (if you have light drones)
  • FC
  • Newbros / Aggro Magnets

Scimi Pilots

  • Pilots you are giving RTCs to
  • Booster
  • DDD pilots (All links should be going to the DDD / DDD2)
  • FC
  • Newbros / Aggro Magnets

Entering Site

Logi ships should try to avoid taking the initial aggro to reduce their risk of death. This means that you should be aligned but wait until you see a few battleships in warp before you activate the gate yourself. You do not want to be the only target on an otherwise empty grid with no backup.

Upon entering a site, there is a pattern that you should follow:

  1. Orbit the Booster with your Afterburner on (this stays on at all times)
    1. Exception: For the TCRC site, first burn to within 30km of the Tower when you land on grid. Only anchor on Booster when FC explicitly instructs
  2. Lock up the Pilot you need to be linking (Scimi)
  3. Lock up all Shield Broadcasts
  4. Apply staggered reps to pilot taking aggro

Orbit the Booster

Once you land in site, get moving! In the TPPH and NRF, right click the Booster in your watch list and select Orbit > 10km. In the TCRC, burn directly towards the Tower and only anchor on your Booster after FC specifically instructs you to.  Always ensure you are orbiting the Booster with your Afterburner on. This will ensure that you are in the right spot as the Booster will take you where you need to go, and having the AB on will ensure your speed stays up so you can maintain your speed tank.

Lock up your link buddies

Once you have landed and have set your orbit around the Booster, lock your Link buddy and give tracking links (Scimi). These tasks need to be done each time you land in a room.

history-min.pngLock up all Shield Broadcasts

It is imperative that you lock all shield broadcasts every single time. The broadcasts will appear in the broadcast history window and can be color coded (as shown in the example image). A simple way to lock is hold down your lock hotkey and click on the broadcasts. 

Apply Reps

In normal circumstances, you will lock up the person taking damage and give them 2 shield reppers. Try to stagger your reppers by about a second. This will ensure a steady stream of reps landing on the target. If Target is dropping past 50% shield, apply a third rep and then the Fourth when they drop below 25% shield. Remove the 3rd/4th reps as soon as the target has stabilized. 

Applying more reps than needed will cause you (the logi) to get aggro. 

Be ready to switch the reppers off of one target onto the next once the aggro switches. Always try to have a repper in reserve for this aggro switch. 

Remote Capacitor Transmitters

Also referred to as "Combat Caps"

Basilisks will lock all Capacitor broadcasts as well, and apply both cap transmitters for 3 cycles and then move on to the next broadcast. If there is an Outuni Mesen on grid, the cap broadcast of the Outuni target is top priority and All combat caps go to that pilot.

If there are very few cap broadcasts, pick random T1 battleships like hyperions, or marauders out of bastion, and top them up proactively.

 


Site Details

TPPH - 3 rooms. First room has an Outuni (Neuts). Second Room has low DPS. Third Room has 3 waves. Second wave has High DPS and Deltoles (Paints). Final wave has an Arnons (Jams) and Outunis (Neuts).

Logi Should not be orbiting in the first 2 rooms of TPPH, just burn directly for the Gate. 

NRF - Multiple waves. Relatively low DPS throughout until the final wave. Final wave has 1-3 Outunis and 1-3 Deltoles. Heavy Neuts and Paint with a very hard switch.

Logi Should be prepared for both initial aggro and then the switch at 60s for each wave.

TCRC Very High DPS at the start of the site, including Outunis (Neut) and Deltoles (Paint). The Outuni victim will need cap immediately, and afterwards, Deltole victim will need cap. The Delotes will hard switch onto a new target shortly after the Outunis are killed. Deltole Target Painters are very dangerous when applied to Logi. At the end of the site, Logi stay behind with FC until all other Battleships are off grid and FC will call for Logi to warp.


Additional Logi Tactics

There are times in which everything does not go according to plan. We expect our logi to be able to quickly adjust and correct any such circumstances.

Too Many Targets

There will be times when more people will broadcast than can be locked up at once. If you are out of available locks and a new broadcast appears, unlock pilots who are not taking damage for the new broadcasts. 

Remember that aggro does not carry over between waves, so if all Sansha are killed you may unlock/stop repping everyone.  

No Broadcasts

Pilots will fail to notice they are being shot, we expect out logi to learn to catch/save these pilots even without the broadcast. Practice, watching the direction of the Sansha Lasers, Scram Notifications and your watchlist in order to identify these pilots. Once you find them, Start Locking them and Broadcast/Voice who the pilot is for the other logi. 

Overheating

Occasionally, more repping power than is available is needed to save a pilot (normally in the case of a late broadcast). When this happens we expect our logi to be able to comfortably overheat in order to reduce their repper cycle time and save the pilot. It is suggested that you set up hotkeys to overheat your modules (default Shift + Module Activation key).

Other modules can be overheated as well. Shield Hardeners to increase Tank, Prop Mod to Increase Speed. 

When you are overheating a module, it will generate heat that damages the overheated module as well as those around it. Be careful not to let modules generate too much heat or they will burn out and become unusable. 

 

 

 

Edited by FlameTounge
Notes on combat cap usage
  • Like 7

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this