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Force Nomad Piecemaker Doctrine

I’m working through ideas for a Fleet Doctrine for Force Nomad based around the idea that it will be fully Alpha Clone friendly.

I’m trying to put it together so that there are a few ships to choose from for each Faction/Race so that any Alpha Clone regardless of their Skill Points can jump into a Fleet right away.

Unfortunately it’s turning out to be easier said than done to have a functional Doctrine that meshes all the available Alpha Clone Faction/Racial Hulls together well. Getting a brand new toon of any Faction/Race into a cheap tackle Frigate is easy but beyond that it gets much harder to have a cohesive Fleet Doctrine that includes the Destroyer and Cruiser hulls for all the Factions.

Here are my initial thoughts for the hulls for each Faction/Race

Amarr:
Crucifier
Arbitrator

Caldari:
Condor
Griffin
Corax
Blackbird
Caracal
Osprey

Gallente:
Atron
Maulus
Tristan
Celestis

Minmatar:
Breacher
Vigil
Slasher
Talwar
Bellicose
Scythe

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Fjúka Hœttr!

Virðing,
Kalam

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Venja Nyr Farmaðr

I’ve put some work into a NewBro friendly Cruiser Fleet Doctrine for Force Nomad and have come up with a Caracal that I feel is solidly NewBro friendly.

[Caracal, Piecemaker-Cadet]
Damage Control I
Ballistic Control System I
Ballistic Control System I
Nanofiber Internal Structure I

50MN Microwarpdrive I
Large Shield Extender I
Large Shield Extender I
Warp Disruptor I
Adaptive Invulnerability Field I

Rapid Light Missile Launcher I, Mjolnir Light Missile
Rapid Light Missile Launcher I, Mjolnir Light Missile
Rapid Light Missile Launcher I, Mjolnir Light Missile
Rapid Light Missile Launcher I, Mjolnir Light Missile
Rapid Light Missile Launcher I, Mjolnir Light Missile

Medium Core Defense Field Extender I
Medium Ancillary Current Router I
Medium Anti-EM Screen Reinforcer I

Warrior I x2

My criteria was to go with a full T1 fitting that way the industrial wing of Force Nomad (I’m assuming there will be one) could be producing everything that is needed to fit these ships and keep the costs down for the NewBros. The T1 Piecemaker above costs less than 20,000,000 ISK.

I’ve worked up a skill plan to get the NewBros into the Piecemaker quickly – the plan for brand new non-Caldari characters would look something like this:

  1. Caldari Frigate I
  2. Caldari Frigate II
  3. Caldari Frigate III
  4. Caldari Destroyer I
  5. Caldari Destroyer II
  6. Caldari Destroyer III
  7. Caldari Cruiser I
  8. Missile Launcher Operation II
  9. Light Missiles I
  10. Mechanics III
  11. Jury Rigging I
  12. Jury Rigging II
  13. Jury Rigging III
  14. Shield Rigging I
  15. Drones II
  16. Drones III
  17. Light Drone Operation I
  18. Shield Upgrades III

It’s 18 total skill levels which will take a brand new toon less than two days to complete. Obviously this is just the basic skills needed to fit and fly the ship – the idea would be to get them into one ASAP and get them used to flying in a Fleet. Then gear their training towards a full T2 version of the Piecemaker Caracal. Ideally Force Nomad would provide the newer pilots the necessary Skill Books to get into the Cadet version of the Piecemaker which for a non-Caldari toon would include:

  • Caldari Frigate costing 40,000 ISK
  • Caldari Destroyer costing 100,000 ISK
  • Caldari Cruiser costing 500,000 ISK
  • Light Missiles costing 20,000 ISK
  • Jury Rigging costing 60,000 ISK
  • Shield Rigging costing 100,000 ISK
  • Light Drone Operation costing 50,000 ISK

870,000 ISK per pilot, a worthwhile investment to get all of the Force Nomad pilots into a cohesive Fleet Doctrine. The T2 version of the Piecemaker Caracal will take a month plus to get into and providing a proper training plan to get the Cadets into it would also be a priority but I’ve not taken a serious look at that yet. The ship itself will look something like this:

[Caracal, Piecemaker Mk.A]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II

50MN Cold-Gas Enduring Microwarpdrive
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II
Adaptive Invulnerability Field II

Rapid Light Missile Launcher II, Caldari Navy Mjolnir Light Missile
Rapid Light Missile Launcher II, Caldari Navy Mjolnir Light Missile
Rapid Light Missile Launcher II, Caldari Navy Mjolnir Light Missile
Rapid Light Missile Launcher II, Caldari Navy Mjolnir Light Missile
Rapid Light Missile Launcher II, Caldari Navy Mjolnir Light Missile

Medium Core Defense Field Extender I
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I

Warrior II x2

Will continue to put some thoughts into the basic structure and organization of Force Nomad, maybe someday it’ll come into reality in New Eden and provide some direction and content for the NewBros.

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Fjúka Hœttr!

Virðing,
Kalam

Leita Barsmið

“engageable/engageability”

These words are not in any dictionaries but they are words used quite often in New Eden. If you’re out roaming and looking for a fight the more ‘engageable’ your ship/ships look the more likely you’ll find those fights. There are a mass of variables that come into play with ‘engageability’ and these differ depending upon what type of space your flying through; Null-Sec vs. Low-Sec vs. High-Sec.

Now I’ll preface this with a loud disclaimer: I am most definitely not an elite PvP – Hell, I’m not even close to experienced enough to make any sort of claim of being a solidly competent PvP pilot, I fuck up way too often!!!

With that said… I’d think the meta for solo, small gang and bigger fleets in Low-Sec and what would be considered ‘engageable’ is likely somewhat similar to that in High-Sec but wholly different from the meta and views on ‘engageability’ used in Null-Sec. I’ve not flown in Low-Sec much (I’m scared of gate guns) and my PvP experience in High-Sec is limited to camping and baiting gankers so I can’t really offer any wisdom for those areas of space but I have spent some time flying through Null-Sec, mostly in small gang compositions and some solo stuff.

What’s considered ‘engageable’ in Null-Sec? Well honestly it’s far too hard to answer this question as every engagement is unique and there are so many variables to consider – are you solo, in a small fleet of 5-20, medium fleet of 25-50, a large fleet of 50+, what are you flying, what have you run into, if the enemy gang is not directly engageable with what you are flying is there an option and are you wanting to go for targets of opportunity? So many things to think about… :s

As for me when I’m flying solo I’m more apt to follow the “BANZAI!!!” philosophy and just go for it 🙂

Some other, much more helpful, ‘engageability’ resources for you to peruse:

 

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Fjúka Hœttr!

Virðing,
Kalam

Gjálfrmarr Ólíkr

Fleet Doctrines… we’ve got a couple of main fitting wizards in [.FRAG] and they work together planning our doctrine fits which have been very deliberately worked through staying in line with the probability that we’ll be fighting outnumbered – which is a solid way of thinking for any sized Fleet in New Eden as if the fight plays out for any length of time it is very likely that another Fleet will join in or a bigger Fleet will be on their way.

Factors like targeting range, engagement window (ie; who/what can you effectively engage), speed, signature, engagement life span (ie; capacitor life) all play a part in the fit planning process and our fellas are incredibly adept at getting fits together that perform remarkably well – as folks are wont to say “The proof is in the pudding”.

Now while many of our doctrine hulls are the same as what [NAGA.] use the exact fittings are not and this has caused troubles during some Fleets. A couple of the bigger issues are fits in the same hulls with different engagement ranges and then we’ve got support from logi that is not cap stable and can’t keep up with the main fleet.

It’s another case of we’ll see how this plays out, hopefully the Fleet Doctrine decision makers will all get together and hammer things out…

 

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Fjúka Hœttr!

Virðing,
Kalam

Bál Lið

I’m developing a concept and Fleet Doctrine for a ‘Gate Camp Fire Team’ which I’m going to designate with the tag “Task Force Whiskey”.

The ideal Gate Camp would be set up in an actively travelled pipe system, with only a couple of gates. Scouts are deployed in each of the neighboring systems, stop or drag bubbles are set up in the Camp System and a nice fleet are ready to pounce.

Including the scouts you could run the Task Force with six or seven pilots. For the Fleet Doctrine I’m thinking something along the lines of a Dual Web Huginn, a SEBO Sivpul, and two or three heavier DPS hulls – something like the Vexor, Thorax, Omen or Stabber would work well or some Assault Frigates or some DPS orientated T3 Destroyers. The scouts could be in something as bait to try and draw some people in or maybe something cloaky to strictly provide intel on what is inbound – I’d go with whatever they feel comfortable in. This is the minimum I think I would feel comfortable with in a pipe system Gate Camp. Depending on the number of pilots available you could easily build upon this base and get coordinated Fleets guarding each gate.

I think for SOV-Warfare having a couple of these Task Forces spread across the Constellation for either a denial of access or confinement style of Gate Camp will work well.

 

– – –

Fjúka Hœttr!

Virðing,
Kalam

Margr Hervápn

I was putting some more thought towards the integration of the maneuver warfare/combined arms philosophies within EVE but more specifically within my Corporation/Alliance. The combined arms philosophy is already pretty prevalent within EVE all you need to do is take a look at the multitude of fleet doctrines out there.

Our FC’s (well… at least the two I fly with consistently for sure) embrace the maneuver warfare way of thinking fairly well now we just need to integrate some more elements of the combined arms into the mix. Things like having a Recon ship with a covert cyno along on fleets with some members ‘on call’ or a couple of torpedo/bombing ships following one jump behind would be an example of what I’m thinking for combined arms with small gang Fleets.

I think in this next rendering of SOV Warfare Gate Camps placed at strategic points within the contested Constellations can (will!) play a large role in the battle for SOV. I’ve really only taken part in one true Gate Camp operation and I had a ton of fun while doing it but I’ve been putting in some EFT warrior’ing time towards a Fleet Doctrine geared for Gate Camps and have come up with a couple of Svipul fits that I’m hoping to get out in the field. I can see either of these boats being a solid benefit to a Gate Camp Fleet, with the SEBOs in Sniper Mode they’ll be able to lock and catch pretty much anything and their Alpha damage potential is decent and will be a good complement when there’s a few other DPS heavy ships in the Gate Camp.

This first fit is named “Dominatus Nox” in ode to the “Thunder” fellas of the 3rd Battalion 11th Marines. She’s got more tank which obviously provides more survivability.

[Svipul, Dominatus Nox]
Gyrostabilizer II
Gyrostabilizer II
Damage Control II
Nanofiber Internal Structure II

Medium Shield Extender II
Limited 1MN Microwarpdrive I
Sensor Booster II, Scan Resolution Script
Warp Disruptor II

250mm Light Artillery Cannon II, Quake S
250mm Light Artillery Cannon II, Quake S
250mm Light Artillery Cannon II, Quake S
250mm Light Artillery Cannon II, Quake S
250mm Light Artillery Cannon II, Quake S
250mm Light Artillery Cannon II, Quake S
[empty high slot]

Small Core Defense Field Extender II
Small Core Defense Field Extender II
Small Core Defense Field Extender II

 

Svipul - Dominatus Nox

 

This fit is named “Steel Rain” in ode to the “Five and Dime” boys of the 5th Battalion 10th Marines. With the dual SEBOs running in Sniper Mode her Scan Res is insane, not many things should escape her!

[Svipul, Steel Rain]
Gyrostabilizer II
Gyrostabilizer II
Damage Control II
Nanofiber Internal Structure II

Limited 1MN Microwarpdrive I
Sensor Booster II, Scan Resolution Script
Warp Disruptor II
Sensor Booster II, Scan Resolution Script

280mm Howitzer Artillery II, Quake S
280mm Howitzer Artillery II, Quake S
280mm Howitzer Artillery II, Quake S
280mm Howitzer Artillery II, Quake S
280mm Howitzer Artillery II, Quake S
280mm Howitzer Artillery II, Quake S
[empty high slot]

Small Core Defense Field Extender II
Small Core Defense Field Extender II
Small Core Defense Field Purger II

 

Svipul - Steel Rain

 

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Fjúka Hœttr!

Virðing,
Kalam

Floti Lǫg

FØRCED ENTRY. has got some sharp FC’s in our ranks and they’ve designed some solid Fleet Doctrines for us to use… to stay within OpSec I won’t post any of them here.

Our Alliance leaders have started getting even more organized with sending out messages with the specific fits we use for each Doctrine and for us newer pilots some suggestions for skills to get us in them.

Being one of those newer pilots I sometimes feel pretty useless as I can’t fly most of the ships in our Fleet Doctrines but any time I’ve gone out with an Alliance Fleet the FC has always been more than willing to have me along with a ship I can fly that fits as close to the Doctrine as possible.

With the new ‘unlimited’ Training Queue I’ve got things lined up but it will take some time before I can fly all our Fleet Doctrines, just one of the many things I’m working towards skill wise.

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Fjúka Hœttr!

Virðing,
Kalam