Remote repairing BS strategy

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Contents

Introduction

Remote repairing gangs are built around the concept of using multiple repairing ships with remote repair modules to help tank vast amounts of DPS on whichever ships the enemy chooses to focus fire on. Remote repairing has two big advantages over the usual strategy of tanking yourself with a passive tank or local repairers:

  • You can tank a whole lot more on a single target.
  • The majority of the tanking capability and cap of the fleet isn't "wasted" at any given time by not needing to repair.

There are many disadvantages which make remote repairing difficult, however. Some of them include:

  • People need to agree beforehand on whether to tank primarily armor or shield.
  • Ships smaller than battleships (and logistics ships) can contribute only limited repairing capability.
  • Remote repairing modules take high slots and drone bandwidth which could sometimes be better used for damage-dealing.
  • Remote repairers on non-bonused ships have very short range; approximately 7 or 8 km depending on the named version.
  • Remote repairing ships cannot contribute to tanking when jammed or dampened.
  • Due to the delay between someone broadcasting for reps and them being locked and the reps cycling, enough firepower will overwhelm any number of RR BSes. A large (30+) BS gang or a deathstar with several gunners are examples.

The fits and techniques in this article are designed to minimize these disadvantages.

Strategy

Many ships are impractical to shield tank while still fitting somewhat indispensable utility modules like a MWD and cap injector. For the purposes of this article, we're considering remote rep gangs which center around armor tanking and remote armor repairers.

The core of a remote armor repairing gang consists of a chunk of battleships which are doing all the necessary DPS and which are all set up to tank on demand. Because remote armor repairers tend to have short range and battleships are slow, all of the friendly battleships need to stay in a rough blob of no more than 5 or 10km in size. This is easy to achieve with some attention and liberal use of the "regroup" command. As a gang member, you need to be very careful not to accidentally double-click in space and drift away from the group.

Because everyone is clumped together, everyone needs to be able to fight effectively at a similar range in order to focus fire acceptably. This is a big difficulty for remote rep gangs. If you fit for long range, tracking will make hitting close-range enemies a real pain, and if you fit for close-range you will have to concede an inability to really deal with most targets outside your optimal (unless you have spare non-battleships in your fleet for the purpose.) For the purpose of our gangs, we usually fit for medium-short range, and try to pick fights at stations, gates, or warp-ins of our choice.

Optimizing battleships for armor repairing usually means sacrificing a chunk of DPS, since high slots, drones, and possibly damage mods get dumped in favor of LRARs, Armor Maintenance Bots, and tank. To minimize this, we try to have Guardian pilots on hand (equally tanked) to do the majority of the repairing work, which they excel at. Battleships which are ill-equipped to do remote repairing can focus solely on damage and tank, while other battleships like the Dominix and Raven can use their spare slots to help repair or potentially to cap transfer.

Remote repairing means that the whole gang needs to be attentive and on task throughout a fight. If a gang member is taking significant damage, he should use the "Need Armor" broadcast to announce, and any gang member with remote repairing capability should keep a close eye on his broadcast window to see who he needs to focus on. The watch list is a great new fleet tool in Trinity to help pilots keep an eye on their gangmates' HP, but unfortunately with a maximum of 10 targets under watch it can't be relied upon completely in most gangs.

Logistics pilots and pure DPS pilots have an easier time of it than people in battleships trying to do both at once. If you are watching a half dozen targets and using NOS and guns and drones and reps all at the same time, be extremely careful that you aren't accidentally shooting your gangmates and repairing the primary. It might take a little bit of practice to keep everything sorted out if you aren't experienced; don't be afraid to go slowly and double-check what is going on.

Electronic warfare can be a real killer for your remote repairing gangs. Especially post-Trinity, we find that an ECCM is absolutely worth using a slot on in remote rep setups.

Recommended fittings

Most of these fittings are intended for people with Engineering V and Electronics V, and sometimes AWU 3 or 4. Check the setups in EFT to make sure they will work for you, and don't be afraid to tinker with them if you have a lower level of AWU or only WU IV.

If you don't have Hull Upgrades V to fit EANM IIs, try to find Adaptive Nano Plating IIs in their place; they are more effective than non-T2 EANMs.

If you intend to fit rigs, armor resistance rigs and Trimarks are generally a great addition.

If you're POS shooting and you expect smartbombs, and you have a 125m drone bay, consider bringing multiple waves of medium and light armor maintenance bots instead of one wave of heavies.

Caldari

The Scorpion and Rokh have a difficult time doing their job while maintaining a decent tank, due to lack of low slots, and it's not recommended that you use them. A Raven can do a slightly better job while retaining tons of versatility thanks to long-range weapons and plentiful midslots, but none of the Caldari battleships are well-suited to remote repairing gangs.

Raven (PvP)

High
6x Cruise Missile Launcher I or named (Note: T2 launchers fit with AWU V and best-named injector/MWD.)
2x Large Remote Armor Repairer I or named
Mid
1x 100MN Microwarpdrive I
1x Heavy Capacitor Booster II
1x Sensor Booster II (generally with scan resolution script)
1x Warp Disruptor II
1x Stasis Webifier II
1x Gravimetric ECCM
Low
1x 1600mm Reinforced Rolled Tungsten Plate I
2x Energized Adaptive Nano Membrane II
1x Damage Control II
1x Ballistic Control System II
Drones
5x Medium Armor Maintenance Bot
5x Warrior
Rigs (optional)
1x Anti-Explosive Pump I
2x Trimark Armor Pump I

Swap out the BCS II for an armor explosive hardener and the exp resist rig for a kinetic one if you want more tank and less gank. Another possibly interesting rig choice is dropping a trimark for a Remote Repair Augmentor, which makes you able to run both LRAR's for basically as long as you have cap charges.

Raven (POS shooting)

High
6x Cruise Missile Launcher I / II
2x Large Remote Armor Repairer I or named
Mid
1x Sensor Booster II (scan res)
5x Cap Recharger II
Low
1x Damage Control II
2x 1600mm Reinforced Rolled Tungsten Plate I
2x active hardeners as appropriate to POS damage type
Drones
5x Medium Armor Maintenance Bot
5x Warrior
Rigs (optional)
3x Trimark Armor Pump I

Modified with more cap and a better tank. Leans towards buffer to help people react in time, since raw repping power is not often a concern on POS ops. Use 2 EANMs if you don't know what damage type the POS is going to deal.

Gallente

Public opinion seems to agree that the Dominix and Megathron are the better options, here.

Dominix (PvP)

High
3x Heavy Nosferatu I or named
1x Medium Nosferatu I or named
2x Large Remote Armor Repairer I or named
Mid
1x 100MN Microwarpdrive II
1x Heavy Capacitor Booster II
1x Sensor Booster II (scan res)
1x Warp Disruptor II
1x Magnetometric ECCM
Low
1x 1600mm Reinforced Rolled Tungsten Plate I
2x Energized Adaptive Nano Membrane II
1x Damage Control II
1x Armor Thermic Hardener II
1x Armor Kinetic Hardener II
1x Armor Explosive Hardener II
Drones
5x Heavy Armor Maintenance Bot
5x Ogre (usually used)
Whatever spares suit you

This setup courtesy of Joe Richter.

Dominix (POS shooting)

High
5x 350mm Railgun II
1x Large Remote Armor Repairer I or named
Mid
1x Sensor Booster II (scan res)
4x Cap Recharger II
Low
2x 1600mm Reinforced Rolled Tungsten Plate I
1x Energized Adaptive Nano Membrane II
1x Damage Control II
3x active hardeners as appropriate to POS damage type (default omnitank is Thermic, Kinetic, Explosive)
Drones
10x Heavy Armor Maintenance Bot (spares in case of smartbomb)
5x Ogre

More cap, better tank, rails.

Megathron (POS Shooting)

High
7x 425mm Railgun II
1x Large 'Solace' Remote Armor Rep (or 'Arup'. 'Solace' ones cost like 9m a pop.)
Medium
1x Sensor Booster II (Scan Resolution)
3x Cap Recharger II
Low
1x Capacitor Power Relay II
3x Specific Active Hardeners II (Depending on gun setup, if unknown 1x Kin 1x Expl 1x Therm)
2x 1600mm Reinforced Rolled Tungsten Plate I
1x Damage Control II
Drones
10x Medium Armor Maintenance Bot
5x Warrior II, just in case.

Minmatar

For POS shooting purposes, the Typhoon is one of the cheapest and best RR BS to bring. 7 slot tank, large drone bay, relative cap stability, and moderate DPS make it a good choice. The Tempest is harder to fit and tank with only 6 lows, while also having a smaller drone bay. It will do more DPS, but suffers from grid issues with 1400mm artillery. The Maelstrom doesn't have enough lows to armor tank well and will require more ISK to fit. One could likely have a T1 Typhoon for RR work and a T2 tempest for fleet for what you'll be spending to make a Maelstrom viable.

Typhoon (PvP)

High
4x Cruise Missile Launcher I
2x 1200mm Artillery Cannon I
2x Large Remote Armor Repairer I or named
Mid
1x 100MN Microwarpdrive I
1x Heavy Capacitor Booster I
1x Sensor Booster II (scan res)
1x Ladar ECCM
Low
2x 1600mm Reinforced Rolled Tungsten Plate I
1x Energized Adaptive Nano Membrane II
1x Damage Control II
1x Armor Thermic Hardener II
1x Armor Kinetic Hardener II
1x Armor Explosive Hardener II
Rigs (optional)
Anti-Explosive Pump I
Remote Repair Augmentor I
Remote Repair Augmentor I
Drones
5x Heavy Armor Maintenance Bot

Fit the T2 tank if you are able on this ship, with armor comp skills at 4 you should be able to get 74/80/77/72. Swap out everything else for best named or T2 if you can fit it.

Typhoon (POS shooting)

High
4x Cruise Missile Launcher I / II
2x 1400mm Artillery Cannon I / II + 2x Large Remote Armor Repairer I
or
3x 1200mm Artillery Cannon I / II + 1x Large Remote Armor Repairer I
Mid
1x Sensor Booster II (scan res)
3x Cap Recharger II
Low
2x 1600mm Reinforced Rolled Tungsten Plate I
1x Energized Adaptive Nano Membrane II
1x Damage Control II
3x active hardeners as appropriate to POS damage type (default omnitank is Thermic, Kinetic, Explosive)
Drones
5x Heavy Armor Maintenance Bot

With one LRAR running, it runs for quite a while; the recommended setup is probably to fit two. This setup courtesy of Snowden Vel.

Tempest (POS Shooting)

High
6x 1200mm Artillery Cannon II
1x Large Remote Armor Repair System I (Named if possible for range)
1x Large/Medium Remote Hull/Shield Repair System I
Mid
4x Cap Recharger II
1x Sensor Booster II, Targeting Speed
Low
1x Damage Control II
1x Armor Thermic Hardener II
1x Armor Explosive Hardener II
1x Armor Kinetic Hardener II
2x 1600mm Reinforced Rolled Tungsten Plates
Drones
7x Medium Armor Maintenance Bots
Rigs
1x Anti-Explosive Pump I
2x Trimark Armor Pump I (optional)

To make it work with 1400mm's you'll need trimarks and fit a RCU instead of 1 plate. The Anti-Explosive Pump I rig is needed to have omni 70%-75%+ resists. Replacing the actives for 2x EANMII and a tower specific hardener (Therm for Amarr, Exp for Minmatar) is an alternative, but while you will have an easier time on EM damage and on the damage type for the active hardener you fit, it's vulnerable to two types of DD. The active option should omni tank all types of DD mostly in armor without shields (without the rig, you will need shields to survive Exp DD most likely).

Amarr

The Armageddon and Abaddon are obvious candidates. The Geddon is generally more popular here, thanks to the cap use bonus and the cheap price tag (although having only three midslots is a drawback, because the low-slot ECCM is not as powerful as one would like.)

These setups might or might not be dated with the Apoc changes. I don't think anyone has come back to add/fix potential good Apoc RR setups. Zhecao Vai 19:17, 10 April 2008 (EDT)

Armageddon (PvP)

High
7x Mega Pulse Laser I (To fit T2 lasers, plug in a PDS instead of a heat sink. If you have AWU V, you don't need the PDS, but to fit a heat sink in its place you'll need a named DC or other named gear.)
1x Large Remote Armor Repairer I or named
Mid
1x 100MN Microwarpdrive II
1x Medium Capacitor Booster II
1x Sensor Booster II (scan res)
Low
2x 1600mm Reinforced Rolled Tungsten Plate I
1x Energized Adaptive Nano Membrane II
1x Damage Control II
1x Adaptive Nano Plating II
2x Heat Sink II
1x RADAR Backup Array
Drones
5x Ogre

This setup courtesy of Habe Quiddam.

Armageddon (POS shooting)

High
7x Mega Pulse Laser I / II
1x Large Remote Armor Repairer I or named
Mid
1x Sensor Booster II (scan res)
2x Cap Recharger II
Low
2x 1600mm Reinforced Rolled Tungsten Plate I
1x Energized Adaptive Nano Membrane II
1x Damage Control II
1x Heat Sink II
3x active hardeners as appropriate to POS damage type (default omnitank is Thermic, Kinetic, Explosive)
Drones
5x Heavy Armor Maintenance Bot

Armageddon (POS shooting, alternate fit with named megapulses for more cap and DPS)

High
7x Mega Modulated Pulse Energy Beam
1x Large 'Arup' I Remote Bulwark Reconstruction
Mid
1x 100mn MWD
1x Sensor Booster II (scan res)
1x Heavy Capacitor Booster II (or electrochemical)
Low
2x 1600mm Reinforced Rolled Tungsten Plate I
2x Energized Adaptive Nano Membrane II
1x Damage Control II
2x Heat Sink II
1x Capacitor Power Relay or third heatsink or third hardener
Drones
5x Heavy Armor Maintenance Bot

Apocalypse (POS shooting)

High
7x Mega Pulse Laser II
Large I-ax Regenerative Projector
Mid
Sensor Booster II
3x Cap Recharger II
Low
Damage Control II
Armor Kinetic Hardener II
Armor Thermic Hardener II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
2x 1600mm Reinforced Rolled Tungsten Plates I
Rigs
2x Energy Collision Accelerator I
Drones
5x Medium Armor Maintenance Bot
5x Small Armor Maintenance Bot

Since the Apoc gets dual cap bonuses, it is a natural pos shooter. With Amarr BS5 you only need one cap recharger in the mids to make it cap stable. The other 2 mids can be fit with an AB, ECCM, or even LSEs. With BS4, you will need 2 cap modules. The rigs are optional, but really help the damage output. Effective hitpoints are around 120000. -- This setup brought to you by The Pigeon

Logistics ships

Having logistics ships around, especially Guardians, makes a huge difference in the DPS your gang can successfully tank, and frees up capacitor and slots for your battleships to do a better job of DPS. We use this standard Guardian setup for remote repair support. With several Guardians, each one is completely cap stable with Logistics IV while they cap transfer the others.

Note: This fitting is intended for use with multiple Guardians in gang daisy chaining cap transfers. Don't try to use it solo because your cap will vanish.

Guardian

High
4x Large Remote Armor Repairer I or named
2x Large Energy Transfer I or named
Mid
1x 10MN Afterburner II
1x Radar ECCM
Low
2x Adaptive Nano Plating II
1x Energized Adaptive Nano Membrane II
1x Damage Control II
1x Armor Thermic Hardener II
Drones
5x Light Armor Maintenance Bot
Rigs
2x Trimark Armor Pump I (Important to give the Guardians sufficient buffer.)

Armor HP implants are recommended as well; the 3% implants are very cheap.

Don't try to fly these on POS ops where there are webbing batteries.