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guides:on_grid_boosting

On-Grid Boosting

At The Valhalla Project, all of our ships are designed to run without combat boosts, they only increase the safety and efficiency of our fleets. They do this by providing a boost to the attributes of our ships.

This article is aimed at giving you enough information on how to fly your boosting ship so that you maximize your effectiveness on grid. As any boosting ships on grid are going to be almost completely incapable of applying any damage to the Sansha's Nations forces it is important that they fly as effectively as possible to make up for the lost DPS incurred by reducing the number of damage ships on field. Please read this guide carefully and if you have any questions do not be afraid to ask your FC while boosting.

Getting In Fleet

To join fleet as a booster check that you meet the following conditions:

  1. You are in focus,
  2. Have a Claymore with an approved fit,
  3. Have enough Nanite Paste & Boosting Charges

If you meet the above conditions you can waitlist up with your boosting ship. Make sure you have another ship (Logi or DPS) available as FC boosters take priority and you may be asked to reship should the new FC choose to boost.

NOTE: There is only one Boosting slot in fleet and as such invites for boosting ships may be slow!

Before Un-Docking

These are the following checks that should be completed before you un-dock as the fleet booster.

Un-dock Check List

  • Your fit is acceptable,
  • You have enough Nanite Paste for any repairs you have to do due to overheat damage,
  • You have enough of the correct boosting scripts (remember you can expect to go through 300 scripts per reload, approximately one reload every 5 hours),

Current Boosting Scripts Required

Last Updated: 1st Nov 2016.

Script Name Script TypeBurst Module Required Recommended number of scripts
Active Shielding Charge Shield Shield Command Burst II 60/Per Boosting Hour
Shield Extension Charge Shield Shield Command Burst II 60/Per Boosting Hour
Active Harmonizing Charge Shield Shield Command Burst II 60/Per Boosting Hour
Rapid Deployment Charge Skirmish Skirmish Command Burst II 60/Per Boosting Hour

While in Fleet

This section is the most important part, it outlines your role and provides you with the basic information you need before you boost for us.

Anchoring Positions

You should at all times make sure you are in the correct place, if pilots are not with in the range of your bursts when they go activate they will not receive the boost and could then be vulnerable to incoming damage, or at a minimum be less efficient than the rest of the fleet.

  • Booster anchors 55km directly forward from beacon in NRF
  • And then slowboats 10km parallel to the fleets burn for the final anchor
  • In a TCRC, Anchors 60km towards MTAC factory on TCRC and remain there for the entire site until completion.
  • First two rooms of TPPH make your way to the middle of the room immediately then halt until the room is nearing completion
  • then 55km from beacon towards the first VVV position in the final room

Please note the following:

  • Keep an eye to make sure that Vindicators and logi are with in the effect radius of your burst modules - If logi, or multiple DPS are out of range, you should notify the FC immediately.
  • If you believe you are going to run out of changes before you will be leaving fleet, let your FC know so you can restock at a safe moment such as a TPPH tower bash. The scripts are cheap and small, so in an ideal world you should carry as many as you can so your not likely to run out.

Commonly Asked Questions

When do I give my boosts? A. In a common fleet the FC may not ask you to do anything special during the running of TPPH and NRF's but you will be asked by the FC to hold your command burst until the fleet is settled onto a gate and is ready to take it on occasion, this is typically only done on TCRC's or if the FC is a Training FC and is being tested on his knowledge of fleet safety.

Do I have any role to perform as the claymore? A. Yes! It is highly recommended that you indulge in doing something like AAA or TTT if the FC allows for you to not die of boredom

What do I target paint? A. You are welcome to target paint whatever you like, the priority targets are the sniper targets A-I, closely followed by those the HHH and SSS are shooting. The argument being the improvement of the drone's tracking due to the enlarged signature radius of the targets being shot, the HHH and SSS therefore finishing their duty first and then being able to bring the heavy drones to assist the DPS or Snipers, while this can also be said about snipers since they are able to fire upon all of the targets ongrid it is just a matter of them finishing their targets.

Site Specific Considerations

TCRC

  • The TCRC has a high amount of DPS on field, and during a Preloaded site entry this should all be focused on one pilot. Please make sure that you activate your burst modules before the meat-shield takes the gate if at all possible.
  • During the TCRC tower bash, the Sansha rats will focus their DPS heavily on a individual pilots, please make sure you are positioned so that the DPS, Sniper and Logi Squads are all within your optimal.

NRF

  • The last wave depending on the size of the spawn puts out more DPS than a TCRC, make sure you are over 25km away from the Outuni spawn point, to avoid being neuted out.
  • Please also check that the majority of the Vindicators are in range after everyone has anchored for the final spawn.

TPPH

  • During the first two rooms, give off a burst (if possible) on the becon then burn directly to the acceleration gate.
  • During the final room please try and keep the fleet in range as much as possible, however the priority is the Logi Squad.

Kundalini Manifest

  • The entry of this site is preformed like the TCRC, due to the likely presents of Fighter Bombers, the incoming damage to the meat shield is extremely hazardous. Please (where possible) ensure the fleet gets a burst before the meat-shield takes the gate.
  • Please position yourself between the logi and DPS so that the fleet gets boosts, if possible try and cover the becon as well, but the logi and DPS attacking the Mother ship are the top priority.

Thank-you for helping your your fleet, remember that FC boosters will take priority so have a ship available so you can switch if an FC booster becomes available.

guides/on_grid_boosting.txt · Last modified: 2017/09/18 13:22 by Doras