Logical Logistics


After out last episode of CZ, we had a polite but firm reply on Twitter from Bronya Boga suggesting Jeg and I were all sorts of wrong. Rather than try and cram an explanation into a series of 140 character tweets, I suggested he put together a blog post explaining in detail exactly what we had got wrong. And here is the result…

Disclaimer: English is my third language and so I apologize if I made mistakes writing this piece. I did my best to create a well written article for you capsuleers to read and enjoy.

First off, I would like to start by introducing myself as to show a bit of credibility and understanding of the game. I started two days before Dominion expansion came out, since then I have done High sec wars, RvB, low sec pirating, Faction Warfare(under the old mechanics), Null Sec warfare, Missioning, Incursions, and currently I live in a C4 wormhole. Basically almost everything combat. With that in mind when I look at changes that the game gets I always look at it from all those perspectives, because lets admit it, we all play a different kind of EVE.


After the latest podcast that was released be Xander and Jeg, I got on twitter and I pointed out to them how wrong they were about the new logistics frigates and they kindly told me to give a write up of my own assessment. First thing I would like to address, is what jeg mentioned as, Logistics being very hectic and you sometimes wouldn’t have time to react to broadcasts, and if we talk about Null Sec large fleet fights then I would agree certain fights don’t always leave much time to react especially when alpha fleets are involved. However when you think about it, you wont ever see these Logistics frigates being used in more then 50 man fleets, most frigate fleets don’t exceed the 40’s, even in RvB. To support my claim about these new logistics frigates we will look at three main points.




  • HP repair amount



  • Optimal Range



  • Average locking speed of (scan ressig radius)



HP Repair

First thing we will look at is the Small Remote Armor Repair System and the Small Shield Transporter. For the sake of simplifying the math I will use the T1 meta 0 variants, that is because they both give out exactly 80 HP armor and shield respectively. Each of the new logi frigates get 10% bonus to repairboost amount which would add up to 50% when you have your racial frigate to 5. So to see our total repairtransfer amount you can get out of these new logistics ships we will use the formula

Rep amount+(Rep amount*50%)=Total rep from 1 module.


These new ships can fit 3 modules so multiple that by 3 and you get 360. Even with a well tanked punisher fit, with one 200mm plate and one trimark, you have 1581 armor HP points. One cycle from one of these logistics ships and you repair a bit over a fifth of the total HP, and that is with the meta 0 modules. Imagine what you could do with 5 or 6 of these. These frigates WILL make frigate and destroyer fleets much more viable roaming gang.


Optimal range and velocity

With the meta 0 variant repair module you have 20km range and this tops off at 24km with the T2 variant. This is enough range for any frigate gang, even after jumping through a gate you will more then likely be in range or very close to anyone that starts getting shot.

Now in addition to that the other concern that kind of relates to this, is velocity. The ability of these ships to keep up with the fleet, the base velocity for most of these is they same as the tier 4 frigates (called combat now?). Making clear that keeping up with a fleet, will not be as hard as people think. And while on the subject of velocity when considering the tank of battleships no one ever bothers with angulars, however when flying frigates it is essential to know how to fly these ships to reduce incoming damage.

Locking speed

Now the other concern was that these frigate wont have time to lock other and I don’t think I need to explain why a frigate could lock another frigate in time to throw reps on it. but for you unsure if you look at the base scan resolution of the new inquisitor you will see it is 700, which means that on the average frig, with 40 signature radius, you will lock it in 3 seconds. Incorporating skills into it and its 2.4 seconds. Considering frigates use afterburners and microwarpdrives, bringing the signature radius significantly up and bringing the average locking time to 1.6 seconds. Now please take all of these numbers as an average and they will of course vary between ships but not to a too big of a degree to matter.

These new frigates are a great idea, they are not only a good learning platform for rookie pilots to get into logistics, which was missing for a long time, in addition they will let frigate and destroyer gangs have more flexibility on who they engage and who knows maybe we will see more small gangs flying around.

As a last plug-in please comment. This is my first post ever so don’t be gentle. 

Fly safe,


Tags: guest, logistics

About the author

Jeg Elsker

Jeg Elsker is the brains behind the Crossing Zebras team. While Xander may come up with all the fanciful ideas, Jeg was the dude with the technical ability to create the Crossing Zebras site and all the technical infrastructure required to go with it. On top of this, he somehow manages to temper Xander’s enthusiasm on the podcast with some tempered reason and sense