Wing roles

When flying in a wing, do you use specific roles for each member similar to the holy trinity of RPG (Tank,Healer,DPS) at all or is it just every pilot for him/herself? What, if any, would be different roles within a wing? I've thought about making an Ambulance roll for Thargoid hunting complete with heal beams, repair limpets, and decon limpets to sit outside of the main fight to take place of jumping out to repair at a station. Does this sound feasible? What other types of roles could be used in a wing situation?
 
The stereotypical roles don't really map well onto Elite Dangerous.

1) Weapons and defences fit into entirely different slots, so generally there's no incompatibility between "tank" and "dps" - most high-end combat ships have both ridiculous DPS and even more ridiculous tankiness. There's also - because of the freeform 3D movement - very little way to get an opponent to attack your tanks first while your DPS hide behind them (and if your DPS do somehow successfully hide behind the tanks ... they, er, won't be able to shoot at the enemy).

2) Most healing is ineffective during a fight. Repair+Decon is great for between-fight repairs, certainly, but won't help much during.
Heal beams go the other way in being too effective in most scenarios - less so versus Thargoids with their heav use of phasing attacks - and don't significantly compromise the ship's role as a tank-dps because they do perfectly normal damage when fired at anyone else and beam lasers are reasonably good weapons. Generally they just make things too easy (or in PvP, unlosable for both sides)

Coordination between wing members can nevertheless be extremely effective - though versus most NPC opponents you might not notice the difference, it's crucial to get right versus another wing of players.
 
The stereotypical roles don't really map well onto Elite Dangerous.

This is quite true. I was thinking more along the lines of the following for Interceptor fights:

Wing Member 1: Primary roll = Swarm control
WIng Member 2: Primary roll = Shield and DPS to expose hearts.
Wing Member 3: Primary roll = Heart Sniper
Wing Member 4: Primary roll = Decon, hull repair, shutdown field neutralization

While these aren't the same as the trinity of MMORPG, it is along the same lines as each ship would be more powerful with a specific, set roll instead of each pilot doing it all. This example is what I've been throwing around in my head for a while but was wondering if this could translate to other encounters as well, like CZs or pirating.
 
I was in one wing battle when I was healed with healies and it was nice considering I'm the shield tank, but PvPers on the other side really hate to see that. They tend to leave in disgust when you pull the heal beams out. Roles I've seen and used:
  1. Packhounds / seekers
  2. Torp guy (very nice to have) or mines
  3. Rammer / multi role
  4. Shield tank
  5. Shield stripper, if no torp guy i.e. frag boat
  6. Grom bomber
 

Deleted member 38366

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I've always sticked to the important basics :

1) Wing Lead
Seriously, about the only mandatory item that needs to be assigned. Lead well.... leads, so the Pack should follow (to an extent * )

2) Wounded Bird Criteria
* The conditions under which other Wing Members are authorized and expected to automatically detach from Lead to assist a Wingman in distress, when feasible with quick notification.

3) Abort/Egress Criteria
* The conditions under which other Wing Members are authorized and expected to perform a controlled Egress and leave the fight - and upon command from Wing Lead the entire Wing.

4) Wing Proficiency / Risk Level
Very important for Wing Lead to consider, as to determine "how hot" the Wing can be still expected to handle engagements. Mainly affects Multi-Bogey environments, inexperienced Wing Members or those in less capable Ships likely wouldn't appreciate facing multiple Hostile Wings at a time, so I always found it extremely useful to clarify ahead of time.

After all above was cleared up, my Wings usually worked like clockwork and required virtually no Comms anymore.
That was always the best sign that everything was working at peak efficiency.
 
I've always sticked to the important basics :

1) Wing Lead
Seriously, about the only mandatory item that needs to be assigned. Lead well.... leads, so the Pack should follow (to an extent * )

2) Wounded Bird Criteria
* The conditions under which other Wing Members are authorized and expected to automatically detach from Lead to assist a Wingman in distress, when feasible with quick notification.

3) Abort/Egress Criteria
* The conditions under which other Wing Members are authorized and expected to perform a controlled Egress and leave the fight - and upon command from Wing Lead the entire Wing.

4) Wing Proficiency / Risk Level
Very important for Wing Lead to consider, as to determine "how hot" the Wing can be still expected to handle engagements. Mainly affects Multi-Bogey environments, inexperienced Wing Members or those in less capable Ships likely wouldn't appreciate facing multiple Hostile Wings at a time, so I always found it extremely useful to clarify ahead of time.

After all above was cleared up, my Wings usually worked like clockwork and required virtually no Comms anymore.
That was always the best sign that everything was working at peak efficiency.

Awesome!! This is very helpful information. Thank you!
 
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