https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Fellese+Ovaert&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T06:18:19ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Community_Content_Initiative&diff=171203Community Content Initiative2021-05-17T21:36:54Z<p>Fellese Ovaert: Updated to include the latest number of medalists on the medal page.</p>
<hr />
<div>{{eunispecific}}<br />
'''All''' members of [[EVE University]] are free to participate in the '''Cross Campus Initiative''' also known as CCI program, this also includes staff (in fact, I urge all staff to give this a go!). The CCI is currently under the Titles Department, and is administered by [[Croixant]]<br />
<br />
==Why Should I Participate?==<br />
<br />
EVE University prides itself on covering a diverse array of activities within New Eden. To provide our pilots with the best 'all around' experience, a set of communities including the campus system were put in place. These communities include the [[Highsec Campus]] (HSC), the [[Low-Sec Campus]] (LSC), the [[Nullsec Campus]] (NSC), the [[Wormhole Campus]] (WHC), the [[Averon Mining Campus]] (AMC) and [[EVE University Incursion Community]]. This helps educate unistas on the different playstyles and tactics used within each area.<br />
<br />
Regardless of which part of space you see your home as being, there is always something new to learn and always value in knowing more about these other areas that you as a pilot don't often frequent.<br />
<br />
Finally, we are all proud Unistas and we should work together regardless of community affiliation and help out our fellow bros. This is your chance to get out there and help others while at the same time filling the gaps in your own knowledge.<br />
<br />
==What The Initiative Can Offer==<br />
[[Image:CampusCross.png|right]]<br />
* Like all content this Initiative will assist towards the goals of obtaining [[Titles]]<br />
* A well rounded education on all areas of New Eden<br />
* Meet new people!<br />
* Make new friends!<br />
* The ultimate reward: a unique EVE University Medal! The Eve University Campus Cross after finishing the CCI.<br />
<br /><br />
<br /><br />
<br />
==Requirements==<br />
<br />
We expect to see the following:<br />
*Participation in at least 5 activities per community.<br />
*The 5 activities should be spread over more than 1 week per community. No more than one (1) activity per day.<br />
*At least 4 different communities visited for a combined total of 20 activities.<br />
*Coordinate 8 or more activities among at least 4 different communities.<br />
*We require you to document every participation by a forum post or by an AAR (for PVP).<br />
*All of the activities must be completed within a year; if you require additional time, contact the CCI Manager.<br />
*To reiterate, participation is the key. You may organize the activities and you also will have to participate in those activities.<br />
<br />
Please note that for activities to be valid these need to be planned ahead and posted in the calendar otherwise these activities will not count toward CCI Program progress.<br />
<br />
In addition, the actual location where the activity occurs or starts from is ''irrelevant''. The important point is which campus (or community) you are calling "Home" at the time you participate or lead said activity. For example, you lead a roam that starts at HSC and you currently live in LSC, the activity will count toward your home in LSC.<br />
<br />
To document your CCI Program participation post a summary of your activities as a new thread in the [https://forum.eveuniversity.org/viewforum.php?f=279 CCI forum] <br />
<br />
These activities can include but are not limited to:<br />
*Joining/FC'ing PvP fleets, mission fleets, or mining ops<br />
*Teaching classes around each different community<br />
*Organising events (if these are uni-wide events it is even better!)<br />
*Note that defense of our home structures and any offensive fleets against war targets HQ (with Director approval) can be counted as activities towards the Medal<br />
<br />
The required communities, along with some examples of activities that can be carried out there, are shown below. Some communities have requirements before you can join them so make sure you look them up on the wiki. If you don't meet the requirements at the start you might meet them while doing the other ones.<br />
<br />
If you decide to plan and organize an event, please make sure to follow each of the communities' rules regarding the making of an event. Use the [[#Community Contacts|Community Contacts]] for each of the communities to get more information and guidance.<br />
<br />
==Campuses==<br />
<br />
[[image:HSClogo.png|right|70px|clear]]<br />
*[[Highsec Campus]]<br />
:*Mission Running ([https://forum.eveuniversity.org/viewtopic.php?f=267&t=115891 HSC L4 Dysfuntional Fleet] is currently held every Friday at 18:30 EVE Time)<br />
:*Industry<br />
:*Asteroid & Moon Mining (and occasional Ice Mining & Gas Huffing if suitable Wormhole is explored)<br />
:*[https://forum.eveuniversity.org/viewtopic.php?p=939397#p939397 Fight Club] every Saturday at 01:00 EVE time (for Solo PvP Training)<br />
:*PvP Against Wartargets<br />
:*Combat Anomalies and Signatures<br />
:*Exploration (WHs, Relic & Data Signatures)<br />
:*PvE Fleets (for destroying Forward Operating Bases, for running Escalations)<br />
* [[Low-Sec Campus]][[image:LSCLogo2.png|right|70px|clear]]<br />
:*PvP in Faction Warfare<br />
:*Combat sites and sigs<br />
:*Exploration (WHs/Relic & Data sites)<br />
:*Mission Running<br />
* [[Nullsec Campus]][[File:NSClogo3bubblesv1.png|right|70px|clear]]<br />
:*PvP in NPC null<br />
:*Combat sites and sigs<br />
:*Exploration (WHs/Relic & Data sites)<br />
:*Mining (in the Back Pocket)<br />
:*Industry<br />
* [[Wormhole Campus]][[image:WHClogo.png|right|70px|clear]]<br />
:*PvP in wspace and nullsec through the chain (Wednesdays and Fridays are the nights for this!)<br />
:*Sleeper anoms and sites<br />
:*Exploration (WH chain/Relic & Data sites)<br />
:*Mining (Huffing a lot too!)<br />
* [[Averon Mining Campus]][[image:AMCtest.png|right|70px|clear]]<br />
:*Mining (Ore, Gas, Ice, Moon)<br />
:*Exploration (WHs/Relic, Data sites, and Combat sites)<br />
:*Mission Running<br />
:*Industry<br />
:*Combat Anomalies and Signatures<br />
:*PvE fleets (Forward Operating Bases and Escalations)<br />
* [[EVE University Incursion Community]][[File:Incursionlogo.png|right|70px|clear]]<br />
:*Join or lead the fleet ongrid (see [[Preparing_for_Incursions|preparing for incursions]] and [[Vanguard_Incursion_fits#Minimum_fits|minimum fits]])<br />
:*Scout/Picket (even new people can do this)<br />
<br />
==Community Contacts==<br />
<br />
Please contact the [[EVE_University_Management|managers and coordinators]] of the respective communities. These pilots have graciously volunteered to serve as the points of contact for their respective communities. <br />
They will provide an introduction to the community, etiquette, and the current and planned activities and/or events.<br />
<br />
==Medalists==<br />
{{main|Cross Campus Initiative Medalists}}<br />
<br />
Since the start of the Cross Campus Initiative, twenty one people have completed the CCI, and have been awarded the EVE University Campus Cross. Their dedication to this program is recognized in the Cross Campus Initiative Medalists page.<br />
<br />
==Special Thanks==<br />
The CCI was an idea of [[User:White 0rchid|White 0rchid]] when he was a uni member. He left corp before we could actually put this into practice and work out all the details. The general lines are still there but [[Rose Chanlin]] and [[Croixant]] have worked the concept further out to what it is today.</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Vulnerability&diff=170462Vulnerability2021-04-17T06:38:08Z<p>Fellese Ovaert: Fixing spelling and mentioning that exceeding the damage cap will show hits as "deflected"</p>
<hr />
<div>{{structures}}<br />
{{hatnote|Player Owned Customs Offices have their own different reinforcement mechanic. See [[Player Owned Customs Office]] for more details on that}}<br />
'''Vulnerability''' is a game mechanic used by most deployable structures to encourage large, planned fleet engagements and enable both attacking and defending groups to more effectively and fairly engage in structure warfare.<br />
<br />
* Structures cannot be affected by any form of Electronic Warfare.<br />
* The structure will limit the amount of damage it can take per second as defined by its damage cap attribute. This damage cap cannot be exceeded and dealing more damage will result in the excess damage hits being reduced or showing as zero (hits will say "deflected").<br />
* When the structure is damaged it will have 15 or 30 minute repair timer. If the repair timer reaches zero the structure will heal completely to full shields.<br />
* To pause the repair timer the structure must receive damage that is at least 10% of the damage cap after resists.<br />
* The defender chooses the time when the reinforcement ends, attacker chooses the day at which the reinforcement ends.<br />
* The ±3h variation in the reinforcement exit times will never cause the fight to "roll over" to next day. The time of shield reinforcement fight will determine the dates of armor and structure timers.<br />
* The reinforcement times are determined from the moment repair timers start. Whether the fight lasts for 20 minutes or 10 hours has no impact on the reinforcement times.<br />
* Structures can be fitted only when it has full shields. The fit '''can not''' be changed while the structure is anchoring, onlining, repairing, under attack or reinforced.<br />
<br />
While vulnerable the current status of the Citadel is shown on the damage indicator.<br />
<gallery><br />
File:Citadel3.jpg|Citadel damage indicator<br />
</gallery><br />
<br />
The outer grey/red circle shows the current damage. It has one section for shield (top), armor (lower left) and structure (lower right). In each section a dot represents 1/12th of full health. A grey dot means intact, a red dot means damaged. So in our example there are only 2 grey dots left on the lower right section, which means the Citadel has only about 17% (2 x 1/12 x 100%) hull left.<br />
<br />
The inner yellow circle shows the repair timer. In our example it has about 2/3 of the 15 mins left. One can hover with the mouse over the Citadel damage indicator and it will display how much time is left on the repair timer and whether it is running or paused.<br />
<br />
== Deployment cycle ==<br />
<br />
[[File:Upwell deployment.png]]<br />
<br />
When a structure is deployed it has only structure HP. It has no armor or shield.<br />
<br />
Immediately after deploying the structure will start to anchor and is vulnerable to attacks. At this stage the structure can be killed without any timers.<br />
<br />
The anchoring timer lasts for 15 minutes. If the structure is receiving damage more than 10% of its damage cap the anchoring timer is paused.<br />
<br />
Once the anchoring timer reaches zero the structure is reinforced and becomes unattackable.<br><br />
This reinforcement lasts for 24 hours.<br />
<br />
Once the structure comes out of reinforcement it again becomes open to attack, and once a [[Quantum_Cores|Quantum Core]] is inserted it starts a 15 minute long onlining timer. If the structure is receiving damage more than 10% of its damage cap the onlining timer is paused.<br><br />
While onlining the structure has only structure HP. It has no armor or shield and it can be destroyed without any additional timers.<br />
<br />
Once the onlining timer reaches zero the structure fully heals its structure, armor and shield HPs.<br><br />
At this point the structure is fully operational and can be fitted.<br />
<br />
== Reinforcement cycles ==<br />
<br />
The owner of the structure sets the reinforcement hour for the structure. This is used for determine when armor and hull reinforcement cycles end. Structure and hull fights will always occur at this set time ± 3 hours.<br><br />
Attackers can see the reinforcement hour by [[hacking]] the structure with a data analyzer.<br />
<br />
[[File:Upwell reinforcing.png]]<br />
<br />
The default state of an upwell structure is to be at full shield. At this state the structure is attackable.<br />
<br />
Once damage has been taken the upwell structure will begin a 15 minute repair timer that upon completion will fully repair the structure. This timer however is paused while the structure is taking damage at least 10% of its damage cap.<br><br />
Once the shields are depleted the structure is enters armor reinforced state and becomes unattackable. <br />
<br />
The armor reinforcement will last until next reinforcement hour that is at least 24 hours away with random ±3 hours jitter. In practice this means that the reinforcement will last 21-51 hours. If the structure has no online service modules (so it is in low power state) there is no armor reinforcement. Instead the armor can be immediately attacked.<br />
<br />
Once the structure comes out of armor reinforcement it will start a 15 minute repair timer that upon completion will fully repair the structure to full shield. Again the timer is paused by dealing at least 10% of the damage cap.<br><br />
Once the armor is depleted the structure enters structure reinforced state and becomes unattackable.<br />
<br />
The structure reinforcement lasts until next reinforcement hour that is at least "minimum" time away with random ±3 hours jitter. The "minimum" duration depends on the area of space: 1.5 days in wormholes, 2.5 days in low/null and 4.5 days in high. In practice the reinforcement lasts.<br />
<br />
* 2d ±6h in wormholes<br />
* 3d ±6h in low/null<br />
* 5d ±6h in high<br />
* If the structure was in low power state (no armor timer) the structure timer can be up to 12 hours shorter and the variance is ±3h.<br />
* If the structure is a War HQ, the structure timer is always 24h.<br />
<br />
Once the structure comes out of structure reinforcement it will start a 30 minute repair timer that upon completion will fully repair the structure to full shield. As you may already guess you need to deal at least 10% of the damage cap to stop the repair timer.<br />
<br />
Once the structure is depleted the upwell structure is destroyed.<br />
<br />
=== FLEX structure reinforcement cycles ===<br />
<br />
[[File:Flex reinforcing.png]]<br />
<br />
FLEX structures have fewer cycles than normal upwell structures. They have no armor timer at all. And if they do not have online services the structure timer is skipped. As a result unused FLEX structures can be killed in single attack.<br />
<br />
== See Also ==<br />
*[https://support.eveonline.com/hc/en-us/articles/208289385-Upwell-Structures-Vulnerability-States Upwell Structures Vulnerability States]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Tax&diff=170113Tax2021-04-05T18:50:55Z<p>Fellese Ovaert: Italicized the manufacturing tax formula.</p>
<hr />
<div>In New Eden there are compulsory contributions payable to either NPCs or other players. These are either added on to the cost of goods or transactions, or automatically deducted from players' income. Its impossible to avoid paying taxes all together, but there are some ways players can reduce the amount of tax they pay. There are various types of taxes.<br />
<br />
=Corporation tax=<br />
<br />
[[File:CorporationIcon.png|32px]] A player [[corporation]] can set a corporation tax on its members. This is paid automatically from the member's earning to the corporation's master wallet. Player corporations can choose to set their own tax rate, but for NPC corporations the tax rate is always 11%.<br />
<br />
Corporation tax is paid on all bounty and [[mission]] reward payouts over 100,000 ISK.<br />
<br />
It is not paid on ISK in a member's wallet, sale orders or transactions, or on the time bonus for missions.<br />
<br />
''For information on setting corporation tax rates, see [[Corporation#Forming_a_Corporation|Forming a Corporation]].''<br />
<br />
=Equipment tax=<br />
<br />
[[File:Reprocess.png|32px]] Equipment tax is paid when a player [[Reprocessing|reprocesses]] items in an NPC station. <br />
<br />
The level of the tax is based on the player's personal or corporation [[standings]] (whichever is the higher) with the NPC corporation that owns the station. The base tax rate, with no standings, is 5%. This can be reduced to 0% with the required standings (which are 6.67 standings). For this reason, it is normally beneficial for players to reprocess items in stations where they have good standings with the owner.<br />
<br />
There are several skills which can assist in increasing standings with NPCs. See [[NPC standings]] for more details.<br />
<br />
''For more information on equipment tax, see: [[Reprocessing#Equipment_Tax|Equipment Tax]]''<br />
<br />
=Maintenance tax=<br />
<br />
[[File:Icon fw.png|32px]] Players taking part in [[Factional Warfare]] are able to donate the [[LP|Loyalty Points (LP)]] they earn to upgrade the system their faction controls. However, when they do this maintenance tax is paid. <br />
<br />
Maintenance tax starts at 0% but increases in accordance with the [[Factional_Warfare#Faction_tier|faction tier]] to a maximum of 75%<br />
<br />
''For more information on system upgrades and maintenance tax see: [[Factional_Warfare#System_upgrades|System Upgrades]]''<br />
<br />
=Manufacturing tax=<br />
''(To be verified)''<br />
<br />
Manufacturing tax is calculated by ''Job Cost X Tax %'' (where tax % is set by the structure owner). For more details - see job installation cost here: [[Manufacturing#Job_installation_fee|Job Installation Cost]]<br />
<br />
=Planetary import/export tax=<br />
<br />
[[File:Planets.png|32px]] Players doing [[Planetary Interaction]] can choose to export the materials they process to a [[Player-Owned Customs Office (POCO)]], but in doing so they will incur a planetary export tax. They can also import materials for use by factory planets, which will incur a planetary import tax.<br />
<br />
The planetary import/export tax is made up of two elements. The first is a base NPC tax rate. The base NPC rate in high security space is 10%, but it can be reduced with skills training (see Customs Code Expertise below). The second element is the additional tax levied by the player corporation which owns the POCO, which can be set based on the user's standings towards that corporation. At a maximum the total tax rate could be 100%, so players are advised to check the tax rate before exporting their materials to a POCO.<br />
<br />
The skill {{sk|Customs Code Expertise}} reduces the NPC tax by 10% per level. At level V this reduces the NPC tax down to 5%. The skill does nothing if you are using POCOs that are located in null security, low security or wormhole space.<br />
<br />
''For more information on planetary import/export tax, see [[Colony_Management#Tax_Rates|Colony Management - Tax Rates]] and [[Planetary_Interaction#Base_Costs|Planetary Interaction - Base Costs]]''<br />
<br />
=Sales tax=<br />
<br />
[[File:Market.png|32px]]There are two separate taxes that are paid when items are sold on market: Transaction tax and broker fee.<br />
<br />
Sales tax is paid on market transactions. It becomes due once an item has been sold, and is paid by the seller. It is automatically deducted from the sale price before the ISK goes into the seller's wallet. It will be recorded in the player's wallet as "Transaction Tax". Sales tax is paid in addition to any [[Trade_101:_Introduction_to_Trading#How_sales_tax_and_brokers_fee_interact|brokers fees]].<br />
<br />
The base sales tax rate is 5%, but this can be reduced to 2.25% with {{sk|Accounting|V}}.<br />
<br />
It is important for [[Trade|traders]] to bear sales tax in mind, because it will be taken automatically and therefore reduce their profits. If a trader is dealing with low-margin items they will need to take sales tax into account to avoid trading at a loss.<br />
<br />
=Broker fee=<br />
<br />
[[File:Contractitemexchange.png|32px]]Broker fee is the second tax that is paid on all market transactions. This fee is paid when market sell or buy order is created with duration longer than "immediate". The fee is not returned if the market order is taken down or expires.<br />
<br />
In NPC stations broker fee starts at 5% and is reduced by {{sk|Broker Relations}} skill, the standing towards station owner faction and the standing towards station owner corporation.<br />
<br />
The equation for NPC broker fees is<ref name="brokerfee">[https://support.eveonline.com/hc/en-us/articles/203218962-Broker-Fee-and-Sales-Tax Helpdesk: Broker Fee and Sales Tax]</ref><br />
<br />
:<math> \text{Broker fee} = 5\% - 0.3\% \times \text{Broker relations level} - 0.03\% \times \text{Faction standing} - 0.02\% \times \text{Corporation standing} </math><br />
<br />
Important to note is that the broker fee is based on unmodified standings and does not take any standing skills into account.<br />
<br />
In player owned [[Upwell structures|Upwell structure]] markets the broker fee is set by the structure owner. Skills have no impact on this fee. The structure owned can set different tax rates for different standings.<br />
<br />
''For more information on sales tax, see [[Trading]].''<br />
<br />
== References ==<br />
<references /><br />
<br />
[[Category:Game mechanics]]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Tax&diff=170112Tax2021-04-05T18:49:33Z<p>Fellese Ovaert: Updated manufacturing tax based on information from the Manufacturing Wiki page</p>
<hr />
<div>In New Eden there are compulsory contributions payable to either NPCs or other players. These are either added on to the cost of goods or transactions, or automatically deducted from players' income. Its impossible to avoid paying taxes all together, but there are some ways players can reduce the amount of tax they pay. There are various types of taxes.<br />
<br />
=Corporation tax=<br />
<br />
[[File:CorporationIcon.png|32px]] A player [[corporation]] can set a corporation tax on its members. This is paid automatically from the member's earning to the corporation's master wallet. Player corporations can choose to set their own tax rate, but for NPC corporations the tax rate is always 11%.<br />
<br />
Corporation tax is paid on all bounty and [[mission]] reward payouts over 100,000 ISK.<br />
<br />
It is not paid on ISK in a member's wallet, sale orders or transactions, or on the time bonus for missions.<br />
<br />
''For information on setting corporation tax rates, see [[Corporation#Forming_a_Corporation|Forming a Corporation]].''<br />
<br />
=Equipment tax=<br />
<br />
[[File:Reprocess.png|32px]] Equipment tax is paid when a player [[Reprocessing|reprocesses]] items in an NPC station. <br />
<br />
The level of the tax is based on the player's personal or corporation [[standings]] (whichever is the higher) with the NPC corporation that owns the station. The base tax rate, with no standings, is 5%. This can be reduced to 0% with the required standings (which are 6.67 standings). For this reason, it is normally beneficial for players to reprocess items in stations where they have good standings with the owner.<br />
<br />
There are several skills which can assist in increasing standings with NPCs. See [[NPC standings]] for more details.<br />
<br />
''For more information on equipment tax, see: [[Reprocessing#Equipment_Tax|Equipment Tax]]''<br />
<br />
=Maintenance tax=<br />
<br />
[[File:Icon fw.png|32px]] Players taking part in [[Factional Warfare]] are able to donate the [[LP|Loyalty Points (LP)]] they earn to upgrade the system their faction controls. However, when they do this maintenance tax is paid. <br />
<br />
Maintenance tax starts at 0% but increases in accordance with the [[Factional_Warfare#Faction_tier|faction tier]] to a maximum of 75%<br />
<br />
''For more information on system upgrades and maintenance tax see: [[Factional_Warfare#System_upgrades|System Upgrades]]''<br />
<br />
=Manufacturing tax=<br />
''(To be verified)''<br />
<br />
Manufacturing tax is based on Job Cost X Tax % (where tax % is set by the structure owner). For more details - see job installation cost here: [[Manufacturing#Job_installation_fee|Job Installation Cost]]<br />
<br />
=Planetary import/export tax=<br />
<br />
[[File:Planets.png|32px]] Players doing [[Planetary Interaction]] can choose to export the materials they process to a [[Player-Owned Customs Office (POCO)]], but in doing so they will incur a planetary export tax. They can also import materials for use by factory planets, which will incur a planetary import tax.<br />
<br />
The planetary import/export tax is made up of two elements. The first is a base NPC tax rate. The base NPC rate in high security space is 10%, but it can be reduced with skills training (see Customs Code Expertise below). The second element is the additional tax levied by the player corporation which owns the POCO, which can be set based on the user's standings towards that corporation. At a maximum the total tax rate could be 100%, so players are advised to check the tax rate before exporting their materials to a POCO.<br />
<br />
The skill {{sk|Customs Code Expertise}} reduces the NPC tax by 10% per level. At level V this reduces the NPC tax down to 5%. The skill does nothing if you are using POCOs that are located in null security, low security or wormhole space.<br />
<br />
''For more information on planetary import/export tax, see [[Colony_Management#Tax_Rates|Colony Management - Tax Rates]] and [[Planetary_Interaction#Base_Costs|Planetary Interaction - Base Costs]]''<br />
<br />
=Sales tax=<br />
<br />
[[File:Market.png|32px]]There are two separate taxes that are paid when items are sold on market: Transaction tax and broker fee.<br />
<br />
Sales tax is paid on market transactions. It becomes due once an item has been sold, and is paid by the seller. It is automatically deducted from the sale price before the ISK goes into the seller's wallet. It will be recorded in the player's wallet as "Transaction Tax". Sales tax is paid in addition to any [[Trade_101:_Introduction_to_Trading#How_sales_tax_and_brokers_fee_interact|brokers fees]].<br />
<br />
The base sales tax rate is 5%, but this can be reduced to 2.25% with {{sk|Accounting|V}}.<br />
<br />
It is important for [[Trade|traders]] to bear sales tax in mind, because it will be taken automatically and therefore reduce their profits. If a trader is dealing with low-margin items they will need to take sales tax into account to avoid trading at a loss.<br />
<br />
=Broker fee=<br />
<br />
[[File:Contractitemexchange.png|32px]]Broker fee is the second tax that is paid on all market transactions. This fee is paid when market sell or buy order is created with duration longer than "immediate". The fee is not returned if the market order is taken down or expires.<br />
<br />
In NPC stations broker fee starts at 5% and is reduced by {{sk|Broker Relations}} skill, the standing towards station owner faction and the standing towards station owner corporation.<br />
<br />
The equation for NPC broker fees is<ref name="brokerfee">[https://support.eveonline.com/hc/en-us/articles/203218962-Broker-Fee-and-Sales-Tax Helpdesk: Broker Fee and Sales Tax]</ref><br />
<br />
:<math> \text{Broker fee} = 5\% - 0.3\% \times \text{Broker relations level} - 0.03\% \times \text{Faction standing} - 0.02\% \times \text{Corporation standing} </math><br />
<br />
Important to note is that the broker fee is based on unmodified standings and does not take any standing skills into account.<br />
<br />
In player owned [[Upwell structures|Upwell structure]] markets the broker fee is set by the structure owner. Skills have no impact on this fee. The structure owned can set different tax rates for different standings.<br />
<br />
''For more information on sales tax, see [[Trading]].''<br />
<br />
== References ==<br />
<references /><br />
<br />
[[Category:Game mechanics]]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Contracts&diff=168357Contracts2021-02-17T02:24:23Z<p>Fellese Ovaert: Further clarification on the courier contract scam.</p>
<hr />
<div>'''Contracts''' are a way of creating a formalized agreement between two entities for the transfer or transport of items and ISK. Unlike the trade window, a contract cannot be altered by the owner once it has been submitted, thus making scams much less likely (though far from impossible). Contracts may contain items not for sale on the regular regional market, such as blueprint copies or assembled/fitted ships, and in fact are the only way to sell such items outside of direct player-to-player trading.<br />
<br />
==Contract Types==<br />
===Auction Contract===<br />
[[File:ContractAuction.jpg|thumb|Auction]]<br />
If you want to sell items but not in the regional market, you can create an auction.<br><br />
After selecting the items you need to provide following information:<br />
*Starting Bid: The minimum value of ISK someone has to bid on your items.<br />
*Buyout Price(optional): The value of ISK needed for an instant buyout.<br />
*Auction Time: The number of days the contract should be available. When expiring the auction goes to the highest bid.<br />
{{clear}}<br />
===Item Exchange Contract===<br />
[[File:ContractItemExchange.jpg|thumb|Item Exchange]]<br />
A basic trade of items or ISK will use an item exchange contract. You specify the item you wish to sell or buy and the price you wish to pay or receive.<br />
*I will pay: The money you give to the player who accepts your contract.<br />
*I will get: The money the player has to give you when accepting the contract.<br />
*Expiration: The number of days the contract should be available.<br />
*Also request items from buyer: Choose items you want to get from the player who accepts your contract.<br />
====Possible Scams====<br />
Remember that members of the Ivy League are not allowed to scam anyone. Read our [[Policies|Code of Conduct]].<br><br />
*Putting the same item to sell '''and''' buy. Someone who accepts this scam will instantly give the item back. An additional buyprice is the complete profit in this scam.<br />
*Selling a bunch of items way too pricy.<br />
{|<br />
| [[File:ScamExample1.jpg|thumb|Different price in Contract]]<br />
| [[File:ScamExample2.jpg|thumb|Swapped buy and sell]]<br />
|}<br />
{{clear}}<br />
<br />
===Courier Contract===<br />
[[File:ContractCourier.jpg|thumb|Courier]]<br />
If you want to pay someone to ship items from A to B you use a Courier Contract.<br><br />
After selecting the items you need to provide following information:<br><br />
*Reward: This is the value of ISK that the hauler gets when they finish the contract correctly.<br />
*Collateral: This is the value of ISK that the hauler needs to place in escrow upon accepting the contract. If the hauler opens the package, the package is destroyed or delivery is not made within the allotted time, the contract is considered 'failed' and the collateral is paid out to you. Collateral should always be set a bit {{Color|Red|higher}} than the value of all items in the contract.<br />
*Expiration: The number of days the contract should be available.<br />
*Days to Complete: The time someone has to complete the contract.<br />
====Possible Scams====<br />
Remember that members of the Ivy League are not allowed to scam anyone. Read our [[Policies|Code of Conduct]] <br><br />
*Setting a high collateral (above the value of the items to courier) and then ganking you on the estimated route to profit from the collateral and items dropped. That will give them the whole collateral you have paid. A few signs of this scam are: 1) Collateral far above the value of the items being transported 2) A short route with only one route or a route that requires going through LowSec.<br />
{{clear}}<br />
<br />
==Creating a Contract==<br />
===Selecting Contract Type===<br />
[[File:ContractSelectType.jpg|thumb|Select Contract Type]]<br />
Contract Type:<br />
*[[Contract#Auction_Contract|Auction]] - Auction a pack of items and isk.<br />
*[[Contract#item_Exchange_Contract|Item Exchange]] - Trading a pack of items and isk.<br />
*[[Contract#Courier_Contract|Courier]] - Hiring someone else to ship your Items from A to B.<br />
<br>Availabilty:<br />
*Public - Makes it available to everyone in [[New Eden]].<br />
*Private - Makes it only available to a single player or corporation which you specify in the textbox.<br />
*My Corporation - Makes it available to all corp mates.<br />
*My Alliance - Makes it available to all alliance mates.<br />
<br>On behalf of <nowiki>[Corporation name]</nowiki>(Wallet name): Check if you want to use the corporation ISK. See also [[How_to_do_Corp_Contracts|Corporation Contract Guide]]<br />
{{clear}}<br />
<br />
===Pick items ===<br />
[[File:ContractPickItems.jpg|thumb|Pick Items]]<br />
First choose the station where your items are.<br><br />
Then check every Item you like to put into the Contract.<br><br><br />
You can choose up to 200 stacks of items.<br />
{{clear}}<br />
==Cancelling a Contract==<br />
When you press "Finish" and create the contract, the specified items (and/or cash) are removed from your possession and held while waiting for the contract to be fulfilled. However, '''until someone accepts the contract''', these items still belong to you, and you can retrieve them by cancelling the contract. When you cancel a contract, it becomes unavailable to other players and the items are returned to you. Note that it may take the game a few minutes to restore the actual physical items to your locker.<br />
<br />
When another player accepts one of your contracts, the items become completely unavailable to you. It is up to the accepting player to fulfill, fail to fulfill, or reject the contract.<br />
<br />
==Skills==<br />
*{{sk|Contracting|mult=yes|price=yes}} - Increase number of outstanding contracts by 4 per level.<br />
*{{sk|Corporation Contracting|mult=yes|price=yes}} - Increase number of outstanding corporate contracts by 10 per level.<br />
<br />
[[Category: Trade]]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Anatomy_of_Incursions&diff=168323Anatomy of Incursions2021-02-15T03:26:03Z<p>Fellese Ovaert: Updating to the latest module nomenclature</p>
<hr />
<div>{{Incursions links}}<br />
{{#css:<br />
.wraps { line-height:100%; margin:0px; border:0px; border-spacing:0px; border-collapse:collapse; padding:0px; vertical-align:middle; }<br />
.wrap div { margin:0px; display:inline-block; vertical-align:middle; color:lightgray; }<br />
.bars { height:8px; }<br />
.text { padding-left:4px; padding-right:4px; text-align:left; }<br />
.text2 { padding-right:4px; padding-left:4px; text-align:right; }<br />
/* Green - orange (bright) */<br />
.c1 { background-color:#e15800; } .cc1 { color:#e15800; }<br />
.c2 { background-color:#dd9900; } .cc2 { color:#dd9900; }<br />
.c3 { background-color:#93D500; } .cc3 { color:#93D500; }<br />
.c4 { background-color:#51D200; } .cc4 { color:#51D200; }<br />
/* Green - red (dark). */<br />
.d1 { background-color:Maroon; } .dd1 { color:Maroon; }<br />
.d2 { background-color:Sienna; } .dd2 { color:Sienna; }<br />
.d3 { background-color:Olive; } .dd3 { color:Olive; }<br />
.d4 { background-color:ForestGreen; } .dd4 { color:ForestGreen; }<br />
/* Blue-purple (dark). */<br />
.e1 { background-color:purple; } .ee1 { color:purple; }<br />
.e2 { background-color:rebeccapurple; } .ee2 { color:rebeccapurple; }<br />
.e3 { background-color:slateblue; } .ee3 { color:slateblue; }<br />
.e4 { background-color:steelblue; } .ee4 { color:steelblue; }<br />
}}<br />
= Scope of this article =<br />
This article is not intended to be a step-by-step manual on how to lead an incursion fleet, but rather an article bringing up all the various aspects of running a site. To make sure you are aware of all the choices you'll need to be making and how they are influenced by what site you're doing, how your fleet members have fitted their ships, the skills they have and to what level of autonomy you can rely on them to perform without specific orders.<br />
<br />
While primarily for people looking to step up and lead fleets, this article also serves as good read for players who wish to understand why things are done in a certain way, which helps them become more autonomous. Having pilots in the fleet who are able to adapt on the fly, knowing what works and what doesn't, is a tremendous asset to the fleet commander and greatly improved not only efficiency but also fleet safety. Just remember that while you're often given a certain amount of freedom, if the fleet commander gives you a specific order, follow it.<br />
<br />
In short, this article is focused on making you aware of all the related things so that you have a proper foundation on which to improve your own performance or build your personal fleet commanding style tailored to the kind of fleets you'll run.<br />
<br />
The [[Incursion fitting principles]] page is a great complement to this page, going through the various fitting choices.<br />
<br />
= Commanding a fleet =<br />
<br />
Firstly, simply remember that EVE is a game where {{co|wheat|''"It depends!"''}} is the single most important thing to remember. Don't blindly follow set tactics or kill-orders you've read here or somewhere else. Put things into perspective and ''adjust to what's happening'': different site mechanics, the spawning of enemies, as well as your current fleet composition. This is a good example of where the ''"why"'' (reasoning and ability to put things into context) is more important than the ''"how"'' or ''"what"'' (rigid kill-order lists etc.). This is because knowing the ''"why"'' allows you to tackle anything the game throws at you, whereas only knowing the ''"how"'' or ''"what"'' will catch you off-guard whenever something out of order happens.<br />
<br />
'''Do not underestimate''' the dangers of being inflexible, or a lack of knowledge surrounding the ''"why"''. For example, a fleet led by someone who is flexible and adjusts to the actual situation and fleet composition can easily avoid disasters; that would by contrast cause immediate losses for a fleet led by someone following a standardized kill-order but without also taking into consideration the fleet composition. Additionally and finally, having the knowledge of ''"why"'' will allow you to ''foresee problems before they happen'' and act proactively, instead of reactively.<br />
<br />
The following four sections will cover '''four key areas of awareness''' that are to be taken into consideration while in command: security, capability, communication, and psychological.<br />
<br />
== Secure your fleet ==<br />
When it comes to having enough logistics in the fleet, one of the key aspects you need to consider is how quickly your logistics will cycle their repairs (which indirectly also controls how fast they can switch targets) and how vulnerable they are if they receive aggro. The fewer logistics you have in the fleet, the more vulnerable they will be if they themselves get aggro.<br />
<br />
If you have four logistics, you’ll be able to repair a fellow logistics at 75% strength (the other three logistics will be able to rep you). When you drop to just two logistics, your efficiency drops to 50% repping power. You’re losing half your repping power at that point, while simultaneously forcing your remaining logistics pilot to commit more reppers at any given point (adding to the time it takes to switch reps from one target to another). Just turn it around and imagine taking half the tank off from a ship in the fleet, nobody would ever suggest that. To mitigate this problem in vanguards, where more than two logistics is overkill if you have boosts, we utilize secondary repping from remote shield boosters and shield maintenance bots on regular damage dealers (to be used in case of an emergency).<br />
<br />
To be safe, an incursion fleet should be able to warp into a site, have one of their logistics take full aggro and still be able to keep that logistics alive indefinitely. Other communities might go with a more practical solution of having just enough logistics and focus more on your offensive capabilities. Similar to how mission runners can go for more gank over tank and survive, you can do the same in incursions. However, our community focuses on the safety of its members over site completion times.<br />
<br />
== Know your fleet ==<br />
It is also important to be aware of your fleet composition and what your strengths and weaknesses are. Remember that your fleet composition is constantly changing as people drop and others replace them. Mentally reassess your fleet strengths and weaknesses based on what kind of ship and utility is leaving and what’s replacing it.<br />
<br />
How many webs do you have and at what range can they be applied? How far can your damage dealers shoot and still do damage? Do you have an overall high damage or low damage fleet? How fast are most of them locking up targets? What kind of boosts are you getting? Do you have enough remote capacitor transmitters (formerly energy transfers), remote shield boosters (formerly shield transporters) and backup maintenance bots? How responsive is your fleet, will a fast pace be efficient or just confusing and downright dangerous?<br />
<br />
Without knowing these things you can't really make a good decision on how to tackle a site, because you'll need to put that into the context of the site you're doing and the challenges in it. The differences in spawns can make certain tactics very viable, or next to useless.<br />
<br />
==== {{icon|web|32}} Ensure that you have enough webs ====<br />
There are a lot of factors to consider, but before that, see this table:<br />
{| class="wikitable" style="font-size:90%;"<br />
! style="background-color:#111111;" | Type of ship<br />
! style="background-color:#111111;" | Type of web<br />
! style="background-color:#111111;" | Effectiveness of the web<br />
! style="background-color:#111111;" | Effective speed of your target<br />
|-<br />
| rowspan="2" align="center" valign="middle" | '''[[Vindicator]]'''<small>&nbsp;<ref>Other [[Serpentis]] ships have '''bonuses to web strength''' (+10% per level up to +50% stronger). The same goes for the [[Daredevil]], the [[Vigilant]], the [[Vehement]] and the [[Vanquisher]], but they are not commonly seen in incursions.</ref></small><br>{{co|grey|(bonused hull)}}<br />
| align="center" | {{icon|isis gallente|18}} {{co|coral|Federation Navy}}<br>{{icon|isis serpentis|18}} {{co|coral|Shadow Serpentis}}<br>{{co|grey|(90% strength)}}<br />
| <div class="wraps"><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 4</div><div class="bars d1" style="width:198px;"></div><div class="text">99,21%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 3</div><div class="bars d2" style="width:197px;"></div><div class="text">98,94%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 2</div><div class="bars d3" style="width:196px;"></div><div class="text">97,82%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 1</div><div class="bars d4" style="width:180px;"></div><div class="text">90,00%</div></div><br />
</div><br />
| <div class="wraps" style="text-align:right;"><br />
<div class="wrap"><div class="text2">0,79%</div><div class="bars d1" style="width:4px;"></div><div class="text">{{icon|isis web|14}} x 4</div></div><br />
<div class="wrap"><div class="text2">1,06%</div><div class="bars d2" style="width:5px;"></div><div class="text">{{icon|isis web|14}} x 3</div></div><br />
<div class="wrap"><div class="text2">2,18%</div><div class="bars d3" style="width:11px;"></div><div class="text">{{icon|isis web|14}} x 2</div></div><br />
<div class="wrap"><div class="text2">10,00%</div><div class="bars d4" style="width:50px;"></div><div class="text">{{icon|isis web|14}} x 1</div></div><br />
</div><br />
|-<br />
| align="center" | {{icon|isis sansha|18}} {{co|coral|True Sansha}}<br>{{icon|isis blood|18}} {{co|coral|Dark Blood}}<br>{{co|grey|(82,5% strength)}}<br />
| <div class="wraps"><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 4</div><div class="bars d1" style="width:196px;"></div><div class="text">97,99%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 3</div><div class="bars d2" style="width:195px;"></div><div class="text">97,38%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 2</div><div class="bars d3" style="width:190px;"></div><div class="text">95,05%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 1</div><div class="bars d4" style="width:165px;"></div><div class="text">82,5%</div></div><br />
</div><br />
| <div class="wraps" style="text-align:right;"><br />
<div class="wrap"><div class="text2">2,01%</div><div class="bars d1" style="width:10px;"></div><div class="text">{{icon|isis web|14}} x 4</div></div><br />
<div class="wrap"><div class="text2">2,63%</div><div class="bars d2" style="width:13px;"></div><div class="text">{{icon|isis web|14}} x 3</div></div><br />
<div class="wrap"><div class="text2">4,95%</div><div class="bars d3" style="width:25px;"></div><div class="text">{{icon|isis web|14}} x 2</div></div><br />
<div class="wrap"><div class="text2">17,5%</div><div class="bars d4" style="width:88px;"></div><div class="text">{{icon|isis web|14}} x 1</div></div><br />
</div><br />
|-<br />
| rowspan="2" align="center" valign="middle" | '''Other ships'''<br>{{co|grey|(unbonused)}}<br />
| align="center" | {{icon|isis gallente|18}} {{co|coral|Federation Navy}}<br>{{icon|isis serpentis|18}} {{co|coral|Shadow Serpentis}}<br>{{co|grey|(60% strength)}}<br />
| <div class="wraps"><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 4</div><div class="bars d1" style="width:179px;"></div><div class="text">89,55%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 3</div><div class="bars d2" style="width:175px;"></div><div class="text">87,41%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 2</div><div class="bars d3" style="width:162px;"></div><div class="text">80,86</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 1</div><div class="bars d4" style="width:120px;"></div><div class="text">60,00%</div></div><br />
</div><br />
| <div class="wraps" style="text-align:right;"><br />
<div class="wrap"><div class="text2">10,45%</div><div class="bars d1" style="width:53px;"></div><div class="text">{{icon|isis web|14}} x 4</div></div><br />
<div class="wrap"><div class="text2">12,59%</div><div class="bars d2" style="width:65px;"></div><div class="text">{{icon|isis web|14}} x 3</div></div><br />
<div class="wrap"><div class="text2">19,14%</div><div class="bars d3" style="width:96px;"></div><div class="text">{{icon|isis web|14}} x 2</div></div><br />
<div class="wrap"><div class="text2">40,00%</div><div class="bars d4" style="width:200px;"></div><div class="text">{{icon|isis web|14}} x 1</div></div><br />
</div><br />
|-<br />
| align="center" | {{icon|isis sansha|18}} {{co|coral|True Sansha}}<br>{{icon|isis blood|18}} {{co|coral|Dark Blood}}<br>{{co|grey|(55,5% strength)}}<br />
| <div class="wraps"><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 4</div><div class="bars d1" style="width:173px;"></div><div class="text">86,39%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 3</div><div class="bars d2" style="width:168px;"></div><div class="text">83,89%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 2</div><div class="bars d3" style="width:153px;"></div><div class="text">76,51%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 1</div><div class="bars d4" style="width:110px;"></div><div class="text">55,0%</div></div><br />
</div><br />
| <div class="wraps" style="text-align:right;"><br />
<div class="wrap"><div class="text2">13,61%</div><div class="bars d1" style="width:68px;"></div><div class="text">{{icon|isis web|14}} x 4</div></div><br />
<div class="wrap"><div class="text2">16,11%</div><div class="bars d2" style="width:81px;"></div><div class="text">{{icon|isis web|14}} x 3</div></div><br />
<div class="wrap"><div class="text2">23,49%</div><div class="bars d3" style="width:117px;"></div><div class="text">{{icon|isis web|14}} x 2</div></div><br />
<div class="wrap"><div class="text2">45,0%</div><div class="bars d4" style="width:225px;"></div><div class="text">{{icon|isis web|14}} x 1</div></div><br />
</div><br />
|}<br />
<small><references/></small><br />
As you can see, a single bonused web from a [[Vindicator]] is worth more than four normal webs and it's simply impossible to reach the effect of two bonused webs with normal webs due to [[stacking penalties]].<br />
<br />
For [[Incursion_sites#Vanguard_sites|vanguards]], with lots of small frigates, you'll need plenty of webs. Ideally you'll want at least four webs each on primary, secondary and tertiary targets. Due to their orbit and the fact that fleet members are spread out around the beacon, you can't rely on everyone being able to apply their webs to every single target. To be safe, you might want a few more webs just in case. So a kitchen sink fleet might need something like one or two webs on each damage dealers, while a more doctrine-like fleet could make do with just one vindicator running three webs, or two vindicators sporting two webs each.<br />
<br />
For [[Incursion_sites#Assault_sites|assaults]] the need for webs are almost confined to making sure the dronebunny has one or two and that you have a couple more webs for slowing down '''Romis'''.<br />
<br />
For [[Incursion_sites#Headquarter_sites|headquarters]], especially for fleets using webbing tactics to hold down ships where they spawn, it all boils down to having enough webs to get the job done. Depending on how their ships are fit, they usually have room for one or two webs. Obviously, the more webs per brawler the better, but you'd want at least 15 vindicator webs to ensure that you can web the spawns down into a convenient kill box.<br />
<br />
==== {{icon|range|32}} Engagement ranges ====<br />
In vanguards there will be a lot of small ships that orbit close, with only a few larger ships and they all spawn well within 70 - 75 km. The major engagement ranges for these kind of sites are of the 15 - 25 km range and the odd 60 - 65 km range for the '''Mara Paleo'''. For assaults and headquarters there will be fewer small ships and more large ships that initially spawn much further out. The engagement range for these sites vary a bit more, with brawlers engaging anywhere from 0 - 15 km and the rest at 20 - 25 km, 35 - 45km and 60+ km. <br />
<br />
==== {{icon|turret new|32}} Short and long range weaponry ====<br />
Regardless of what type of site you'll be running, you'll need to ensure that you can handle both ships that orbit close and ships that orbit further out. In vanguards the emphasis is much higher on tracking and webs to deal with the myriad of small agile frigates, whereas for assaults and headquarters the emphasis is on projection.<br />
<br />
In general you get the best performance by carefully balancing your short and long range capabilities, tailored to the type of sites you use. That way you can ensure that your entire fleet is more or less constantly applying good damage throughout the entire site, improving your overall fleet performance.<br />
<br />
Since all the warp disruption capable ships orbit close, and usually frigate-sized, coupled with the fact that we cater to low-skilled pilots in cost-efficient ships during wartime, we focus on short range weapons and lots of webs in vanguards. That way we can always ensure that we can kill anything that warp disrupts or does high damage, if we need to [[#Facilitating_a_controlled_warp-out|facilitate a controlled warp-out]]. It also allows us to be a lot more inclusive, since we wouldn't have to worry about replacing specific ships when people drop, but can take anyone from the waitlist regardless which ship they fly and what skills they have (provided the fleet has enough logistics ships).<br />
<br />
For assault and headquarter sites the focus changes from close orbiting frigates to larger ships and range projection. With far fewer frigates and more battlecruiser- and battleship-sized ships that orbit up to 60 km away (and spawn considerably farther away), long ranged weapons are required. Those fleets need a good balance of brawlers and snipers to function, as lacking one or the other will drastically impact fleet performance.<br />
<br />
==== [[image:icon_warp_speed.png|32px|link=]] Warp speeds ====<br />
Not only do ships align faster or slower depending on their hulls and the skills of the pilot, they also accelerate into and warp faster or slower based on their hulls. This is important to be aware of when you're using acceleration gates as logistics enter the site much faster than the slower battleships.<br />
<br />
On top of that, some of our pilots fly with communities who use '''ascendancy implants''' and '''hyperspatial rigs''' increasing their warp speeds above and beyond the speed of logistics. Keep that in mind and have logistics align with the rest of the fleet if that is the case, so they don't arrive too late on grid.<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! style="padding:5px;background-color:#222222" | Ship class<br />
! style="padding:5px;background-color:#222222; text-align:left" | Warp speed (including align time)<br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis battleship|18}} '''Battleships'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:250px;"></div><div class="bars d3" style="width:70px; border-left:1px solid black;"></div><div class="bars d2" style="width:90px; border-left:1px solid black;"></div><div class="text">25s (7-16s align)</div></div><br />
</div><br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis battlecruiser|18}} '''Battlecruisers'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:250px;"></div><div class="bars d3" style="width:70px; border-left:1px solid black;"></div><div class="bars d2" style="width:90px; border-left:1px solid black;"></div><div class="text">25s (7-16s align)</div></div><br />
</div><br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis battlecruiser|18}} '''Command Ships'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:190px;"></div><div class="bars d3" style="width:90px; border-left:1px solid black;"></div><div class="bars d2" style="width:20px; border-left:1px solid black;"></div><div class="text">19s (9-11s align)</div></div><br />
</div><br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis cruiser|18}} '''Cruisers'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:170px;"></div><div class="bars d3" style="width:60px; border-left:1px solid black;"></div><div class="bars d2" style="width:10px; border-left:1px solid black;"></div><div class="text">17s (6-7s align)</div></div><br />
</div><br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis cruiser|18}} '''Logistics'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:160px;"></div><div class="bars d3" style="width:60px; border-left:1px solid black;"></div><div class="bars d2" style="width:10px; border-left:1px solid black;"></div><div class="text">16s (6-7s align)</div></div><br />
</div><br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis frigate|18}} '''Frigates'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:70px;"></div><div class="bars d3" style="width:40px; border-left:1px solid black;"></div><div class="bars d2" style="width:20px; border-left:1px solid black;"></div><div class="text">7s (4-6s align)</div></div><br />
</div><br />
|}<br />
<small>&nbsp;&nbsp;&nbsp;&nbsp;Legend: &nbsp;<font class="dd4">&#9608;</font> Warp speed &nbsp;<font class="dd3">&#9608;</font> Fast align ''(max skill, agile hulls)'' &nbsp;<font class="dd2">&#9608;</font> Slow align ''(low skills, less agile hulls)''</small><br />
<br />
A simple way to alleviate this issue when taking acceleration gates is to simply have the battleships pre-align down the gate, while logistics and strategic cruisers sit still, unaligned at 0 m/s. Once the battleships start warping into the site and disappearing from the grid (which takes a handful of seconds), the smaller ships can then take the gate and arrive only a couple of seconds after the battleships.<br />
<br />
Similarly, if you're using a hacking frigate for sites like the [[Override Transfer Array]], the frigate would in turn take the gate from a stand-still as the logistics disappear off grid. Then they'd land inside the pocket after most of the Eysturs have already spawned.<br />
<br />
==== {{icon|shield transporter|32}} Remote shield boost capabilities ====<br />
It's important to know how much of your repair capabilities are tied up into each ship. That way you'll be able to quickly gauge whether you have enough support left to handle the incoming damage if one of your logistics disconnects.<br />
<br />
In assault and headquarter sites (or even mothership sites) the loss of one logistics pilot isn't usually too much of a concern unless you're running really low on logistics to begin with. In vanguard sites however, the loss of one logistics pilot is anything but trivial, but you can utilize remote shield boosters and shield maintenance bots on regular damage dealers to mitigate that problem. Rokhs have room for small bots, Maelstroms and Nightmares can field medium bots and Hyperions, Vindicators and Machariels can field heavy bots. The Nightmare, Hyperion and Machariel can also field remote shield boosters in their spare utility highslot(s).<br />
<br />
Below is a table comparing the various means of repairing other ships, to give you a general idea of their potency. As you can see, the difference between various flights of drones can be quite big, which is why being aware of the fleet composition is so important.<br />
{| class="wikitable" style="font-size:90%;"<br />
! colspan="2" style="background-color:#222222;" | Modules and drones<br />
! style="background-color:#222222;" | Amount repaired in hp / seconds<br />
|-<br />
| rowspan="2" | [[image:icon_shield_transporter_i.png|40px|Large Remote Shield Boosters]]<br />
| Large Remote Shield Booster II<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars e4" style="width:255px; border-left:1px solid black;"></div><div class="bars e2" style="width:70px; border-left:1px solid black;"></div><div class="text">85,0 - 108,4 hp/s</div></div><br />
</div><br />
|-<br />
| Large S95a Remote Shield Booster<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars e4" style="width:225px; border-left:1px solid black;"></div><div class="bars e2" style="width:62px; border-left:1px solid black;"></div><div class="text">75 - 95,6 hp/s</div></div><br />
</div><br />
|-<br />
| rowspan="9" | [[image:icon_drone_bandwith.png|40px|Shield Maintenance Bots]]<br />
| 5 x Heavy Shield Maintenance Bot II<br />
| <div class="wrap"><div class="bars e4" style="width:270px; border-left:1px solid black;"></div><div class="text">90 hp/s</div></div><br />
|-<br />
| 5 x Heavy Shield Maintenance Bot I<br />
| <div class="wrap"><div class="bars e4" style="width:225px; border-left:1px solid black;"></div><div class="text">75 hp/s</div></div><br />
|-<br />
| 4 x Heavy Shield Maintenance Bot II<small>&nbsp;<ref>Standard setup for a [[Vindicator]] in the [[EVE University Incursion Community]] is to use 5 light damage drones 4 heavy shield maintenance bots.</ref></small><br />
| <div class="wrap"><div class="bars e4" style="width:216px; border-left:1px solid black;"></div><div class="text">72 hp/s</div></div><br />
|-<br />
| 4 x Heavy Shield Maintenance Bot I<br />
| <div class="wrap"><div class="bars e4" style="width:180px; border-left:1px solid black;"></div><div class="text">60 hp/s</div></div><br />
|-<br />
| 5 x Medium Shield Maintenance Bot II<br />
| <div class="wrap"><div class="bars e4" style="width:105px; border-left:1px solid black;"></div><div class="text">35 hp/s</div></div><br />
|-<br />
| 4 x Medium + 1 x Light Shield Maintenance Bot II<small>&nbsp;<ref>Standard setup for a [[Scimitar]] in the [[EVE University Incursion Community]] is to use 4 medium and 1 light shield maintenance bot and they get a bonus to drone repair amount.</ref></small><br />
| <div class="wrap"><div class="bars e4" style="width:97px; border-left:1px solid black;"></div><div class="bars e3" style="width:97px; border-left:1px solid black;"></div><div class="text">32,4 - 64,8 hp/s</div></div><br />
|-<br />
| 5 x Medium Shield Maintenance Bot I<br />
| <div class="wrap"><div class="bars e4" style="width:90px; border-left:1px solid black;"></div><div class="text">30 hp/s</div></div><br />
|-<br />
| 5 x Light Shield Maintenance Bot II<small>&nbsp;<ref>Standard setup for a [[Basilisk]] in the [[EVE University Incursion Community]] is to use 5 light shield maintenance bot and they get a bonus to drone repair amount.</ref></small><br />
| <div class="wrap"><div class="bars e4" style="width:54px; border-left:1px solid black;"></div><div class="bars e3" style="width:54px; border-left:1px solid black;"></div><div class="text">17,5 - 35 hp/s</div></div><br />
|-<br />
| 5 x Light Shield Maintenance Bot I<br />
| <div class="wrap"><div class="bars e4" style="width:45px; border-left:1px solid black;"></div><div class="text">15 hp/s</div></div><br />
|}<br />
<small>&nbsp;&nbsp;&nbsp;&nbsp;Legend: &nbsp;<font class="ee4">&#9608;</font> Base repair amount &nbsp;<font class="ee3">&#9608;</font> Ship bonuses &nbsp;<font class="ee2">&#9608;</font> Shield Command Burst bonus<br />
<references/></small><br />
<br />
==== {{icon|warfare links|32}} Ongrid boosts ====<br />
Using ongrid boosters is pretty much a given in any community that run incursions. A vanguard fleet with 2 logistics and an ongrid booster performs much better than a fleet with 3 logistics and no booster, simply from a defensive standpoint. Add to that the secondary benefits from skirmish and possibly even information links.<br />
<br />
In the [[EVE University Incursion Community]] we set the bar fairly high for ongrid boosters, requiring them to have the following links and implant:<br />
{| class="wikitable" style="font-size:90%;"<br />
! style="background-color:#222222;" | Minimum links and implant<br />
! style="background-color:#222222;" | {{co|grey|Secondary booster (optional)}}<br />
|-<br />
| valign="top" | [[File:Icon shield command burst.png|24px|link=]] {{co|coral|Shield Command Burst II}} (Active Shielding Charges)<br>[[File:Icon shield command burst.png|24px|link=]] {{co|coral|Shield Command Burst II}} (Shield Harmonizing Charges)<br>[[File:Icon skirmish command burst.png|24px|link=]] {{co|coral|Skirmish Command Burst II}} (Evasive Maneuvers Charges)<br>[[File:Icon skirmish command burst.png|24px|link=]] {{co|coral|Skirmish Command Burst II}} (Interdiction Maneuvers Charges)<br>[[image:icon_implant_hardwiring.png|24px|link=]] {{co|coral|Republic Fleet Command Mindlink}}<br />
| valign="top" | [[File:Icon shield command burst.png|24px|link=]] {{co|grey|Shield Command Burst II}} (Shield Extension Charges)<br>[[File:Icon information command burst.png|24px|link=]] {{co|grey|Information Command Burst II}} (Sensor Optimization Charges)<br>[[image:icon_implant_hardwiring.png|24px|link=]] {{co|grey|Caldari Navy Command Mindlink}}<br />
|}<br />
Below are some practical effects of having a maxed booster with the appropriate mindlink implant:<br />
{| class="wikitable" style="font-size:90%;"<br />
! style="background-color:#222222;" | Defensive bonuses<br />
! style="background-color:#222222;" | Other bonuses<br />
! style="background-color:#222222;" | {{co|grey|Optional bonuses}}<br />
|-<br />
| valign="top" |<br />
[[image:icon_resists.png|24px|link=]] +22,50% increased resists<small>&nbsp;<ref>While the shield command burst has a max value of +22,50% and is a set value, the practical effect normally varies depending on how many modules the recipient of the link has that effects resists (like hardeners, amplifiers and resist rigs). See [[stacking penalties]] for more information</ref></small><br><br />
{{icon|sig|24}} -16,88% signature radius<br><br />
{{icon|shield transporter|24}} -22,50% cycle time on remote shield boosters<small>&nbsp;<ref>The 22,50% reduction to cycle time translated into a +29,03% increase in practical repping power.</ref></small><br />
| valign="top" |<br />
{{icon|web|24}} +33,75% web range<br><br />
{{icon|inertia|24}} -16,88% inertia (faster align)<br />
| valign="top" |<br />
{{icon|shield|24}} +22,50% shield hit points<br><br />
{{icon|range|24}} +48,52% Targeting Range<br><br />
{{icon|sensor resolution|24}} +25,31% Scan Resolution<br />
|}<br />
<small><references/></small><br />
{{quote|''The whole is greater than the sum of its parts.''}}<br />
[[image:weird_math.png|thumb|When it comes to boosts in EVE:<br>1 + 1 = 3]]<br />
These bonuses might not seem that impressive if you're looking at them one by one, but they are very powerful when combined.<br />
<br />
Take the defensive bonuses for example. The 22,50% cycle time of remote shield boosters translates into +29,03% higher repair amounts over time. Combined with the increased resists it'll turn into an actual bonus of '''at least +40% stronger reps''' on most ships with several hardeners and rigs and even more on ships that have the least amount of stacking penalties. On top of that you'll also take less damage due to having a smaller signature.<br />
<br />
When it comes to the web range bonus the end result is so much more than merely a +33,75% range bonus. This bonus literally makes or breaks the effective use of webs as many of the Sansha ships orbit just outside the range of unboosted webs.<br />
<br />
Apart from the very tangible increase of repping powers and web range, the other bonuses all help to improve your ''"quality of life"'' making site running both safer and faster.<br />
<br />
==== {{icon|x|32}} Running without ongrid boosts ====<br />
{{important note box|Running without boosts is '''not''' recommended as you lose a considerable amount of buffer and safety. That said, it is doable for vanguards if you understand and compensate for the weaker position your fleet will be in.}}<br />
If you choose to run [[Incursion sites#Vanguard sites|vanguard sites]] without boosts, you'll need to keep in mind and compensate for not having the boosts listed above. Practically this means that you need to adjust your approach to site running.<br />
* Use three logistics pilots and remember that they will be much slower to shift their reps over due to much longer cycles.<br />
* Tell people to refit appropriately, keep their resists up as there's no room to drop tank in favour of gank when you run without boosts.<br />
* Revise the number of webs and target painters in the fleet. You can't drop webs in favour of tracking computers to the same extent when you run without boosts, as where you land around the beacon will have a huge effect on whether you'll be within web range or not without boosts. You might even need more painters for things that consistently stay out of web range.<br />
* The long web range of the [[Loki]] is very useful for a fleet without boosts.<br />
While it's doable to run vanguards without boosts, there's no point entertaining the thought of doing the same with any of the larger sites. Given the higher alpha in those sites it would be a fool's errand to try those without the extra buffer a booster provides.<br />
<br />
== Issuing commands ==<br />
It doesn't matter if you're calling target, calling for aligns or something else entirely; Always issue commands with a clear voice and repeat the command if it is really important. If possible, have keywords like {{co|wheat|''"Fleet"''}} (everyone), {{co|wheat|''"Battleships"''}} (mostly for align or warp purposes), {{co|wheat|''"DD"''}} (usually non-snipers excluding the dronebunny), {{co|wheat|''"Snipers"''}}, {{co|wheat|''"Logistics"''}}, {{co|wheat|''"Dronebunny"''}} or something similar, then follow up with the actual command. For example, {{co|wheat|''"Battleships ... align down the gate"''}}, {{co|wheat|''"Logistics ... L up"''}}, a series of {{co|wheat|''"Snipers ... Anthem Neos are primary"''}}, {{co|wheat|''"DD ... Augas are primary, then Deltole"''}} and {{co|wheat|''"Dronebunny ... go for the Tamas"''}} or {{co|wheat|''"Fleet ... align to broadcast, drones in."''}}.<br />
<br />
The use of keywords will make it clear that you're issuing an order and to whom. This helps people realize a command is about to be given, especially if you have open comms allowing people to talk and ask questions while you're running sites. Use existing {{co|wheat|''"Break, break!"''}} or {{co|wheat|''"Check, check!"''}} keywords to get people to stop talking if you need to. If possible put yourself as prioritized speaker just in case someone doesn't stop talking. When you give orders to sub-groups of your fleet, have them confirm orders if need be, even if it's just a simple {{co|wheat|''"Ok"''}}, {{co|wheat|''"Copy"''}} or {{co|wheat|''"Roger"''}}.<br />
<br />
In the example above, calling {{co|wheat|''"DD ... Augas are primary, then Deltole"''}} that would let the tagger know what to tag and all the damage dealers know what to lock up while waiting for tags. This is especially helpful if you're commanding a fleet as a logistics pilot and someone else tags, or when doing larger sites where tagging is delegated to each group's commander.<br />
<br />
Give people enough commands to know what to do and hit the ground running when they land on grid, but avoid overdoing it. No need to add commands for the entire wave right away, get people started, then amend target calls with secondary or tertiary targets once people have started shooting. The key is to give them enough targets to fill up their pre-locks, so they have secondary targets locked already when the primary goes down.<br />
== Stay calm ==<br />
People who get nervous or worked up tend to miss details or end up with butterfingers doing what they shouldn't be doing. This is true for everyone and the fleet commander sets the tone for most of this. Don't make rash, split-second decisions. Instead, take that extra second or two and consider your options, in the end that will serve you better. It is important to make a decision that you believe is best for the safety and well being of the fleet, don't worry about maybes or what-ifs, use the information available to you to act and give commands to the best of your abilities that you think will keep the fleet safe. The longer you wait, the higher the chance someone will panic and do something stupid, potentially risking the entire fleet.<br />
<br />
== Be in control ==<br />
Keep things under control in your fleet. Make sure people know what they are supposed to do, don't hesitate to repeat important orders just in case. It's better some people get annoyed by the repetitiveness than for some people to sit around wondering what to do. Don't be afraid to call people out and ask them direct questions. Fleet security takes priority over stepping on people's toes.<br />
<br />
Control and structure doesn't necessarily mean you have to run the fleet as a ruthless slaver cracking your whip all the time, nor does it mean you can't be in control of a relaxed fleet. It's all about the members of your fleet. Some will be able to work autonomously without being reminded what to do while others will slack off and pay less attention unless you keep reminding them. Don't be lulled into a false sense of security when running with ''"experienced players"'' ... they can grow complacent and trivialize responsibility thinking someone else will do this or keep an eye on that.<br />
<br />
Being in control also means you need to realize how much you can do and limit yourself to that, while delegating the rest to others. While it's admirable to take on many things at once, even grateful when it means the fleet takes off because of it, doing so is more harmful than helpful in the long run. Almost all non-essential tasks can be delegated to other people, even fairly new incursion runners, so there's absolutely no reason for you to be saddled with doing everything. Also, just because you can do all these things on your own, doesn't mean you should. Every extra thing you take upon yourself pulls attention from everything else you're doing, adding unnecessary risk to fleet safety.<br />
<br />
== Keep your fleet engaged ==<br />
People easily lose focus when Mumble gets too quiet and all they do is running through the motions. If they do, start asking questions, change the kill order to make sure people are paying attention. Do something to make them snap out of the ensuring apathy.<br />
<br />
If you don't, you'll end up with a fleet where things quickly degrade; People forgetting to broadcast, lock up new targets, reapply their guns after reloading, not responding fast enough to sudden commands etc. In such situations things spiral out of control really fast.<br />
<br />
The simplest and most effective way of keeping things under control; your fleet safe and engaged, is to take control over fleet warps, aligning, entering sites, new waves and leaving sites.<br />
<br />
= Standard tactics =<br />
Below are standard tactics which apply for most incursion fleets, with focus on removing threats and overcome any shortcomings given the fleet composition.<br />
<br />
== Removing jammers ==<br />
The following ships have target jamming capabilities:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | {{icon|ecm|30|Jamming}} '''Niarja Myelen''' {{icon|neut|30|Energy neutralizing}}<br />
| A weak frigate with low signature and no offensive capabilities (also neuts).<br />
|-<br />
| nowrap valign="middle" | {{icon|ecm|30|Jamming}} '''Orkashu Myelen''' {{icon|neut|30|Energy neutralizing}}<br />
| A weak frigate with low signature and no offensive capabilities (also neuts).<br />
|-<br />
| nowrap valign="middle" | {{icon|ecm|30|Jamming}} '''Arnon Epithalamus'''<br />
| A sturdy cruiser with minor medium range damage capabilities.<br />
|}<br />
Removing these ships are almost always your top priority, as any jams they land can potentially knock out key people in your fleet, such as logistics, endangering the entire fleet. Even in the best of scenarios, where non-critical fleet members are affected, your efficiency will drop as a result of the jams until they are taken care of.<br />
<br />
It is usually safer to commit the entire fleet to taking care of jammers, one by one in order, to minimize the time any of your fleet members are jammed. Sometimes it is necessary due to repairs, like in [[Override Transfer Array]]s when the logistics tower isn't hacked. Other times, like in assault sites where you have more people in your fleet, you can send the dronebunny alone to take care of the Niarjas, while the rest of the fleet focuses on the larger Arnons. If you do decide to split your fleet's damage like that and have only a single person like the dronebunny go after one of the jammers, be prepared to change plans if he or she ends up being jammed. A common strategy is to have secondary "dronebunny", without any assisted drones, that will target the jamming ships but only engage them if the primary dronebunny is jammed.<br />
<br />
== Handling neuting threats ==<br />
Below are the ships capable of neuting:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | {{icon|neut|30|Energy neutralizing}} '''Niarja Myelen''' {{icon|ecm|30|Jamming}}<br />
| A weak frigate with low signature and no offensive capabilities (also jams).<br />
|-<br />
| nowrap valign="middle" | {{icon|neut|30|Energy neutralizing}} '''Orkashu Myelen''' {{icon|ecm|30|Jamming}}<br />
| A weak frigate with low signature and no offensive capabilities (also jams).<br />
|-<br />
| nowrap valign="middle" | {{icon|neut|30|Energy neutralizing}} '''Outuni Mesen''' {{icon|point|30|Warp disrupting}}{{icon|web|30|Webbing}}<br />
| A sturdy battleship with medium range damage capabilities (also warp disrupts and webs).<br />
|-<br />
| nowrap valign="middle" | {{icon|neut|30|Energy neutralizing}} '''Deltole Tegmentum''' {{icon|point|30|Warp disrupting}}{{icon|target painter|30|Target painting}}<br />
| A sturdy torpedo battleship with high damage but poor damage application (also warp disrupts and target paints).<br />
|}<br />
Both the Niarja and the Orkashu Myelen shouldn't live long enough to get within range of neuting you because they are also target jammers. But it is important to know that if you can't remove them quickly enough, they will start neuting in addition to jamming, which is bad.<br />
<br />
One or two Deltoles shouldn't be much of a problem, but ships who aren't cap stable can sometimes find themselves too drained if they end up being the focus of the Deltole for an extended period of time. There are also some sites (assaults and headquarters) where there are enough Deltoles ongrid to pose a serious threat. As such, the Deltole is sometimes skipped in favour of other ships, due to the low neuting impact and the fact it takes a considerable effort to take it down.<br />
<br />
Nothing comes close to the Outuni however, which is the equivalent of a [[Bhaalgorn]] in terms of neuting power. It will drain most sub-capital ships in three cycles or less, which not only stops cap-using guns, but more importantly turns off hardeners. Because of the neuting power of the Outuni, it is usually a high priority target once the jammers are removed. <br />
<br />
It is important to remember that the above mentioned ships need to be able to get within neuting range (approximately 25km), before they pose an actual threat. Depending on where the ships spawn, what else spawns with them and how far they close in on your position, neuting boats might not be an immediate concern. Just don't let too many of them live long enough to close the distance and start neuting.<br />
<br />
== Managing the incoming damage ==<br />
The following ships make up for the majority of the damage:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | {{icon|missile new|30|Torpedoes}} '''Citizen / Slave'''<small> <ref>'''Citizen Astur''', '''Slave 32152''', '''Slave Endoma01''', '''Slave Heavenbound02''' or '''Slave Tama01''' only spawns in the last wave of [[Nation Commander Stronghold]] sites. Killing it will end the site, no further priorities are needed.</ref></small> {{icon|point|30|Warp disrupting}}{{icon|neut|30|Energy neutralizing}}{{icon|target painter|30|Target painting}}<br />
| A sturdy torpedo battleship with high damage but poor damage application to non-battleships (also warp disrupts, neuts and target paints).<br />
|-<br />
| nowrap valign="middle" | {{icon|missile new|30|Torpedoes}} '''Lirsautton Parichaya'''<small> <ref>The '''Lirsautton Parichaya''' spawns in groups of ten in the [[Uroborus]] and [[The Kundalini Manifest]] mothership sites, while a single Lirsautton isn't as dangerous as a '''Sansha's Nation Commander''', they pose a much larger threat due to spawning in a group. They also spawn in smaller groups of one to three in scout sites, where they are less of a threat.</ref></small><br />
| A strong fighter bomber with high damage and {{co|crimson|perfect application}}<small>&nbsp;<ref>The '''Lirsautton Parichaya''' has bonuses that removes any reduction from '''explosive radius''' and '''explosive velcoity''', meaning resists are the only thing mitigating damage from them.</ref></small> to all ships.<br />
|-<br />
| nowrap valign="middle" | {{icon|missile new|30|Torpedoes}} '''Sansha's Nation Commander'''<small> <ref>The '''Sansha's Nation Commander''' is a special commander unit that only spawns in the [[Nation Commander Outpost]] site.</ref></small> {{icon|point|30|Warp disrupting}}<br />
| A torpedo frigate with low signature and very high damage but poor application to non-battleships (also warp disrupts).<br />
|-<br />
| nowrap valign="middle" | {{icon|turret new|30|Lasers}} '''Auga Hypophysis''' {{icon|point|30|Warp disrupting}}{{icon|web|30|Webbing}}<br />
| A close orbiting cruiser with short range and excellent damage application (also warp disrupts and webs).<br />
|-<br />
| nowrap valign="middle" | {{icon|missile new|30|Torpedoes}} '''Tama Cerebellum''' {{icon|point|30|Warp disrupting}}<br />
| A torpedo frigate with low signature and decent damage but poor application to non-battleships (also warp disrupts).<br />
|-<br />
| nowrap valign="middle" | {{icon|missile new|30|Torpedoes}} '''Deltole Tegmentum''' {{icon|point|30|Warp disrupting}}{{icon|neut|30|Energy neutralizing}}{{icon|target painter|30|Target painting}}<br />
| A sturdy torpedo battleship with high damage but poor application to non-battleships (also warp disrupts, neuts and target paints).<br />
|-<br />
| nowrap valign="middle" | {{icon|turret new|30|Lasers}} '''Ostingele Tectum'''<br />
| A sturdy battleship with good range that stays at mid-range.<br />
|-<br />
| nowrap valign="middle" | {{icon|turret new|30|Lasers}} '''Romi Thalamus''' <br />
| A sturdy cruiser with medium range and excellent damage application.<br />
|}<br />
The following would apply to sniper targets:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
! style="background:#222222;" | Description<br />
|-<br />
| nowrap valign="middle" | {{icon|turret new|30|Lasers}} '''Yulai Crus Cerebi''' [[image:icon_optimal_range_script.png|30px|Sniper]]<br />
| A battleship with long range and high damage but poor tracking.<br />
|-<br />
| nowrap valign="middle" | {{icon|turret new|30|Lasers}} '''Antem Neo''' [[image:icon_optimal_range_script.png|30px|Sniper]]<br />
| A sturdy cruisers with long range and moderate damage but relatively poor tracking.<br />
|}<br />
<small><references/></small><br />
How much damage a certain ship puts out in comparison to their resists and buffer as well as how easy they are to hit, is what matters if your goal is to reduce the incoming damage as fast as possible. Ships with a high amount of damage but weak tanks are commonly referred to as ''"glass cannons"''' in EVE and for minimum effort you remove a lot of damage from the grid by focusing on them first.<br />
<br />
Remember that not all ships can reliably hit the smaller targets, like frigates, with their high speed and small signature, so some flexibility needs to be applied here. Snipers usually can't hit smaller targets either and non-snipers cannot engage sniper-targets out at 100km+ either. Also remember that their engagement range should be considered as well. Not only because it's easier to shoot frigates at range compared to when they are orbiting close, but also because some ships won't be able to apply their damage until they get closer.<br />
<br />
The same goes for the Sansha's missiles and torpedoes. Tamas, Deltoles, Sansha's Nation Commander etc use [http://games.chruker.dk/eve_online/item.php?type_id=2210 Banshee Torpedoes] (450m explosive radius), Arnons use [http://games.chruker.dk/eve_online/item.php?type_id=2212 Ghost Heavy Missiles] (125m explosive radius) and Intakis use [http://games.chruker.dk/eve_online/item.php?type_id=2165 Haunter Cruise Missiles] (247.5m explosive radius thanks to its bonuses to explosive radius). So while the Arnons have little issue applying damage, the Intakis have reduced damage due to signature and the rest using torpedoes have a hard time applying damage to small logistics and might even have issues with battleships if the fleet is running skirmish links pushing their signatures below the 450m threshold. The only exception to this are the '''Lirsauttons''' that have bonuses to their [http://games.chruker.dk/eve_online/item.php?type_id=2947 Compact Shade Torpedoes] that allows them to apply perfectly (explosive velocity and radius is simply ignored). The only way to mitigate the damage from the '''Lirsauttons''' are resists, or simply warp out before the torpedoes hit you.<br />
<br />
While focused fire from the entire fleet on targets one by one can be highly effective at quickly dropping the incoming damage, you sometimes run into diminishing return issues due to some ships being unable to apply their damage to all targets. People waste time trying to lock up things that die before they can shoot, or waste a full cycle and most of the damage potential of their guns just to pick off a tiny portion of the damage left. In those cases it can sometimes be more beneficial to assign targets to people in the fleet based on what they can most effectively hit. That way it might take longer to drop the initial damage, but the overall site completion times improve.<br />
<br />
So be sure to take your fleet composition into consideration and utilize your fleet's offensive capabilities intelligently. A mix of both those tactics are usually warranted, focus fire on the truly dangerous enemies first, then fall back to a more adaptive focus based on application.<br />
<br />
== Overcoming enemy logistics support ==<br />
The following ships have fleet supporting capabilities:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Intaki Colliculus'''<br />
| A sturdy battleship logistics with decent damage capabilities and minor reps.<br />
|-<br />
| nowrap valign="middle" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Mara Paleo'''<br />
| A logistics cruiser with low signature and no damage capabilities but with strong reps.<br />
|-<br />
| nowrap valign="middle" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Kundalini / Uroborus''' [[image:icon_energy_neutralizer_i.png|30px|Energy neutralizing]][[image:icon_remote_ecm_burst_i.png|30px|Remote ECM Burst]][[image:icon_drone_bandwith.png|30px|Fighter bombers - Lirsautton Parichaya]]<br />
| The Sansha flagship, spawns in the [[Uroborus]] and [[The Kundalini Manifest]] mothership sites (also neuts and ECM bursts).<br />
|-<br />
| nowrap valign="middle" | {{icon|warfare link|30|Command Bursts}} '''Vylade Dien'''<br />
| A sturdy command ship with no damage capabilities.<br />
|}<br />
Whether you go for the logistics support before or after you deal with the immediate threat of jammers, neuters and high damage dealers is one of many things that is answered with the classical ''"It depends!"''.<br />
<br />
Is your fleet strong enough to simply power through the repairs in a timely fashion? If so, killing the logistics is of lesser concern. In the case where the repairs are strong enough to seriously slow you down, suddenly it becomes a high priority right after jammers.<br />
<br />
In general, the increased efficiency of their repairs and lower overall tank makes the '''Mara Paleo''' a higher priority than the '''Intaki Colliculus''' for all ships able to apply damage to the much smaller Mara. While substantial, the repairs from the flagship doesn't really influence the target order for the mothership sites, since it is the main objective for the site and takes quite a while to kill.<br />
<br />
In addition to remote repairs, some Sansha ships like the '''Vylade Dien''' have fleet boosting capabilities, giving everyone increases shield resistances. Whether they should be a high priority to kill depends a little on the size of the wave and your long range capabilities. If you have a large wave to deal with, it becomes a higher priority as the resist bonus makes it take longer to kill off the wave. The smaller the waves, the smaller the incentive is to focus on the Vylade initially, as it has a substantial amount of effective hit points. Keep in mind that this ship has a preferred orbit of 60 km, so if this causes issues with your fleet's damage projection capabilities, you might consider making it a priority.<br />
<br />
== Removing webbers to allow rapid movement or speed tanks ==<br />
Depending on the fleet composition and fitting doctrine, sometimes removing webbers can be a high priority. The ships that web are:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | {{icon|web|30|Webbing}} '''Auga Hypophysis''' {{icon|point|30|Warp disrupting}}<br />
| A close orbiting cruiser with short range and excellent damage application (also warp disrupts).<br />
|-<br />
| nowrap valign="middle" | {{icon|web|30|Webbing}} '''Schmaeel Medulla''' {{icon|point|30|Warp disrupting}}<br />
| A sturdy frigate with high speed and low signature that is very hard to hit due (also warp disrupts).<br />
|-<br />
| nowrap valign="middle" | {{icon|web|30|Webbing}} '''Renyn Meten'''<br />
| A sturdy frigate with low signature that is hard to hit.<br />
|-<br />
| nowrap valign="middle" | {{icon|web|30|Webbing}} '''Youl Meten'''<br />
| A weak frigate that is otherwise similar to the '''Renyns'''.<br />
|-<br />
| nowrap valign="middle" | {{icon|web|30|Webbing}} '''Outuni Mesen''' {{icon|point|30|Warp disrupting}}{{icon|neut|30|Energy neutralizing}}<br />
| A sturdy battleship with medium range damage capabilities (also warp disrupts and neuts).<br />
|}<br />
The Schmaeels and Renyns have a webbing range of 15km while the others frigates have a standard range of 10km. The Outuni has a webbing range of 20km but is often killed long before that due to its longer neut range.<br />
<br />
Removing webbers from the field can be a high priority if your fleet is required to, for example, fly fast with propulsion modules to reach the next gate (common in higher sites even for shield fleets), if ships rely on their afterburners to speed tank etc.<br />
<br />
== Facilitating a controlled warp-out ==<br />
Sometimes things go wrong, like a logistics ship disconnecting, and you get overwhelmed on a site and need to get the fleet out. In order to safely warp a fleet out of a site you need everyone pre-aligned and all warp disrupting capable ships on grid destroyed. The ships capable of warp disrupting are:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Citizen / Slave'''<small> <ref>'''Citizen Astur''', '''Slave 32152''', '''Slave Endoma01''', '''Slave Heavenbound02''' or '''Slave Tama01''' only spawns in the last wave of [[Nation Commander Stronghold]] sites. Killing it will end the site, no further priorities are needed.</ref></small> {{icon|neut|30|Energy neutralizing}}{{icon|target painter|30|Target painting}}<br />
| A sturdy torpedo battleship with high damage but poor damage application (also neuts and target paints).<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Sansha's Nation Commander'''<small> <ref>The '''Sansha's Nation Commander''' is a special commander unit that spawns in the [[Nation Commander Outpost]] site.</ref></small><br />
| A torpedo frigate with low signature and very high damage but poor damage application<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Schmaeel Medulla''' {{icon|web|30|Webbing}}<br />
| A sturdy frigate with high speed and low signature that is very hard to hit due (also webs).<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Tama Cerebellum'''<br />
| A torpedo frigate with low signature and decent damage but poor damage application<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Auga Hypophysis''' {{icon|web|30|Webbing}}<br />
| A close orbiting cruiser with short range and excellent damage application (also webs).<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Deltole Tegmentum''' {{icon|neut|30|Energy neutralizing}}{{icon|target painter|30|Target painting}}<br />
| A sturdy torpedo battleship with high damage but poor damage application (also neuts and target paints).<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Outuni Mesen''' {{icon|neut|30|Energy neutralizing}}{{icon|web|30|Webbing}}<br />
| A sturdy battleship with medium range damage capabilities (also neuts and webs).<br />
|}<br />
<small><references/></small><br />
It is important to take your fleet composition into consideration when a logistics pilot disconnects or they all get jammed and you're left with no remote repairs. Most fleets with a proper setup including remote capacitor transmitters (formerly energy transfers), remote shield boosters (formerly shield transporters), shield maintenance bots and calm pilots can usually remove enough damage from the field to hold down the fort until the logistics pilot reconnects. Starting to align can in fact be a bad choice in some circumstances (since it reduces your tracking), so take a second to get confirmation on warp disrupts (who's warp disrupted and by whom) while making a judgement call if you can handle the incoming damage or not. If you do start aligning, remind the logistics to turn their afterburners off so they don't run out of range and keep an eye on the fleet if you end up staying aligned for longer periods of time.<br />
<br />
Remember that you always have the option to keep one ship alive in order to avoid spawning the next wave. It doesn't take much to handle the incoming damage of a single ship, so if you have time to trim down the wave to the point where it's just one ship left, that's also an option. Keep in mind that this requires the fleet to be strong enough to quickly drop the incoming damage, competent enough to stop shooting and for people to pull in their damage dealing drones. Otherwise the last enemy will die and a new wave will spawn making things worse. Tagging the NPC you don't want killed with a '''J''' (juliet) and reminding people on mumble usually does the trick though.<br />
<br />
If things get completely out of hand and you know for a fact that you won't be able to save everyone, as a last resort you could kill off as many warp disrupt capable ships as you can (leaving as few behind as possible) and take as many people in the fleet out as you can to prevent further losses. For example, in an [[Override Transfer Array]] site you got a lot of warp disrupt capable ships, like '''Tamas''', '''Augas''' and a '''Deltole''' each wave. Killing the Tamas (usually a handful) first would get rid of the most warp disruptors the fastest. Second would be Augas (usually two) as they are much easier to kill then the Deltole (just one). That way you might be able to get rid of 7 out of 8 warp disrupt capable ships and even if you don't have time to kill the Deltole, you've reduced the potential losses down to just one single ship, the one pointed by the Deltole. Remember your priority is the majority of the fleet, not the individual members.<br />
<br />
== Utilizing drones ==<br />
Drones can be a tremendous asset on the field, with a damage potential anywhere from 500 up to 900+ dps from light combat drones alone in vanguards. But you need to use them wisely or end up wasting their potential.<br />
==== [[image:icon_bounty.png|32px|Drone target]] Drone targets ====<br />
In a less skilled fleet consisting of regular tech one ships the frigates present a noticeable problem. To remedy the problem we utilize the dronebunny to effectively handle the fast, small signature, tight orbiting frigates. Drones can even dispose of unwebbed frigates, although they should always be complemented with a web or two to speed things up.<br />
<br />
One thing to remember about drones is that they have very short optimals and you also need to factor in travel time. You want them to spend more time shooting and less time moving. As such, there's no ''one way'' to use drones, but instead highly situational. See [[#Bonused_webs_and_flexible_dronebunny|bonused webs]] under '''Advanced tactics''' below for more information.<br />
<br />
==== {{icon|fighter bombers|32|Dronebunny}} Selecting a dronebunny ====<br />
{{note box|The way the [[EVE University Incursion Community]] run their [[Roles_in_Incursions#Ongrid_booster|ongrid booster]] it makes for a good choice of dronebunny.}}<br />
The first thing to remember is that the dronebunny is first and foremost a damage dealer, dronebunny second. You should never compromise your primary function of dealing damage in an attempt to be a better dronebunny. You select a dronebunny from the fleet members based on who could direct the drones with the least amount of interference or hindrance, while simultaneously making the most use of the drones.<br />
<br />
As for who the dronebunny should be, there are a variety of things to consider. It is often easier to think of what ships in the fleet shouldn't be the dronebunny.<br />
* A '''sniper''' or someone with the range to hit the elusive targets out at 50-60km (usually outside drone control range) is not a good candidate unless they are assigned sentry drones from people with excessive drone control range.<br />
* A ship with bonused webs like a '''Vindicator''' that shoots frigates is also a poor choice, since they never stay on a single target for very long. On the other hand, if they take on the role of the brawler anchor in a larger fleet, then they can sometimes be a good option for controlling heavy drones.<br />
* Your '''tagger''' is usually a poor choice because his focus will be on tagging.<br />
* Any ship with multiple utility midslots that you want spread across primary and secondary targets would also be a poor choice, as the drones would get confused with webs and target painters being spread on multiple targets. A dronebunny should focus his attention to one ship at a time.<br />
* In short, never hamper or limit the potential of any ship in your fleet by making them the dronebunny. <br />
Once you've eliminated the bad choices, take a look at the ships that remain. Ideal candidates would be ships with a good scan resolution for fast locks, at least one web to improve the efficiency of the drones (if they are short range targets) and a reasonable cycle time on their weapons (or the ability to conveniently group them) so they can engage the next target in a timely fashion.<br />
<br />
==== [[image:icon_drones.png|32px|Multiple dronebunnies]] Multiple dronebunnies ====<br />
In larger sites, assaults and headquarters, you'll quickly break the limit of a maximum of 50 assigned drones. When you have more than that, it not only becomes necessary to have multiple dronebunnies but it also means that you should take great care in who assigned what drones to whom. If you have a mix of light, medium and heavy drones, or even sentry drones, they usually benefit from being split up and utilized in a practical manner.<br />
* Assign '''light drones''' to one dronebunny, to help them take care of smaller targets like frigates. Light drones will easily fly back and forth on the battlefield due to their high speeds.<br />
* Assign '''medium drones''' another dronebunny, to help them take care of close by cruisers. Due to damage application and their innate slower speed, care needs to be taken so as not to spread these out. '''Romi Thalamus''' is often a good choice for this dronebunny, as they are a low priority and come in fairly close so the drones will stay on target for quite a while.<br />
* ''(optional)'' Assign '''heavy drones''' to a brawler anchor, if you use one, to both keep them where the brawlers are as well as help them kill their targets. <br />
* ''(optional)'' Assign '''sentry drones''' to another dronebunny, to help them take care of battleships. Since they cannot more from where they are deployed<small>&nbsp;<ref>Technically sentry drones move about a meter per second, but for the sake of argument let's assume they are stationary.</ref></small> and will have limited range and tracking issues, care needs to be taken to direct them to suitable targets. '''Deltole Tegmentum''' could be a good choice for short range gardes while '''Ostingele Tectum''' would perhaps be better for curators. Since they aren't moving they suffer less from diminishing returns when rapidly swapping targets.<br />
<br />
Of course there are exceptions to the rule. Putting drones on a high priority target might be overkill sometimes, but it would get rid of the target that much faster which can sometimes be prudent. You can also have people control their own drones if there's a need for it, for example if there's no real homogeneity among the drones (like a mix of gardes and curators) or if some people have perfect drone control range and can utilize it. The most important thing is that you make sure your dronebunny knows what to shoot, so he can effectively direct the drones.<br />
<small><references/></small><br />
<br />
== Spreading webs and target painters ==<br />
Try to make the most out of your webs and target painters in the fleet. See the [[#Ensure that you have enough webs|bonused webs and stacking]] section above for more information.<br />
<br />
; {{icon|web|32|Stasis webifier}} Stasis webifiers<br />
First of all, remember that not everyone will be able to web everything. When you enter a vanguard site for example, you'll all land anywhere within a radius of roughly 4,000 meters from the beacon. This means that you can be up to 8,000 meters away from some of your fleet members. If a Sansha orbits someone that far out, they'll be +/- 8km away, potentially orbiting in and out of web range depending on their preferred orbit distance. This is why we focus so heavily on webs for vanguards, to ensure that we have enough webs available for any given target.<br />
<br />
Second, consider stacking penalties and spread your webs out among primary, secondary and drone targets. Experienced pilots will do this automatically, but it doesn't hurt to remind them to keep an eye on the velocity of their targets and spread webs if your primary target is already sufficiently webbed down. Remind people that they should always use their webs. If they can't web their primary or secondary targets, just web something else.<br />
<br />
If you have long-webbed [[Loki]]s and [[Bhaalgorn]]s, make sure they aren't webbing things too far out. Always adjust the range of which you web things down to your fleet's damage projection capabilities. There's no point webbing things at 40km if more than half your fleet is unable to hit things for any kind of damage at that range.<br />
<br />
; {{icon|target painter|32|Target painter}} Target painters<br />
The same goes for target painters, although they are harder to manage as you wouldn't immediately be able to tell how many painters are on your target, like you do with webs and velocity. Normally you don't have too many target painters for that to be a problem and a good mix of both webs and target painters often gives you better applied damage than simply piling on more and more webs.<br />
<br />
== Making the most out of remote tracking computers and remote sensor boosters ==<br />
Remote tracking computers and remote sensor boosters can help ships push critical boundaries, overcome ship-design flaws or just plain improve the overall efficiency of the fleet. Because they are so much stronger than local variants of these modules, they can even be effective despite heavy stacking penalties due to the fact that they end up on top of the hierarchy. It's often worth spreading these modules around as opposed to doubling up on fewer people, but if you do, especially with the remote tracking computer, it's often more beneficial to script them differently in order to avoid too much stacking. <br />
<br />
; [[image:icon_tracking_computer_i.png|32px|Remote tracking computer]] Remote tracking computers<br />
Choosing who benefits the most from a remote tracking computer is all about overall applied damage output and to some degree stacking penalties. Boosting a ship with few other bonuses being stacking penalized, will yield a better result compared to boosting a ship with more modules stacking (assuming they are of similar prowess in terms of applied damage). At the same time, there is great synergy for boosting ships who already have strong base values due to ship bonuses or simply due to their fit. A smaller percentage boost on a higher value compared to a higher percentage boost on a lower value will at some point favour boosting the ship with the highest value instead of looking at who benefits the most percentage wise.<br />
<br />
On a more basic level, ships who have the needed range benefit more from improved tracking than they do from getting more range. Similarly a ship with mediocre or only decent range, but with good tracking already, will benefit the most from tracking speed. A good rule of thumb can be to give '''optimal range''' to ships fitted with blasters (and in some cases autocannons if their range is too low) while most other ships benefit more from '''tracking speed'''.<br />
<br />
; [[image:Icon sensor resolution.png|32px|Remote Sensor Booster]] Remote sensor boosters<br />
For vanguards it's almost always more useful to put remote tracking computers on your logistics, including the basilisk, because the need for increased locking speed is often outweighed by the overall improved dps that comes from the remote tracking computers. In assaults and headquarters however, the fleet can often benefit from a few remote sensor boosters from their basilisks. When it comes to using remote sensor boosters, it is often better to boost the worst scan resolution than it is to try and ''top off'' an already decent scan resolution. If people learn to pre-lock as many targets as possible, the first lock is the most critical one. Getting that slow-locking battleship to 8 seconds instead of 16 seconds is a huge boost for the fleet, as it means that ship will apply damage much, much faster. Certainly better than boosting the dronebunny from 5 seconds to 2,5 second locking time in most scenarios.<br />
<br />
Naturally there could be situations where it might pay off to top off an already decent scan res. For example if you were to rely on a single ship to quickly kill something as it spawns before it can be a threat. An example of that would be a ship tailored to ''insta-pop'' any Niarja that spawns, before it even has a chance to jam someone, which means less jams that the fleet has to worry about.<br />
<br />
== Overheating defensive modules and remote shield boosters ==<br />
In case of an emergency or whenever the incoming damage becomes too much to handle, the combined effect of overheating can often save your ship.<br />
<br />
Overheating an '''Invulnerability Field II''' module will increase its efficiency by 20% allowing you to push your resists up by a few percent, easily giving you a 10% reduction to incoming damage. An overheated '''Large Remote Shield Booster II''' module will lower the duration of the module by 15% giving them more than 17% more effective repairs. The combined effect of the two will usually buy you enough time to resolve the situation and get things under control again. This can be an even more effective strategy when a capsuleer is using a [[Strategic Cruiser]] as they are bonused to reduce module heat damage taken, with high enough skills you can overheat a module for prolonged periods without causing too much damage.<br />
<br />
See the [[Overheating]] page for more information.<br />
<br />
= Advanced tactics =<br />
Once you have the basics of Incursion running down, consider further refining your tactics, or even fitting principles, to improve your fleet's performance. You might want to further increase your safety margin, or maximise your income by completing sites faster and/or winning competitions.<br />
<br />
== Adjusting fits ==<br />
The fits we have on the wiki are specifically tailored to suit our normal kitchen sink fleets, so that we don't have to cherry-pick ships to get a functioning fleet. For example that's why all battleships have a sensor booster and at least one web for vanguards, why we ensure that people have a solid tank and range projection in assaults sites. Naturally there is room for improvement here, based on the fleet composition.<br />
<br />
An offensively strong vanguard fleet could drop the damage control or invulnerability field in favour of a tracking enhancer or a tracking computer. If the fleet has lots of '''Vindicators''' with bonused webs you could perhaps have some of the other ships refit to target painters, double sensor boosters or more tracking computers, perhaps even long ranged turrets like Tachyons and Artillery. Just make sure that you have enough webs to cover all primary targets, that you don't compromise the tank too much and remember to adjust back if your fleet composition changes.<br />
<br />
In assaults you can allow experienced pilots the freedom to fit for short range and a microwarpdrive, allowing them to roam about and web things down. This of course assumes that utility cap is available or that the pilot is skilled enough to be able to keep himself from capping out. You can also allow for high skilled players to take off their large shield extenders in favour of a tracking computer, if their resists are high enough and their base shield hit points are within acceptable limits.<br />
<br />
For the majority of our fleets there's little need to go this far. Our kitchen sink fleets, with people coming in and out, are often ill suited for this level of micromanaging. That doesn't mean that it can't be a great tool when you end up getting lots of high skilled players in pirate faction battleships.<br />
<br />
== Bonused webs and flexible dronebunny ==<br />
Webs from [[Vindicator]]s are incredibly powerful (up to 90% velocity reduction instead of 60%) and takes angular velocity out of the equation most of the time, especially in combination with the good base tracking of blasters. This allows them to become excellent frigate-killers, as soon as the target comes within webbing range. Given the right circumstances (enough bonused webs, good boosts extending the range of webs) you can completely turn the tables and have the damage dealers with bonused webs take care of the frigates, leaving the dronebunny to follow the regular targets (like cruisers and battleships).<br />
<br />
Theoretically this would also work with long webs, from [[Bhaalgorn]]s and [[Loki]]s. If you have enough webs to slow down all frigates at range, like between 30-50km, it would allow the entire fleet to pop frigates left and right on approach ... assuming your damage dealers have the range needed. However, if anything slips through your web and gets into orbit, you're back to square one.<br />
<br />
Webbing stuff at range is often a detriment, as it often leads to range issues and lower applied damage from your fleet. But if the fleet has the range, webbing things at a distance would help tracking and potentially reduce damage for some enemies (as they too would be stuck in falloff or even out of range completely).<br />
<br />
== Autonomous fleet members ==<br />
Sometimes you can afford to give certain members free reigns in what they shoot, if they are knowledgeable about incursions or fly a specific ship that doesn't quite fit your pre-determined roles. More experienced players for example could determine on their own if there's room for taking a few shots at an incoming frigate before moving on to the cruisers. Some pilots could be entrusted to direct their own drones instead of assigning them to the dronebunny, if for example they have the range and ability to use them to shoot ships that spawn outside normal drone control range. This would of course require that the pilots are well accustomed to the needs of the fleet commander and knows the limits of their ship, so as not to waste their potential.<br />
<br />
In certain fleets it might even be worth it to simply call {{co|wheat|''"New wave!"''}} instead of actually calling specific targets, leaving comms open for more important information or simply to allow for more conversation. This of course assumes you're running with experienced players who know what to shoot already. Be mindful of new people joining the fleet, so you adjust accordingly.<br />
<br />
Just be careful giving people this freedom, because unless they know your style and can anticipate when to stop going off on their own and fall back on your orders you can quickly end up with an unruly fleet with no direction.<br />
<br />
== Situational target calling ==<br />
While there are some standard target orders and priorities, there's often room for improvement based on a number of variables.<br />
<br />
; {{icon|warfare|32|Fleet composition}} Fleet composition<br />
The individual skills of the pilots in your fleet can range from low skilled to high skilled, their ships from tech one to pirate faction battleships, their modules from meta 4 to tech 2, faction, deadspace or even officer modules. Ships can fit for short or long range, people can be more or less experienced and more or less attentive to your sudden commands etc.<br />
<br />
All these things make for very different fleets and you'll need to factor that into how you run your fleet. A very high skilled and blinged out fleet can easily neutralize threats whenever you tell them to, allowing you to leave potentially dangerous targets for later, in favour of removing damage from the field. The same couldn't be done in a fleet where the damage application is low or when people aren't reacting fast enough to new target calls.<br />
<br />
This also means that a good balance of short and long ranged ships is necessary to achieve optimal performance.<br />
<br />
; [[image:icon_optimal_range_script.png|32px|Range projection]] Range projection<br />
With poor range projection it can sometimes be more beneficial to have some of your short range ships shoot the enemies that are close, even though they are of lower priority simply because they don't have the range to shoot anything else. Just remember to make a second call for them to swap back to their primary target once they get into range.<br />
<br />
The other ships, capable of ranged projection, could then be directed to targets further out that the short ranged fleet members cannot reach. While this might lead to higher overall incoming damage early on (since the high priority targets won't die as fast) it would lead to faster overall completion times because each ship in the fleet will be able to utilize their damage capabilities better.<br />
<br />
; [[image:icon_tracking speed script.png|32px|Damage application]] Damage application<br />
Similar to range projection, some ships will have an easier time applying their damage to certain sized ships or speeds due to tracking.<br />
<br />
Large guns have an easier time hitting battlecruisers and battleships than they have hitting close orbiting frigates and cruisers. While webs often cancel this effect, there's still room for micromanaging your fleet to keep people shooting targets they can apply the most damage to. The need for this increases with the number of ships in your fleet, so as not to waste damage potential.<br />
<br />
; {{icon|sensor resolution|32|Fast-locking ships}} Fast-locking ships<br />
Whenever targets spawn at range, there's a window of opportunity for any fleet with ships able to lock fast and shoot at a distance. While on approach, enemies come in at a low angular velocity with their microwarpdrive turned on and thus much easier to hit compared to when they slow down and start orbiting under your guns. Given enough scan resolution, good enough range and tracking, even battleships can pick off smaller ships as they come rushing towards you. Most tech one battleships have no real means of doing this, but faction battleships and strategic cruisers are usually more than capable of finishing off a few frigates before they even get close.<br />
<br />
; {{icon|x|32|Ignore some targets}} Ignore some targets<br />
Some sites will have targets that you don't necessarily need to kill to finish the site. Sometimes they can be ignored completely, like in the case of the '''Eystur Rhomben''' in [[Override Transfer Array]] sites and the '''Antem Neo''' in [[Overwhelmed Civilian Facility]] sites.<br />
<br />
In other sites, like the [[True Creations Research Center]] and [[The Kundalini Manifest]], you trim down the waves to a point where your logistics can handle the incoming damage, after which you ignore most of them (except a handful of respawns) in favour of finishing the main objective.<br />
<br />
== Moving fleets ==<br />
If you sit still in a site, you're limited to the pre-set engagement range of the site based on where enemies spawn and how fast they fly towards your position. The benefit of sitting still is that you don't add to your tracking issues by moving and inflating the angular velocity.<br />
<br />
The goal of a moving fleet is to close the distance between the fleet and the spawn-point where enemies appear. The downside of this tactic is that while moving, your tracking is severely reduced, but the benefit once you've reached your position is that you suddenly have everything spawning right on top of you, well within webbing range as well as optimal damage range. The faster you get all damage dealers on top of the spawn-point, the better.<br />
<br />
When enemies spawn right on top of you, they'll burn straight away from you until they reach their preferred orbit. Just like when they burn straight towards you, you'd benefit from a very low angular velocity when they try to fly away from you. Since they start well within your optimal range and try to get out of it, instead of into it, high scan resolution for fast locks and high damage output is more important than range for the moving fleets.<br />
<br />
This tactic is most suited for armour fleets, that generally has more utility midslots and often has less range compared to shield fleets. By fitting microwarpdrives and burning towards spawnpoints they capitalize on their utility midslots as well as compensate for their shorter damage projection capabilities.<br />
<br />
Naturally this tactic is also more useful in sites where the waves all spawn at the same spot (so you only need to move once), while less useful where the waves spawn far from each other (and you have to constantly move between spawns). It also matters what kind of enemies you are facing, as moving in sites where you face mostly battleships is less of an issue than moving in sites where you're trying to shoot frigates and cruisers with your large turrets.<br />
<br />
You also need to keep in mind that you should still keep your fleet together. Mixing afterburners and microwarpdrives or have some ships without any kind of propulsion module would lead to your fleet being split up with some ships constantly moving (and potentially completely useless due to reduced tracking). You also run the risk of enemies being pulled out of optimal range from the main bulk of the fleet if they go for the ship that isn't with the rest of the fleet.<br />
<br />
So a moving fleet can be extremely efficient, but requires more coordination and homogeneous fitting requirements in order to be pulled off successfully.<br />
<br />
== Specialized fleets ==<br />
Some communities specialize in just [[Incursion sites#Vanguard sites|Vanguard]] or just [[Incursion sites#Headquarter sites|Headquarter sites]], perhaps even focusing on specific type of sites as well for increased efficiency. Some even build fleets for the sole purpose of competing against other fleets.<br />
<br />
Such specialized fleets can be extremely powerful if used right, but since they require specific fits and the fact that they often sacrifice efficiency in some areas in favour of others, they are usually somewhat limited and less flexible. They also require strict fleet compositions in order to function, specific roles would need to be filled and not just anyone could replace people when they drop.<br />
<br />
One examples of specializing vanguard fleets would be to have all long range, alpha focused ships that fit tracking computers and target painters, with just one or two ships like '''Vindicators''' with webs to handle the few ships that slip past. Some drop down to one single logistics ship in vanguards in favour of having another damage dealer on grid, relying on skilled pilots and well-fitted ships to simply reduce the incoming damage to a manageable level before the Sansha are able to apply it. For competition fleets it's not unusual to run a little heavy with 12 members on grid instead of the usual 10 or 11, to ensure that they win every competition or at least gain a favourable edge over other fleets.<br />
<br />
Another example would be fleets that focus on increasing warp speeds as a means to both allow them to quickly move to another site to compete, but also to simply reduce the time between sites. While it might seem weird, there's a certain point where improving your ongrid performance further isn't effective anymore due to diminishing returns. With ascendancy implants and warp speed rigs and modules you can sacrifice some of your damage application in favour of greatly reducing the time it takes you to warp, ending up gaining giving you overall faster completion times when factoring in moving.<br />
<br />
== Competition ==<br />
When your site is taken and they have just begun, or when another fleet comes into the site you just started, then you need to consider your options as far as competing goes.<br />
<br />
First of all, once committed to a site, or at least a wave, you should finish it. Only leave a site in a controlled fashion, making sure none of your fleet members are warp disrupted or otherwise disposed and unable to warp away with the rest of the fleet.<br />
<br />
Second, competition is all about beating your opponent. In order to do that you need simply be better than them, in everything (lock faster, shoot further, do more damage etc.) … or you need to play at your strengths and their weaknesses. In order to do that, you naturally have to know not only your own fleet, but theirs as well, and quickly be able to judge them.<br />
<br />
Third, it is a widely held belief that competitions are measured in raw damage done to the Sansha. This means that hitting the armour and hull (which have little to no resists) earns you more points compared to hitting the shield (which has high resists). As such, trying to prioritize making hits to armour and hull is a common strategy to gain an edge, because if you can alpha away the armour and hull on a ship, you ''"win"'' that ship even if someone else chipped away the entire shield. Given how a cruiser like the '''Auga Hypophysis''' has 31,185 raw hit points, compared to a frigate like the '''Tama Cerebellum''' with its 5,390 raw hit points, you can clearly see the value in focusing on the Auga to make sure you get the most points from that, even if it means completely ignoring the 3-4 Tamas on grid.<br />
<br />
Things to consider, but not be limited to:<br />
* '''Shifting priorities'''<br />
: Priorities change when you're running in competition mode, so don't be afraid to deviate from your normal kill orders. Ships like '''Niarja Myelen''' and '''Arnon Epithalamus''' who are usually prioritized targets because they jam, might end up being key pieces in your struggle for dominance. If any of your fleet members are jammed, they remain high priority targets, but if they jam any of the members of the competing fleet, you'd want them alive for as long as possible. Have fleet members call out if they get jammed during competitions, so you can make the right call.<br />
* '''Tactical overheat'''<br />
: Calling for the fleet to overheat is not just something you do in an emergency to squeeze out more resists or faster remote shield boosting. It can also be used with great effect to increase your offensive capabilities to give you that edge you need to win a contest.<br />
* '''Suitable engagement range?'''<br />
: Can you outrange them or perform better at short range because they are range-fit? This is highly situational based on what site you’re running. The enemies would need to spawn out of their range for you to outrange them. Similarly they’d need to all spawn within your range if you planned to outperform them at close range.<br />
* '''Is your fleet simply better?'''<br />
: Can you simply overpower them with your fleet composition? If so, by all means do it.<br />
* '''Do you even have to compete?'''<br />
: If there are plenty of sites around, then there’s no shame in not competing at all. Just don’t be bullied by another fleet if you think you can take them. If they are better, accept your fate and plan accordingly.<br />
* '''Should you cut your losses?'''<br />
: Sometimes you're forced to compete against your will, or bite off more than you can swallow. If the site allows it, make a graceful but controlled exit and go to another site. Sites with very few warp disrupt capable ships are ideal for such ''"strategic retreats"''. For sites with too many ships capable of warp disrupting you're pretty much committed however, as the window without warp disrupts can be a very short and dangerous one.<br />
* '''Will boosters help?'''<br />
: Consumables like boosters may become worth considering if you compete a lot, to give you another edge. The Synth variety of drugs while weaker than the rest of the available choices do have a major advantage: they have no chance of side effects. This makes them a decent choice for long-term consistent use in high-sec incursions. See [[Combat Booster]] for more information on effects of boosters in EVE.<br />
<br />
Just remember that hesitation is often viewed as a sign of weakness in the eyes of the other fleet commander, so delaying on a gate increases the risk of being contested. Aggressive aligning and going into the site quickly is often viewed as confidence, which will give the other fleet commander pause even if he has a better fleet. <br />
<br />
Whatever you decide to do, remember to do it in a controlled manner. Don't throw caution to the wind just because you have another fleet at the gate.<br />
[[Category:Incursions]]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Anatomy_of_Incursions&diff=168322Anatomy of Incursions2021-02-15T03:04:42Z<p>Fellese Ovaert: Updated naming to latest module nomenclature</p>
<hr />
<div>{{Incursions links}}<br />
{{#css:<br />
.wraps { line-height:100%; margin:0px; border:0px; border-spacing:0px; border-collapse:collapse; padding:0px; vertical-align:middle; }<br />
.wrap div { margin:0px; display:inline-block; vertical-align:middle; color:lightgray; }<br />
.bars { height:8px; }<br />
.text { padding-left:4px; padding-right:4px; text-align:left; }<br />
.text2 { padding-right:4px; padding-left:4px; text-align:right; }<br />
/* Green - orange (bright) */<br />
.c1 { background-color:#e15800; } .cc1 { color:#e15800; }<br />
.c2 { background-color:#dd9900; } .cc2 { color:#dd9900; }<br />
.c3 { background-color:#93D500; } .cc3 { color:#93D500; }<br />
.c4 { background-color:#51D200; } .cc4 { color:#51D200; }<br />
/* Green - red (dark). */<br />
.d1 { background-color:Maroon; } .dd1 { color:Maroon; }<br />
.d2 { background-color:Sienna; } .dd2 { color:Sienna; }<br />
.d3 { background-color:Olive; } .dd3 { color:Olive; }<br />
.d4 { background-color:ForestGreen; } .dd4 { color:ForestGreen; }<br />
/* Blue-purple (dark). */<br />
.e1 { background-color:purple; } .ee1 { color:purple; }<br />
.e2 { background-color:rebeccapurple; } .ee2 { color:rebeccapurple; }<br />
.e3 { background-color:slateblue; } .ee3 { color:slateblue; }<br />
.e4 { background-color:steelblue; } .ee4 { color:steelblue; }<br />
}}<br />
= Scope of this article =<br />
This article is not intended to be a step-by-step manual on how to lead an incursion fleet, but rather an article bringing up all the various aspects of running a site. To make sure you are aware of all the choices you'll need to be making and how they are influenced by what site you're doing, how your fleet members have fitted their ships, the skills they have and to what level of autonomy you can rely on them to perform without specific orders.<br />
<br />
While primarily for people looking to step up and lead fleets, this article also serves as good read for players who wish to understand why things are done in a certain way, which helps them become more autonomous. Having pilots in the fleet who are able to adapt on the fly, knowing what works and what doesn't, is a tremendous asset to the fleet commander and greatly improved not only efficiency but also fleet safety. Just remember that while you're often given a certain amount of freedom, if the fleet commander gives you a specific order, follow it.<br />
<br />
In short, this article is focused on making you aware of all the related things so that you have a proper foundation on which to improve your own performance or build your personal fleet commanding style tailored to the kind of fleets you'll run.<br />
<br />
The [[Incursion fitting principles]] page is a great complement to this page, going through the various fitting choices.<br />
<br />
= Commanding a fleet =<br />
<br />
Firstly, simply remember that EVE is a game where {{co|wheat|''"It depends!"''}} is the single most important thing to remember. Don't blindly follow set tactics or kill-orders you've read here or somewhere else. Put things into perspective and ''adjust to what's happening'': different site mechanics, the spawning of enemies, as well as your current fleet composition. This is a good example of where the ''"why"'' (reasoning and ability to put things into context) is more important than the ''"how"'' or ''"what"'' (rigid kill-order lists etc.). This is because knowing the ''"why"'' allows you to tackle anything the game throws at you, whereas only knowing the ''"how"'' or ''"what"'' will catch you off-guard whenever something out of order happens.<br />
<br />
'''Do not underestimate''' the dangers of being inflexible, or a lack of knowledge surrounding the ''"why"''. For example, a fleet led by someone who is flexible and adjusts to the actual situation and fleet composition can easily avoid disasters; that would by contrast cause immediate losses for a fleet led by someone following a standardized kill-order but without also taking into consideration the fleet composition. Additionally and finally, having the knowledge of ''"why"'' will allow you to ''foresee problems before they happen'' and act proactively, instead of reactively.<br />
<br />
The following four sections will cover '''four key areas of awareness''' that are to be taken into consideration while in command: security, capability, communication, and psychological.<br />
<br />
== Secure your fleet ==<br />
When it comes to having enough logistics in the fleet, one of the key aspects you need to consider is how quickly your logistics will cycle their repairs (which indirectly also controls how fast they can switch targets) and how vulnerable they are if they receive aggro. The fewer logistics you have in the fleet, the more vulnerable they will be if they themselves get aggro.<br />
<br />
If you have four logistics, you’ll be able to repair a fellow logistics at 75% strength (the other three logistics will be able to rep you). When you drop to just two logistics, your efficiency drops to 50% repping power. You’re losing half your repping power at that point, while simultaneously forcing your remaining logistics pilot to commit more reppers at any given point (adding to the time it takes to switch reps from one target to another). Just turn it around and imagine taking half the tank off from a ship in the fleet, nobody would ever suggest that. To mitigate this problem in vanguards, where more than two logistics is overkill if you have boosts, we utilize secondary repping from remote shield boosters and shield maintenance bots on regular damage dealers (to be used in case of an emergency).<br />
<br />
To be safe, an incursion fleet should be able to warp into a site, have one of their logistics take full aggro and still be able to keep that logistics alive indefinitely. Other communities might go with a more practical solution of having just enough logistics and focus more on your offensive capabilities. Similar to how mission runners can go for more gank over tank and survive, you can do the same in incursions. However, our community focuses on the safety of its members over site completion times.<br />
<br />
== Know your fleet ==<br />
It is also important to be aware of your fleet composition and what your strengths and weaknesses are. Remember that your fleet composition is constantly changing as people drop and others replace them. Mentally reassess your fleet strengths and weaknesses based on what kind of ship and utility is leaving and what’s replacing it.<br />
<br />
How many webs do you have and at what range can they be applied? How far can your damage dealers shoot and still do damage? Do you have an overall high damage or low damage fleet? How fast are most of them locking up targets? What kind of boosts are you getting? Do you have enough remote capacitor transmitters (formerly energy transfers), remote shield boosters (formerly shield transporters) and backup maintenance bots? How responsive is your fleet, will a fast pace be efficient or just confusing and downright dangerous?<br />
<br />
Without knowing these things you can't really make a good decision on how to tackle a site, because you'll need to put that into the context of the site you're doing and the challenges in it. The differences in spawns can make certain tactics very viable, or next to useless.<br />
<br />
==== {{icon|web|32}} Ensure that you have enough webs ====<br />
There are a lot of factors to consider, but before that, see this table:<br />
{| class="wikitable" style="font-size:90%;"<br />
! style="background-color:#111111;" | Type of ship<br />
! style="background-color:#111111;" | Type of web<br />
! style="background-color:#111111;" | Effectiveness of the web<br />
! style="background-color:#111111;" | Effective speed of your target<br />
|-<br />
| rowspan="2" align="center" valign="middle" | '''[[Vindicator]]'''<small>&nbsp;<ref>Other [[Serpentis]] ships have '''bonuses to web strength''' (+10% per level up to +50% stronger). The same goes for the [[Daredevil]], the [[Vigilant]], the [[Vehement]] and the [[Vanquisher]], but they are not commonly seen in incursions.</ref></small><br>{{co|grey|(bonused hull)}}<br />
| align="center" | {{icon|isis gallente|18}} {{co|coral|Federation Navy}}<br>{{icon|isis serpentis|18}} {{co|coral|Shadow Serpentis}}<br>{{co|grey|(90% strength)}}<br />
| <div class="wraps"><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 4</div><div class="bars d1" style="width:198px;"></div><div class="text">99,21%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 3</div><div class="bars d2" style="width:197px;"></div><div class="text">98,94%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 2</div><div class="bars d3" style="width:196px;"></div><div class="text">97,82%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 1</div><div class="bars d4" style="width:180px;"></div><div class="text">90,00%</div></div><br />
</div><br />
| <div class="wraps" style="text-align:right;"><br />
<div class="wrap"><div class="text2">0,79%</div><div class="bars d1" style="width:4px;"></div><div class="text">{{icon|isis web|14}} x 4</div></div><br />
<div class="wrap"><div class="text2">1,06%</div><div class="bars d2" style="width:5px;"></div><div class="text">{{icon|isis web|14}} x 3</div></div><br />
<div class="wrap"><div class="text2">2,18%</div><div class="bars d3" style="width:11px;"></div><div class="text">{{icon|isis web|14}} x 2</div></div><br />
<div class="wrap"><div class="text2">10,00%</div><div class="bars d4" style="width:50px;"></div><div class="text">{{icon|isis web|14}} x 1</div></div><br />
</div><br />
|-<br />
| align="center" | {{icon|isis sansha|18}} {{co|coral|True Sansha}}<br>{{icon|isis blood|18}} {{co|coral|Dark Blood}}<br>{{co|grey|(82,5% strength)}}<br />
| <div class="wraps"><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 4</div><div class="bars d1" style="width:196px;"></div><div class="text">97,99%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 3</div><div class="bars d2" style="width:195px;"></div><div class="text">97,38%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 2</div><div class="bars d3" style="width:190px;"></div><div class="text">95,05%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 1</div><div class="bars d4" style="width:165px;"></div><div class="text">82,5%</div></div><br />
</div><br />
| <div class="wraps" style="text-align:right;"><br />
<div class="wrap"><div class="text2">2,01%</div><div class="bars d1" style="width:10px;"></div><div class="text">{{icon|isis web|14}} x 4</div></div><br />
<div class="wrap"><div class="text2">2,63%</div><div class="bars d2" style="width:13px;"></div><div class="text">{{icon|isis web|14}} x 3</div></div><br />
<div class="wrap"><div class="text2">4,95%</div><div class="bars d3" style="width:25px;"></div><div class="text">{{icon|isis web|14}} x 2</div></div><br />
<div class="wrap"><div class="text2">17,5%</div><div class="bars d4" style="width:88px;"></div><div class="text">{{icon|isis web|14}} x 1</div></div><br />
</div><br />
|-<br />
| rowspan="2" align="center" valign="middle" | '''Other ships'''<br>{{co|grey|(unbonused)}}<br />
| align="center" | {{icon|isis gallente|18}} {{co|coral|Federation Navy}}<br>{{icon|isis serpentis|18}} {{co|coral|Shadow Serpentis}}<br>{{co|grey|(60% strength)}}<br />
| <div class="wraps"><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 4</div><div class="bars d1" style="width:179px;"></div><div class="text">89,55%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 3</div><div class="bars d2" style="width:175px;"></div><div class="text">87,41%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 2</div><div class="bars d3" style="width:162px;"></div><div class="text">80,86</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 1</div><div class="bars d4" style="width:120px;"></div><div class="text">60,00%</div></div><br />
</div><br />
| <div class="wraps" style="text-align:right;"><br />
<div class="wrap"><div class="text2">10,45%</div><div class="bars d1" style="width:53px;"></div><div class="text">{{icon|isis web|14}} x 4</div></div><br />
<div class="wrap"><div class="text2">12,59%</div><div class="bars d2" style="width:65px;"></div><div class="text">{{icon|isis web|14}} x 3</div></div><br />
<div class="wrap"><div class="text2">19,14%</div><div class="bars d3" style="width:96px;"></div><div class="text">{{icon|isis web|14}} x 2</div></div><br />
<div class="wrap"><div class="text2">40,00%</div><div class="bars d4" style="width:200px;"></div><div class="text">{{icon|isis web|14}} x 1</div></div><br />
</div><br />
|-<br />
| align="center" | {{icon|isis sansha|18}} {{co|coral|True Sansha}}<br>{{icon|isis blood|18}} {{co|coral|Dark Blood}}<br>{{co|grey|(55,5% strength)}}<br />
| <div class="wraps"><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 4</div><div class="bars d1" style="width:173px;"></div><div class="text">86,39%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 3</div><div class="bars d2" style="width:168px;"></div><div class="text">83,89%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 2</div><div class="bars d3" style="width:153px;"></div><div class="text">76,51%</div></div><br />
<div class="wrap"><div class="text">{{icon|isis web|14}} x 1</div><div class="bars d4" style="width:110px;"></div><div class="text">55,0%</div></div><br />
</div><br />
| <div class="wraps" style="text-align:right;"><br />
<div class="wrap"><div class="text2">13,61%</div><div class="bars d1" style="width:68px;"></div><div class="text">{{icon|isis web|14}} x 4</div></div><br />
<div class="wrap"><div class="text2">16,11%</div><div class="bars d2" style="width:81px;"></div><div class="text">{{icon|isis web|14}} x 3</div></div><br />
<div class="wrap"><div class="text2">23,49%</div><div class="bars d3" style="width:117px;"></div><div class="text">{{icon|isis web|14}} x 2</div></div><br />
<div class="wrap"><div class="text2">45,0%</div><div class="bars d4" style="width:225px;"></div><div class="text">{{icon|isis web|14}} x 1</div></div><br />
</div><br />
|}<br />
<small><references/></small><br />
As you can see, a single bonused web from a [[Vindicator]] is worth more than four normal webs and it's simply impossible to reach the effect of two bonused webs with normal webs due to [[stacking penalties]].<br />
<br />
For [[Incursion_sites#Vanguard_sites|vanguards]], with lots of small frigates, you'll need plenty of webs. Ideally you'll want at least four webs each on primary, secondary and tertiary targets. Due to their orbit and the fact that fleet members are spread out around the beacon, you can't rely on everyone being able to apply their webs to every single target. To be safe, you might want a few more webs just in case. So a kitchen sink fleet might need something like one or two webs on each damage dealers, while a more doctrine-like fleet could make do with just one vindicator running three webs, or two vindicators sporting two webs each.<br />
<br />
For [[Incursion_sites#Assault_sites|assaults]] the need for webs are almost confined to making sure the dronebunny has one or two and that you have a couple more webs for slowing down '''Romis'''.<br />
<br />
For [[Incursion_sites#Headquarter_sites|headquarters]], especially for fleets using webbing tactics to hold down ships where they spawn, it all boils down to having enough webs to get the job done. Depending on how their ships are fit, they usually have room for one or two webs. Obviously, the more webs per brawler the better, but you'd want at least 15 vindicator webs to ensure that you can web the spawns down into a convenient kill box.<br />
<br />
==== {{icon|range|32}} Engagement ranges ====<br />
In vanguards there will be a lot of small ships that orbit close, with only a few larger ships and they all spawn well within 70 - 75 km. The major engagement ranges for these kind of sites are of the 15 - 25 km range and the odd 60 - 65 km range for the '''Mara Paleo'''. For assaults and headquarters there will be fewer small ships and more large ships that initially spawn much further out. The engagement range for these sites vary a bit more, with brawlers engaging anywhere from 0 - 15 km and the rest at 20 - 25 km, 35 - 45km and 60+ km. <br />
<br />
==== {{icon|turret new|32}} Short and long range weaponry ====<br />
Regardless of what type of site you'll be running, you'll need to ensure that you can handle both ships that orbit close and ships that orbit further out. In vanguards the emphasis is much higher on tracking and webs to deal with the myriad of small agile frigates, whereas for assaults and headquarters the emphasis is on projection.<br />
<br />
In general you get the best performance by carefully balancing your short and long range capabilities, tailored to the type of sites you use. That way you can ensure that your entire fleet is more or less constantly applying good damage throughout the entire site, improving your overall fleet performance.<br />
<br />
Since all the warp disruption capable ships orbit close, and usually frigate-sized, coupled with the fact that we cater to low-skilled pilots in cost-efficient ships during wartime, we focus on short range weapons and lots of webs in vanguards. That way we can always ensure that we can kill anything that warp disrupts or does high damage, if we need to [[#Facilitating_a_controlled_warp-out|facilitate a controlled warp-out]]. It also allows us to be a lot more inclusive, since we wouldn't have to worry about replacing specific ships when people drop, but can take anyone from the waitlist regardless which ship they fly and what skills they have (provided the fleet has enough logistics ships).<br />
<br />
For assault and headquarter sites the focus changes from close orbiting frigates to larger ships and range projection. With far fewer frigates and more battlecruiser- and battleship-sized ships that orbit up to 60 km away (and spawn considerably farther away), long ranged weapons are required. Those fleets need a good balance of brawlers and snipers to function, as lacking one or the other will drastically impact fleet performance.<br />
<br />
==== [[image:icon_warp_speed.png|32px|link=]] Warp speeds ====<br />
Not only do ships align faster or slower depending on their hulls and the skills of the pilot, they also accelerate into and warp faster or slower based on their hulls. This is important to be aware of when you're using acceleration gates as logistics enter the site much faster than the slower battleships.<br />
<br />
On top of that, some of our pilots fly with communities who use '''ascendancy implants''' and '''hyperspatial rigs''' increasing their warp speeds above and beyond the speed of logistics. Keep that in mind and have logistics align with the rest of the fleet if that is the case, so they don't arrive too late on grid.<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! style="padding:5px;background-color:#222222" | Ship class<br />
! style="padding:5px;background-color:#222222; text-align:left" | Warp speed (including align time)<br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis battleship|18}} '''Battleships'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:250px;"></div><div class="bars d3" style="width:70px; border-left:1px solid black;"></div><div class="bars d2" style="width:90px; border-left:1px solid black;"></div><div class="text">25s (7-16s align)</div></div><br />
</div><br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis battlecruiser|18}} '''Battlecruisers'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:250px;"></div><div class="bars d3" style="width:70px; border-left:1px solid black;"></div><div class="bars d2" style="width:90px; border-left:1px solid black;"></div><div class="text">25s (7-16s align)</div></div><br />
</div><br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis battlecruiser|18}} '''Command Ships'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:190px;"></div><div class="bars d3" style="width:90px; border-left:1px solid black;"></div><div class="bars d2" style="width:20px; border-left:1px solid black;"></div><div class="text">19s (9-11s align)</div></div><br />
</div><br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis cruiser|18}} '''Cruisers'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:170px;"></div><div class="bars d3" style="width:60px; border-left:1px solid black;"></div><div class="bars d2" style="width:10px; border-left:1px solid black;"></div><div class="text">17s (6-7s align)</div></div><br />
</div><br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis cruiser|18}} '''Logistics'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:160px;"></div><div class="bars d3" style="width:60px; border-left:1px solid black;"></div><div class="bars d2" style="width:10px; border-left:1px solid black;"></div><div class="text">16s (6-7s align)</div></div><br />
</div><br />
|-<br />
| style="padding-left:5px; padding-right:5px;" | {{icon|isis frigate|18}} '''Frigates'''<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars d4" style="width:70px;"></div><div class="bars d3" style="width:40px; border-left:1px solid black;"></div><div class="bars d2" style="width:20px; border-left:1px solid black;"></div><div class="text">7s (4-6s align)</div></div><br />
</div><br />
|}<br />
<small>&nbsp;&nbsp;&nbsp;&nbsp;Legend: &nbsp;<font class="dd4">&#9608;</font> Warp speed &nbsp;<font class="dd3">&#9608;</font> Fast align ''(max skill, agile hulls)'' &nbsp;<font class="dd2">&#9608;</font> Slow align ''(low skills, less agile hulls)''</small><br />
<br />
A simple way to alleviate this issue when taking acceleration gates is to simply have the battleships pre-align down the gate, while logistics and strategic cruisers sit still, unaligned at 0 m/s. Once the battleships start warping into the site and disappearing from the grid (which takes a handful of seconds), the smaller ships can then take the gate and arrive only a couple of seconds after the battleships.<br />
<br />
Similarly, if you're using a hacking frigate for sites like the [[Override Transfer Array]], the frigate would in turn take the gate from a stand-still as the logistics disappear off grid. Then they'd land inside the pocket after most of the Eysturs have already spawned.<br />
<br />
==== {{icon|shield transporter|32}} Remote shield boost capabilities ====<br />
It's important to know how much of your repair capabilities are tied up into each ship. That way you'll be able to quickly gauge whether you have enough support left to handle the incoming damage if one of your logistics disconnects.<br />
<br />
In assault and headquarter sites (or even mothership sites) the loss of one logistics pilot isn't usually too much of a concern unless you're running really low on logistics to begin with. In vanguard sites however, the loss of one logistics pilot is anything but trivial, but you can utilize remote shield boosters and shield maintenance bots on regular damage dealers to mitigate that problem. Rokhs have room for small bots, Maelstroms and Nightmares can field medium bots and Hyperions, Vindicators and Machariels can field heavy bots. The Nightmare, Hyperion and Machariel can also field remote shield boosters in their spare utility highslot(s).<br />
<br />
Below is a table comparing the various means of repairing other ships, to give you a general idea of their potency. As you can see, the difference between various flights of drones can be quite big, which is why being aware of the fleet composition is so important.<br />
{| class="wikitable" style="font-size:90%;"<br />
! colspan="2" style="background-color:#222222;" | Modules and drones<br />
! style="background-color:#222222;" | Amount repaired in hp / seconds<br />
|-<br />
| rowspan="2" | [[image:icon_shield_transporter_i.png|40px|Large Remote Shield Boosters]]<br />
| Large Remote Shield Booster II<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars e4" style="width:255px; border-left:1px solid black;"></div><div class="bars e2" style="width:70px; border-left:1px solid black;"></div><div class="text">85,0 - 108,4 hp/s</div></div><br />
</div><br />
|-<br />
| Large S95a Remote Shield Booster<br />
| style="padding:0px;" | <div class="wraps"><br />
<div class="wrap"><div class="bars e4" style="width:225px; border-left:1px solid black;"></div><div class="bars e2" style="width:62px; border-left:1px solid black;"></div><div class="text">75 - 95,6 hp/s</div></div><br />
</div><br />
|-<br />
| rowspan="9" | [[image:icon_drone_bandwith.png|40px|Shield Maintenance Bots]]<br />
| 5 x Heavy Shield Maintenance Bot II<br />
| <div class="wrap"><div class="bars e4" style="width:270px; border-left:1px solid black;"></div><div class="text">90 hp/s</div></div><br />
|-<br />
| 5 x Heavy Shield Maintenance Bot I<br />
| <div class="wrap"><div class="bars e4" style="width:225px; border-left:1px solid black;"></div><div class="text">75 hp/s</div></div><br />
|-<br />
| 4 x Heavy Shield Maintenance Bot II<small>&nbsp;<ref>Standard setup for a [[Vindicator]] in the [[EVE University Incursion Community]] is to use 5 light damage drones 4 heavy shield maintenance bots.</ref></small><br />
| <div class="wrap"><div class="bars e4" style="width:216px; border-left:1px solid black;"></div><div class="text">72 hp/s</div></div><br />
|-<br />
| 4 x Heavy Shield Maintenance Bot I<br />
| <div class="wrap"><div class="bars e4" style="width:180px; border-left:1px solid black;"></div><div class="text">60 hp/s</div></div><br />
|-<br />
| 5 x Medium Shield Maintenance Bot II<br />
| <div class="wrap"><div class="bars e4" style="width:105px; border-left:1px solid black;"></div><div class="text">35 hp/s</div></div><br />
|-<br />
| 4 x Medium + 1 x Light Shield Maintenance Bot II<small>&nbsp;<ref>Standard setup for a [[Scimitar]] in the [[EVE University Incursion Community]] is to use 4 medium and 1 light shield maintenance bot and they get a bonus to drone repair amount.</ref></small><br />
| <div class="wrap"><div class="bars e4" style="width:97px; border-left:1px solid black;"></div><div class="bars e3" style="width:97px; border-left:1px solid black;"></div><div class="text">32,4 - 64,8 hp/s</div></div><br />
|-<br />
| 5 x Medium Shield Maintenance Bot I<br />
| <div class="wrap"><div class="bars e4" style="width:90px; border-left:1px solid black;"></div><div class="text">30 hp/s</div></div><br />
|-<br />
| 5 x Light Shield Maintenance Bot II<small>&nbsp;<ref>Standard setup for a [[Basilisk]] in the [[EVE University Incursion Community]] is to use 5 light shield maintenance bot and they get a bonus to drone repair amount.</ref></small><br />
| <div class="wrap"><div class="bars e4" style="width:54px; border-left:1px solid black;"></div><div class="bars e3" style="width:54px; border-left:1px solid black;"></div><div class="text">17,5 - 35 hp/s</div></div><br />
|-<br />
| 5 x Light Shield Maintenance Bot I<br />
| <div class="wrap"><div class="bars e4" style="width:45px; border-left:1px solid black;"></div><div class="text">15 hp/s</div></div><br />
|}<br />
<small>&nbsp;&nbsp;&nbsp;&nbsp;Legend: &nbsp;<font class="ee4">&#9608;</font> Base repair amount &nbsp;<font class="ee3">&#9608;</font> Ship bonuses &nbsp;<font class="ee2">&#9608;</font> Shield Command Burst bonus<br />
<references/></small><br />
<br />
==== {{icon|warfare links|32}} Ongrid boosts ====<br />
Using ongrid boosters is pretty much a given in any community that run incursions. A vanguard fleet with 2 logistics and an ongrid booster performs much better than a fleet with 3 logistics and no booster, simply from a defensive standpoint. Add to that the secondary benefits from skirmish and possibly even information links.<br />
<br />
In the [[EVE University Incursion Community]] we set the bar fairly high for ongrid boosters, requiring them to have the following links and implant:<br />
{| class="wikitable" style="font-size:90%;"<br />
! style="background-color:#222222;" | Minimum links and implant<br />
! style="background-color:#222222;" | {{co|grey|Secondary booster (optional)}}<br />
|-<br />
| valign="top" | [[File:Icon shield command burst.png|24px|link=]] {{co|coral|Shield Command Burst II}} (Active Shielding Charges)<br>[[File:Icon shield command burst.png|24px|link=]] {{co|coral|Shield Command Burst II}} (Shield Harmonizing Charges)<br>[[File:Icon skirmish command burst.png|24px|link=]] {{co|coral|Skirmish Command Burst II}} (Evasive Maneuvers Charges)<br>[[File:Icon skirmish command burst.png|24px|link=]] {{co|coral|Skirmish Command Burst II}} (Interdiction Maneuvers Charges)<br>[[image:icon_implant_hardwiring.png|24px|link=]] {{co|coral|Republic Fleet Command Mindlink}}<br />
| valign="top" | [[File:Icon shield command burst.png|24px|link=]] {{co|grey|Shield Command Burst II}} (Shield Extension Charges)<br>[[File:Icon information command burst.png|24px|link=]] {{co|grey|Information Command Burst II}} (Sensor Optimization Charges)<br>[[image:icon_implant_hardwiring.png|24px|link=]] {{co|grey|Caldari Navy Command Mindlink}}<br />
|}<br />
Below are some practical effects of having a maxed booster with the appropriate mindlink implant:<br />
{| class="wikitable" style="font-size:90%;"<br />
! style="background-color:#222222;" | Defensive bonuses<br />
! style="background-color:#222222;" | Other bonuses<br />
! style="background-color:#222222;" | {{co|grey|Optional bonuses}}<br />
|-<br />
| valign="top" |<br />
[[image:icon_resists.png|24px|link=]] +22,50% increased resists<small>&nbsp;<ref>While the shield command burst has a max value of +22,50% and is a set value, the practical effect normally varies depending on how many modules the recipient of the link has that effects resists (like hardeners, amplifiers and resist rigs). See [[stacking penalties]] for more information</ref></small><br><br />
{{icon|sig|24}} -16,88% signature radius<br><br />
{{icon|shield transporter|24}} -22,50% cycle time on remote shield boosters<small>&nbsp;<ref>The 22,50% reduction to cycle time translated into a +29,03% increase in practical repping power.</ref></small><br />
| valign="top" |<br />
{{icon|web|24}} +33,75% web range<br><br />
{{icon|inertia|24}} -16,88% inertia (faster align)<br />
| valign="top" |<br />
{{icon|shield|24}} +22,50% shield hit points<br><br />
{{icon|range|24}} +48,52% Targeting Range<br><br />
{{icon|sensor resolution|24}} +25,31% Scan Resolution<br />
|}<br />
<small><references/></small><br />
{{quote|''The whole is greater than the sum of its parts.''}}<br />
[[image:weird_math.png|thumb|When it comes to boosts in EVE:<br>1 + 1 = 3]]<br />
These bonuses might not seem that impressive if you're looking at them one by one, but they are very powerful when combined.<br />
<br />
Take the defensive bonuses for example. The 22,50% cycle time of remote shield boosters translates into +29,03% higher repair amounts over time. Combined with the increased resists it'll turn into an actual bonus of '''at least +40% stronger reps''' on most ships with several hardeners and rigs and even more on ships that have the least amount of stacking penalties. On top of that you'll also take less damage due to having a smaller signature.<br />
<br />
When it comes to the web range bonus the end result is so much more than merely a +33,75% range bonus. This bonus literally makes or breaks the effective use of webs as many of the Sansha ships orbit just outside the range of unboosted webs.<br />
<br />
Apart from the very tangible increase of repping powers and web range, the other bonuses all help to improve your ''"quality of life"'' making site running both safer and faster.<br />
<br />
==== {{icon|x|32}} Running without ongrid boosts ====<br />
{{important note box|Running without boosts is '''not''' recommended as you lose a considerable amount of buffer and safety. That said, it is doable for vanguards if you understand and compensate for the weaker position your fleet will be in.}}<br />
If you choose to run [[Incursion sites#Vanguard sites|vanguard sites]] without boosts, you'll need to keep in mind and compensate for not having the boosts listed above. Practically this means that you need to adjust your approach to site running.<br />
* Use three logistics pilots and remember that they will be much slower to shift their reps over due to much longer cycles.<br />
* Tell people to refit appropriately, keep their resists up as there's no room to drop tank in favour of gank when you run without boosts.<br />
* Revise the number of webs and target painters in the fleet. You can't drop webs in favour of tracking computers to the same extent when you run without boosts, as where you land around the beacon will have a huge effect on whether you'll be within web range or not without boosts. You might even need more painters for things that consistently stay out of web range.<br />
* The long web range of the [[Loki]] is very useful for a fleet without boosts.<br />
While it's doable to run vanguards without boosts, there's no point entertaining the thought of doing the same with any of the larger sites. Given the higher alpha in those sites it would be a fool's errand to try those without the extra buffer a booster provides.<br />
<br />
== Issuing commands ==<br />
It doesn't matter if you're calling target, calling for aligns or something else entirely; Always issue commands with a clear voice and repeat the command if it is really important. If possible, have keywords like {{co|wheat|''"Fleet"''}} (everyone), {{co|wheat|''"Battleships"''}} (mostly for align or warp purposes), {{co|wheat|''"DD"''}} (usually non-snipers excluding the dronebunny), {{co|wheat|''"Snipers"''}}, {{co|wheat|''"Logistics"''}}, {{co|wheat|''"Dronebunny"''}} or something similar, then follow up with the actual command. For example, {{co|wheat|''"Battleships ... align down the gate"''}}, {{co|wheat|''"Logistics ... L up"''}}, a series of {{co|wheat|''"Snipers ... Anthem Neos are primary"''}}, {{co|wheat|''"DD ... Augas are primary, then Deltole"''}} and {{co|wheat|''"Dronebunny ... go for the Tamas"''}} or {{co|wheat|''"Fleet ... align to broadcast, drones in."''}}.<br />
<br />
The use of keywords will make it clear that you're issuing an order and to whom. This helps people realize a command is about to be given, especially if you have open comms allowing people to talk and ask questions while you're running sites. Use existing {{co|wheat|''"Break, break!"''}} or {{co|wheat|''"Check, check!"''}} keywords to get people to stop talking if you need to. If possible put yourself as prioritized speaker just in case someone doesn't stop talking. When you give orders to sub-groups of your fleet, have them confirm orders if need be, even if it's just a simple {{co|wheat|''"Ok"''}}, {{co|wheat|''"Copy"''}} or {{co|wheat|''"Roger"''}}.<br />
<br />
In the example above, calling {{co|wheat|''"DD ... Augas are primary, then Deltole"''}} that would let the tagger know what to tag and all the damage dealers know what to lock up while waiting for tags. This is especially helpful if you're commanding a fleet as a logistics pilot and someone else tags, or when doing larger sites where tagging is delegated to each group's commander.<br />
<br />
Give people enough commands to know what to do and hit the ground running when they land on grid, but avoid overdoing it. No need to add commands for the entire wave right away, get people started, then amend target calls with secondary or tertiary targets once people have started shooting. The key is to give them enough targets to fill up their pre-locks, so they have secondary targets locked already when the primary goes down.<br />
== Stay calm ==<br />
People who get nervous or worked up tend to miss details or end up with butterfingers doing what they shouldn't be doing. This is true for everyone and the fleet commander sets the tone for most of this. Don't make rash, split-second decisions. Instead, take that extra second or two and consider your options, in the end that will serve you better. It is important to make a decision that you believe is best for the safety and well being of the fleet, don't worry about maybes or what-ifs, use the information available to you to act and give commands to the best of your abilities that you think will keep the fleet safe. The longer you wait, the higher the chance someone will panic and do something stupid, potentially risking the entire fleet.<br />
<br />
== Be in control ==<br />
Keep things under control in your fleet. Make sure people know what they are supposed to do, don't hesitate to repeat important orders just in case. It's better some people get annoyed by the repetitiveness than for some people to sit around wondering what to do. Don't be afraid to call people out and ask them direct questions. Fleet security takes priority over stepping on people's toes.<br />
<br />
Control and structure doesn't necessarily mean you have to run the fleet as a ruthless slaver cracking your whip all the time, nor does it mean you can't be in control of a relaxed fleet. It's all about the members of your fleet. Some will be able to work autonomously without being reminded what to do while others will slack off and pay less attention unless you keep reminding them. Don't be lulled into a false sense of security when running with ''"experienced players"'' ... they can grow complacent and trivialize responsibility thinking someone else will do this or keep an eye on that.<br />
<br />
Being in control also means you need to realize how much you can do and limit yourself to that, while delegating the rest to others. While it's admirable to take on many things at once, even grateful when it means the fleet takes off because of it, doing so is more harmful than helpful in the long run. Almost all non-essential tasks can be delegated to other people, even fairly new incursion runners, so there's absolutely no reason for you to be saddled with doing everything. Also, just because you can do all these things on your own, doesn't mean you should. Every extra thing you take upon yourself pulls attention from everything else you're doing, adding unnecessary risk to fleet safety.<br />
<br />
== Keep your fleet engaged ==<br />
People easily lose focus when Mumble gets too quiet and all they do is running through the motions. If they do, start asking questions, change the kill order to make sure people are paying attention. Do something to make them snap out of the ensuring apathy.<br />
<br />
If you don't, you'll end up with a fleet where things quickly degrade; People forgetting to broadcast, lock up new targets, reapply their guns after reloading, not responding fast enough to sudden commands etc. In such situations things spiral out of control really fast.<br />
<br />
The simplest and most effective way of keeping things under control; your fleet safe and engaged, is to take control over fleet warps, aligning, entering sites, new waves and leaving sites.<br />
<br />
= Standard tactics =<br />
Below are standard tactics which apply for most incursion fleets, with focus on removing threats and overcome any shortcomings given the fleet composition.<br />
<br />
== Removing jammers ==<br />
The following ships have target jamming capabilities:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | {{icon|ecm|30|Jamming}} '''Niarja Myelen''' {{icon|neut|30|Energy neutralizing}}<br />
| A weak frigate with low signature and no offensive capabilities (also neuts).<br />
|-<br />
| nowrap valign="middle" | {{icon|ecm|30|Jamming}} '''Orkashu Myelen''' {{icon|neut|30|Energy neutralizing}}<br />
| A weak frigate with low signature and no offensive capabilities (also neuts).<br />
|-<br />
| nowrap valign="middle" | {{icon|ecm|30|Jamming}} '''Arnon Epithalamus'''<br />
| A sturdy cruiser with minor medium range damage capabilities.<br />
|}<br />
Removing these ships are almost always your top priority, as any jams they land can potentially knock out key people in your fleet, such as logistics, endangering the entire fleet. Even in the best of scenarios, where non-critical fleet members are affected, your efficiency will drop as a result of the jams until they are taken care of.<br />
<br />
It is usually safer to commit the entire fleet to taking care of jammers, one by one in order, to minimize the time any of your fleet members are jammed. Sometimes it is necessary due to repairs, like in [[Override Transfer Array]]s when the logistics tower isn't hacked. Other times, like in assault sites where you have more people in your fleet, you can send the dronebunny alone to take care of the Niarjas, while the rest of the fleet focuses on the larger Arnons. If you do decide to split your fleet's damage like that and have only a single person like the dronebunny go after one of the jammers, be prepared to change plans if he or she ends up being jammed. A common strategy is to have secondary "dronebunny", without any assisted drones, that will target the jamming ships but only engage them if the primary dronebunny is jammed.<br />
<br />
== Handling neuting threats ==<br />
Below are the ships capable of neuting:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | {{icon|neut|30|Energy neutralizing}} '''Niarja Myelen''' {{icon|ecm|30|Jamming}}<br />
| A weak frigate with low signature and no offensive capabilities (also jams).<br />
|-<br />
| nowrap valign="middle" | {{icon|neut|30|Energy neutralizing}} '''Orkashu Myelen''' {{icon|ecm|30|Jamming}}<br />
| A weak frigate with low signature and no offensive capabilities (also jams).<br />
|-<br />
| nowrap valign="middle" | {{icon|neut|30|Energy neutralizing}} '''Outuni Mesen''' {{icon|point|30|Warp disrupting}}{{icon|web|30|Webbing}}<br />
| A sturdy battleship with medium range damage capabilities (also warp disrupts and webs).<br />
|-<br />
| nowrap valign="middle" | {{icon|neut|30|Energy neutralizing}} '''Deltole Tegmentum''' {{icon|point|30|Warp disrupting}}{{icon|target painter|30|Target painting}}<br />
| A sturdy torpedo battleship with high damage but poor damage application (also warp disrupts and target paints).<br />
|}<br />
Both the Niarja and the Orkashu Myelen shouldn't live long enough to get within range of neuting you because they are also target jammers. But it is important to know that if you can't remove them quickly enough, they will start neuting in addition to jamming, which is bad.<br />
<br />
One or two Deltoles shouldn't be much of a problem, but ships who aren't cap stable can sometimes find themselves too drained if they end up being the focus of the Deltole for an extended period of time. There are also some sites (assaults and headquarters) where there are enough Deltoles ongrid to pose a serious threat. As such, the Deltole is sometimes skipped in favour of other ships, due to the low neuting impact and the fact it takes a considerable effort to take it down.<br />
<br />
Nothing comes close to the Outuni however, which is the equivalent of a [[Bhaalgorn]] in terms of neuting power. It will drain most sub-capital ships in three cycles or less, which not only stops cap-using guns, but more importantly turns off hardeners. Because of the neuting power of the Outuni, it is usually a high priority target once the jammers are removed. <br />
<br />
It is important to remember that the above mentioned ships need to be able to get within neuting range (approximately 25km), before they pose an actual threat. Depending on where the ships spawn, what else spawns with them and how far they close in on your position, neuting boats might not be an immediate concern. Just don't let too many of them live long enough to close the distance and start neuting.<br />
<br />
== Managing the incoming damage ==<br />
The following ships make up for the majority of the damage:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | {{icon|missile new|30|Torpedoes}} '''Citizen / Slave'''<small> <ref>'''Citizen Astur''', '''Slave 32152''', '''Slave Endoma01''', '''Slave Heavenbound02''' or '''Slave Tama01''' only spawns in the last wave of [[Nation Commander Stronghold]] sites. Killing it will end the site, no further priorities are needed.</ref></small> {{icon|point|30|Warp disrupting}}{{icon|neut|30|Energy neutralizing}}{{icon|target painter|30|Target painting}}<br />
| A sturdy torpedo battleship with high damage but poor damage application to non-battleships (also warp disrupts, neuts and target paints).<br />
|-<br />
| nowrap valign="middle" | {{icon|missile new|30|Torpedoes}} '''Lirsautton Parichaya'''<small> <ref>The '''Lirsautton Parichaya''' spawns in groups of ten in the [[Uroborus]] and [[The Kundalini Manifest]] mothership sites, while a single Lirsautton isn't as dangerous as a '''Sansha's Nation Commander''', they pose a much larger threat due to spawning in a group. They also spawn in smaller groups of one to three in scout sites, where they are less of a threat.</ref></small><br />
| A strong fighter bomber with high damage and {{co|crimson|perfect application}}<small>&nbsp;<ref>The '''Lirsautton Parichaya''' has bonuses that removes any reduction from '''explosive radius''' and '''explosive velcoity''', meaning resists are the only thing mitigating damage from them.</ref></small> to all ships.<br />
|-<br />
| nowrap valign="middle" | {{icon|missile new|30|Torpedoes}} '''Sansha's Nation Commander'''<small> <ref>The '''Sansha's Nation Commander''' is a special commander unit that only spawns in the [[Nation Commander Outpost]] site.</ref></small> {{icon|point|30|Warp disrupting}}<br />
| A torpedo frigate with low signature and very high damage but poor application to non-battleships (also warp disrupts).<br />
|-<br />
| nowrap valign="middle" | {{icon|turret new|30|Lasers}} '''Auga Hypophysis''' {{icon|point|30|Warp disrupting}}{{icon|web|30|Webbing}}<br />
| A close orbiting cruiser with short range and excellent damage application (also warp disrupts and webs).<br />
|-<br />
| nowrap valign="middle" | {{icon|missile new|30|Torpedoes}} '''Tama Cerebellum''' {{icon|point|30|Warp disrupting}}<br />
| A torpedo frigate with low signature and decent damage but poor application to non-battleships (also warp disrupts).<br />
|-<br />
| nowrap valign="middle" | {{icon|missile new|30|Torpedoes}} '''Deltole Tegmentum''' {{icon|point|30|Warp disrupting}}{{icon|neut|30|Energy neutralizing}}{{icon|target painter|30|Target painting}}<br />
| A sturdy torpedo battleship with high damage but poor application to non-battleships (also warp disrupts, neuts and target paints).<br />
|-<br />
| nowrap valign="middle" | {{icon|turret new|30|Lasers}} '''Ostingele Tectum'''<br />
| A sturdy battleship with good range that stays at mid-range.<br />
|-<br />
| nowrap valign="middle" | {{icon|turret new|30|Lasers}} '''Romi Thalamus''' <br />
| A sturdy cruiser with medium range and excellent damage application.<br />
|}<br />
The following would apply to sniper targets:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
! style="background:#222222;" | Description<br />
|-<br />
| nowrap valign="middle" | {{icon|turret new|30|Lasers}} '''Yulai Crus Cerebi''' [[image:icon_optimal_range_script.png|30px|Sniper]]<br />
| A battleship with long range and high damage but poor tracking.<br />
|-<br />
| nowrap valign="middle" | {{icon|turret new|30|Lasers}} '''Antem Neo''' [[image:icon_optimal_range_script.png|30px|Sniper]]<br />
| A sturdy cruisers with long range and moderate damage but relatively poor tracking.<br />
|}<br />
<small><references/></small><br />
How much damage a certain ship puts out in comparison to their resists and buffer as well as how easy they are to hit, is what matters if your goal is to reduce the incoming damage as fast as possible. Ships with a high amount of damage but weak tanks are commonly referred to as ''"glass cannons"''' in EVE and for minimum effort you remove a lot of damage from the grid by focusing on them first.<br />
<br />
Remember that not all ships can reliably hit the smaller targets, like frigates, with their high speed and small signature, so some flexibility needs to be applied here. Snipers usually can't hit smaller targets either and non-snipers cannot engage sniper-targets out at 100km+ either. Also remember that their engagement range should be considered as well. Not only because it's easier to shoot frigates at range compared to when they are orbiting close, but also because some ships won't be able to apply their damage until they get closer.<br />
<br />
The same goes for the Sansha's missiles and torpedoes. Tamas, Deltoles, Sansha's Nation Commander etc use [http://games.chruker.dk/eve_online/item.php?type_id=2210 Banshee Torpedoes] (450m explosive radius), Arnons use [http://games.chruker.dk/eve_online/item.php?type_id=2212 Ghost Heavy Missiles] (125m explosive radius) and Intakis use [http://games.chruker.dk/eve_online/item.php?type_id=2165 Haunter Cruise Missiles] (247.5m explosive radius thanks to its bonuses to explosive radius). So while the Arnons have little issue applying damage, the Intakis have reduced damage due to signature and the rest using torpedoes have a hard time applying damage to small logistics and might even have issues with battleships if the fleet is running skirmish links pushing their signatures below the 450m threshold. The only exception to this are the '''Lirsauttons''' that have bonuses to their [http://games.chruker.dk/eve_online/item.php?type_id=2947 Compact Shade Torpedoes] that allows them to apply perfectly (explosive velocity and radius is simply ignored). The only way to mitigate the damage from the '''Lirsauttons''' are resists, or simply warp out before the torpedoes hit you.<br />
<br />
While focused fire from the entire fleet on targets one by one can be highly effective at quickly dropping the incoming damage, you sometimes run into diminishing return issues due to some ships being unable to apply their damage to all targets. People waste time trying to lock up things that die before they can shoot, or waste a full cycle and most of the damage potential of their guns just to pick off a tiny portion of the damage left. In those cases it can sometimes be more beneficial to assign targets to people in the fleet based on what they can most effectively hit. That way it might take longer to drop the initial damage, but the overall site completion times improve.<br />
<br />
So be sure to take your fleet composition into consideration and utilize your fleet's offensive capabilities intelligently. A mix of both those tactics are usually warranted, focus fire on the truly dangerous enemies first, then fall back to a more adaptive focus based on application.<br />
<br />
== Overcoming enemy logistics support ==<br />
The following ships have fleet supporting capabilities:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Intaki Colliculus'''<br />
| A sturdy battleship logistics with decent damage capabilities and minor reps.<br />
|-<br />
| nowrap valign="middle" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Mara Paleo'''<br />
| A logistics cruiser with low signature and no damage capabilities but with strong reps.<br />
|-<br />
| nowrap valign="middle" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Kundalini / Uroborus''' [[image:icon_energy_neutralizer_i.png|30px|Energy neutralizing]][[image:icon_remote_ecm_burst_i.png|30px|Remote ECM Burst]][[image:icon_drone_bandwith.png|30px|Fighter bombers - Lirsautton Parichaya]]<br />
| The Sansha flagship, spawns in the [[Uroborus]] and [[The Kundalini Manifest]] mothership sites (also neuts and ECM bursts).<br />
|-<br />
| nowrap valign="middle" | {{icon|warfare link|30|Command Bursts}} '''Vylade Dien'''<br />
| A sturdy command ship with no damage capabilities.<br />
|}<br />
Whether you go for the logistics support before or after you deal with the immediate threat of jammers, neuters and high damage dealers is one of many things that is answered with the classical ''"It depends!"''.<br />
<br />
Is your fleet strong enough to simply power through the repairs in a timely fashion? If so, killing the logistics is of lesser concern. In the case where the repairs are strong enough to seriously slow you down, suddenly it becomes a high priority right after jammers.<br />
<br />
In general, the increased efficiency of their repairs and lower overall tank makes the '''Mara Paleo''' a higher priority than the '''Intaki Colliculus''' for all ships able to apply damage to the much smaller Mara. While substantial, the repairs from the flagship doesn't really influence the target order for the mothership sites, since it is the main objective for the site and takes quite a while to kill.<br />
<br />
In addition to remote repairs, some Sansha ships like the '''Vylade Dien''' have fleet boosting capabilities, giving everyone increases shield resistances. Whether they should be a high priority to kill depends a little on the size of the wave and your long range capabilities. If you have a large wave to deal with, it becomes a higher priority as the resist bonus makes it take longer to kill off the wave. The smaller the waves, the smaller the incentive is to focus on the Vylade initially, as it has a substantial amount of effective hit points. Keep in mind that this ship has a preferred orbit of 60 km, so if this causes issues with your fleet's damage projection capabilities, you might consider making it a priority.<br />
<br />
== Removing webbers to allow rapid movement or speed tanks ==<br />
Depending on the fleet composition and fitting doctrine, sometimes removing webbers can be a high priority. The ships that web are:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | {{icon|web|30|Webbing}} '''Auga Hypophysis''' {{icon|point|30|Warp disrupting}}<br />
| A close orbiting cruiser with short range and excellent damage application (also warp disrupts).<br />
|-<br />
| nowrap valign="middle" | {{icon|web|30|Webbing}} '''Schmaeel Medulla''' {{icon|point|30|Warp disrupting}}<br />
| A sturdy frigate with high speed and low signature that is very hard to hit due (also warp disrupts).<br />
|-<br />
| nowrap valign="middle" | {{icon|web|30|Webbing}} '''Renyn Meten'''<br />
| A sturdy frigate with low signature that is hard to hit.<br />
|-<br />
| nowrap valign="middle" | {{icon|web|30|Webbing}} '''Youl Meten'''<br />
| A weak frigate that is otherwise similar to the '''Renyns'''.<br />
|-<br />
| nowrap valign="middle" | {{icon|web|30|Webbing}} '''Outuni Mesen''' {{icon|point|30|Warp disrupting}}{{icon|neut|30|Energy neutralizing}}<br />
| A sturdy battleship with medium range damage capabilities (also warp disrupts and neuts).<br />
|}<br />
The Schmaeels and Renyns have a webbing range of 15km while the others frigates have a standard range of 10km. The Outuni has a webbing range of 20km but is often killed long before that due to its longer neut range.<br />
<br />
Removing webbers from the field can be a high priority if your fleet is required to, for example, fly fast with propulsion modules to reach the next gate (common in higher sites even for shield fleets), if ships rely on their afterburners to speed tank etc.<br />
<br />
== Facilitating a controlled warp-out ==<br />
Sometimes things go wrong, like a logistics ship disconnecting, and you get overwhelmed on a site and need to get the fleet out. In order to safely warp a fleet out of a site you need everyone pre-aligned and all warp disrupting capable ships on grid destroyed. The ships capable of warp disrupting are:<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! width="100" style="background:#222222;" | Enemy<br />
| style="background:#222222;text-align:center;" | '''Description''' (see [[Sansha's Manual]] for more details)<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Citizen / Slave'''<small> <ref>'''Citizen Astur''', '''Slave 32152''', '''Slave Endoma01''', '''Slave Heavenbound02''' or '''Slave Tama01''' only spawns in the last wave of [[Nation Commander Stronghold]] sites. Killing it will end the site, no further priorities are needed.</ref></small> {{icon|neut|30|Energy neutralizing}}{{icon|target painter|30|Target painting}}<br />
| A sturdy torpedo battleship with high damage but poor damage application (also neuts and target paints).<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Sansha's Nation Commander'''<small> <ref>The '''Sansha's Nation Commander''' is a special commander unit that spawns in the [[Nation Commander Outpost]] site.</ref></small><br />
| A torpedo frigate with low signature and very high damage but poor damage application<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Schmaeel Medulla''' {{icon|web|30|Webbing}}<br />
| A sturdy frigate with high speed and low signature that is very hard to hit due (also webs).<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Tama Cerebellum'''<br />
| A torpedo frigate with low signature and decent damage but poor damage application<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Auga Hypophysis''' {{icon|web|30|Webbing}}<br />
| A close orbiting cruiser with short range and excellent damage application (also webs).<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Deltole Tegmentum''' {{icon|neut|30|Energy neutralizing}}{{icon|target painter|30|Target painting}}<br />
| A sturdy torpedo battleship with high damage but poor damage application (also neuts and target paints).<br />
|-<br />
| nowrap valign="middle" | {{icon|point|30|Warp disrupting}} '''Outuni Mesen''' {{icon|neut|30|Energy neutralizing}}{{icon|web|30|Webbing}}<br />
| A sturdy battleship with medium range damage capabilities (also neuts and webs).<br />
|}<br />
<small><references/></small><br />
It is important to take your fleet composition into consideration when a logistics pilot disconnects or they all get jammed and you're left with no remote repairs. Most fleets with a proper setup including emergency capacitor transmitters (formerly energy transfers), remote shield boosters (formerly shield transporters), shield maintenance bots and calm pilots can usually remove enough damage from the field to hold down the fort until the logistics pilot reconnects. Starting to align can in fact be a bad choice in some circumstances (since it reduces your tracking), so take a second to get confirmation on warp disrupts (who's warp disrupted and by whom) while making a judgement call if you can handle the incoming damage or not. If you do start aligning, remind the logistics to turn their afterburners off so they don't run out of range and keep an eye on the fleet if you end up staying aligned for longer periods of time.<br />
<br />
Remember that you always have the option to keep one ship alive in order to avoid spawning the next wave. It doesn't take much to handle the incoming damage of a single ship, so if you have time to trim down the wave to the point where it's just one ship left, that's also an option. Keep in mind that this requires the fleet to be strong enough to quickly drop the incoming damage, competent enough to stop shooting and for people to pull in their damage dealing drones. Otherwise the last enemy will die and a new wave will spawn making things worse. Tagging the NPC you don't want killed with a '''J''' (juliet) and reminding people on mumble usually does the trick though.<br />
<br />
If things get completely out of hand and you know for a fact that you won't be able to save everyone, as a last resort you could kill off as many warp disrupt capable ships as you can (leaving as few behind as possible) and take as many people in the fleet out as you can to prevent further losses. For example, in an [[Override Transfer Array]] site you got a lot of warp disrupt capable ships, like '''Tamas''', '''Augas''' and a '''Deltole''' each wave. Killing the Tamas (usually a handful) first would get rid of the most warp disruptors the fastest. Second would be Augas (usually two) as they are much easier to kill then the Deltole (just one). That way you might be able to get rid of 7 out of 8 warp disrupt capable ships and even if you don't have time to kill the Deltole, you've reduced the potential losses down to just one single ship, the one pointed by the Deltole. Remember your priority is the majority of the fleet, not the individual members.<br />
<br />
== Utilizing drones ==<br />
Drones can be a tremendous asset on the field, with a damage potential anywhere from 500 up to 900+ dps from light combat drones alone in vanguards. But you need to use them wisely or end up wasting their potential.<br />
==== [[image:icon_bounty.png|32px|Drone target]] Drone targets ====<br />
In a less skilled fleet consisting of regular tech one ships the frigates present a noticeable problem. To remedy the problem we utilize the dronebunny to effectively handle the fast, small signature, tight orbiting frigates. Drones can even dispose of unwebbed frigates, although they should always be complemented with a web or two to speed things up.<br />
<br />
One thing to remember about drones is that they have very short optimals and you also need to factor in travel time. You want them to spend more time shooting and less time moving. As such, there's no ''one way'' to use drones, but instead highly situational. See [[#Bonused_webs_and_flexible_dronebunny|bonused webs]] under '''Advanced tactics''' below for more information.<br />
<br />
==== {{icon|fighter bombers|32|Dronebunny}} Selecting a dronebunny ====<br />
{{note box|The way the [[EVE University Incursion Community]] run their [[Roles_in_Incursions#Ongrid_booster|ongrid booster]] it makes for a good choice of dronebunny.}}<br />
The first thing to remember is that the dronebunny is first and foremost a damage dealer, dronebunny second. You should never compromise your primary function of dealing damage in an attempt to be a better dronebunny. You select a dronebunny from the fleet members based on who could direct the drones with the least amount of interference or hindrance, while simultaneously making the most use of the drones.<br />
<br />
As for who the dronebunny should be, there are a variety of things to consider. It is often easier to think of what ships in the fleet shouldn't be the dronebunny.<br />
* A '''sniper''' or someone with the range to hit the elusive targets out at 50-60km (usually outside drone control range) is not a good candidate unless they are assigned sentry drones from people with excessive drone control range.<br />
* A ship with bonused webs like a '''Vindicator''' that shoots frigates is also a poor choice, since they never stay on a single target for very long. On the other hand, if they take on the role of the brawler anchor in a larger fleet, then they can sometimes be a good option for controlling heavy drones.<br />
* Your '''tagger''' is usually a poor choice because his focus will be on tagging.<br />
* Any ship with multiple utility midslots that you want spread across primary and secondary targets would also be a poor choice, as the drones would get confused with webs and target painters being spread on multiple targets. A dronebunny should focus his attention to one ship at a time.<br />
* In short, never hamper or limit the potential of any ship in your fleet by making them the dronebunny. <br />
Once you've eliminated the bad choices, take a look at the ships that remain. Ideal candidates would be ships with a good scan resolution for fast locks, at least one web to improve the efficiency of the drones (if they are short range targets) and a reasonable cycle time on their weapons (or the ability to conveniently group them) so they can engage the next target in a timely fashion.<br />
<br />
==== [[image:icon_drones.png|32px|Multiple dronebunnies]] Multiple dronebunnies ====<br />
In larger sites, assaults and headquarters, you'll quickly break the limit of a maximum of 50 assigned drones. When you have more than that, it not only becomes necessary to have multiple dronebunnies but it also means that you should take great care in who assigned what drones to whom. If you have a mix of light, medium and heavy drones, or even sentry drones, they usually benefit from being split up and utilized in a practical manner.<br />
* Assign '''light drones''' to one dronebunny, to help them take care of smaller targets like frigates. Light drones will easily fly back and forth on the battlefield due to their high speeds.<br />
* Assign '''medium drones''' another dronebunny, to help them take care of close by cruisers. Due to damage application and their innate slower speed, care needs to be taken so as not to spread these out. '''Romi Thalamus''' is often a good choice for this dronebunny, as they are a low priority and come in fairly close so the drones will stay on target for quite a while.<br />
* ''(optional)'' Assign '''heavy drones''' to a brawler anchor, if you use one, to both keep them where the brawlers are as well as help them kill their targets. <br />
* ''(optional)'' Assign '''sentry drones''' to another dronebunny, to help them take care of battleships. Since they cannot more from where they are deployed<small>&nbsp;<ref>Technically sentry drones move about a meter per second, but for the sake of argument let's assume they are stationary.</ref></small> and will have limited range and tracking issues, care needs to be taken to direct them to suitable targets. '''Deltole Tegmentum''' could be a good choice for short range gardes while '''Ostingele Tectum''' would perhaps be better for curators. Since they aren't moving they suffer less from diminishing returns when rapidly swapping targets.<br />
<br />
Of course there are exceptions to the rule. Putting drones on a high priority target might be overkill sometimes, but it would get rid of the target that much faster which can sometimes be prudent. You can also have people control their own drones if there's a need for it, for example if there's no real homogeneity among the drones (like a mix of gardes and curators) or if some people have perfect drone control range and can utilize it. The most important thing is that you make sure your dronebunny knows what to shoot, so he can effectively direct the drones.<br />
<small><references/></small><br />
<br />
== Spreading webs and target painters ==<br />
Try to make the most out of your webs and target painters in the fleet. See the [[#Ensure that you have enough webs|bonused webs and stacking]] section above for more information.<br />
<br />
; {{icon|web|32|Stasis webifier}} Stasis webifiers<br />
First of all, remember that not everyone will be able to web everything. When you enter a vanguard site for example, you'll all land anywhere within a radius of roughly 4,000 meters from the beacon. This means that you can be up to 8,000 meters away from some of your fleet members. If a Sansha orbits someone that far out, they'll be +/- 8km away, potentially orbiting in and out of web range depending on their preferred orbit distance. This is why we focus so heavily on webs for vanguards, to ensure that we have enough webs available for any given target.<br />
<br />
Second, consider stacking penalties and spread your webs out among primary, secondary and drone targets. Experienced pilots will do this automatically, but it doesn't hurt to remind them to keep an eye on the velocity of their targets and spread webs if your primary target is already sufficiently webbed down. Remind people that they should always use their webs. If they can't web their primary or secondary targets, just web something else.<br />
<br />
If you have long-webbed [[Loki]]s and [[Bhaalgorn]]s, make sure they aren't webbing things too far out. Always adjust the range of which you web things down to your fleet's damage projection capabilities. There's no point webbing things at 40km if more than half your fleet is unable to hit things for any kind of damage at that range.<br />
<br />
; {{icon|target painter|32|Target painter}} Target painters<br />
The same goes for target painters, although they are harder to manage as you wouldn't immediately be able to tell how many painters are on your target, like you do with webs and velocity. Normally you don't have too many target painters for that to be a problem and a good mix of both webs and target painters often gives you better applied damage than simply piling on more and more webs.<br />
<br />
== Making the most out of remote tracking computers and remote sensor boosters ==<br />
Remote tracking computers and remote sensor boosters can help ships push critical boundaries, overcome ship-design flaws or just plain improve the overall efficiency of the fleet. Because they are so much stronger than local variants of these modules, they can even be effective despite heavy stacking penalties due to the fact that they end up on top of the hierarchy. It's often worth spreading these modules around as opposed to doubling up on fewer people, but if you do, especially with the remote tracking computer, it's often more beneficial to script them differently in order to avoid too much stacking. <br />
<br />
; [[image:icon_tracking_computer_i.png|32px|Remote tracking computer]] Remote tracking computers<br />
Choosing who benefits the most from a remote tracking computer is all about overall applied damage output and to some degree stacking penalties. Boosting a ship with few other bonuses being stacking penalized, will yield a better result compared to boosting a ship with more modules stacking (assuming they are of similar prowess in terms of applied damage). At the same time, there is great synergy for boosting ships who already have strong base values due to ship bonuses or simply due to their fit. A smaller percentage boost on a higher value compared to a higher percentage boost on a lower value will at some point favour boosting the ship with the highest value instead of looking at who benefits the most percentage wise.<br />
<br />
On a more basic level, ships who have the needed range benefit more from improved tracking than they do from getting more range. Similarly a ship with mediocre or only decent range, but with good tracking already, will benefit the most from tracking speed. A good rule of thumb can be to give '''optimal range''' to ships fitted with blasters (and in some cases autocannons if their range is too low) while most other ships benefit more from '''tracking speed'''.<br />
<br />
; [[image:Icon sensor resolution.png|32px|Remote Sensor Booster]] Remote sensor boosters<br />
For vanguards it's almost always more useful to put remote tracking computers on your logistics, including the basilisk, because the need for increased locking speed is often outweighed by the overall improved dps that comes from the remote tracking computers. In assaults and headquarters however, the fleet can often benefit from a few remote sensor boosters from their basilisks. When it comes to using remote sensor boosters, it is often better to boost the worst scan resolution than it is to try and ''top off'' an already decent scan resolution. If people learn to pre-lock as many targets as possible, the first lock is the most critical one. Getting that slow-locking battleship to 8 seconds instead of 16 seconds is a huge boost for the fleet, as it means that ship will apply damage much, much faster. Certainly better than boosting the dronebunny from 5 seconds to 2,5 second locking time in most scenarios.<br />
<br />
Naturally there could be situations where it might pay off to top off an already decent scan res. For example if you were to rely on a single ship to quickly kill something as it spawns before it can be a threat. An example of that would be a ship tailored to ''insta-pop'' any Niarja that spawns, before it even has a chance to jam someone, which means less jams that the fleet has to worry about.<br />
<br />
== Overheating defensive modules and remote shield boosters ==<br />
In case of an emergency or whenever the incoming damage becomes too much to handle, the combined effect of overheating can often save your ship.<br />
<br />
Overheating an '''Invulnerability Field II''' module will increase its efficiency by 20% allowing you to push your resists up by a few percent, easily giving you a 10% reduction to incoming damage. An overheated '''Large Remote Shield Booster II''' module will lower the duration of the module by 15% giving them more than 17% more effective repairs. The combined effect of the two will usually buy you enough time to resolve the situation and get things under control again. This can be an even more effective strategy when a capsuleer is using a [[Strategic Cruiser]] as they are bonused to reduce module heat damage taken, with high enough skills you can overheat a module for prolonged periods without causing too much damage.<br />
<br />
See the [[Overheating]] page for more information.<br />
<br />
= Advanced tactics =<br />
Once you have the basics of Incursion running down, consider further refining your tactics, or even fitting principles, to improve your fleet's performance. You might want to further increase your safety margin, or maximise your income by completing sites faster and/or winning competitions.<br />
<br />
== Adjusting fits ==<br />
The fits we have on the wiki are specifically tailored to suit our normal kitchen sink fleets, so that we don't have to cherry-pick ships to get a functioning fleet. For example that's why all battleships have a sensor booster and at least one web for vanguards, why we ensure that people have a solid tank and range projection in assaults sites. Naturally there is room for improvement here, based on the fleet composition.<br />
<br />
An offensively strong vanguard fleet could drop the damage control or invulnerability field in favour of a tracking enhancer or a tracking computer. If the fleet has lots of '''Vindicators''' with bonused webs you could perhaps have some of the other ships refit to target painters, double sensor boosters or more tracking computers, perhaps even long ranged turrets like Tachyons and Artillery. Just make sure that you have enough webs to cover all primary targets, that you don't compromise the tank too much and remember to adjust back if your fleet composition changes.<br />
<br />
In assaults you can allow experienced pilots the freedom to fit for short range and a microwarpdrive, allowing them to roam about and web things down. This of course assumes that utility cap is available or that the pilot is skilled enough to be able to keep himself from capping out. You can also allow for high skilled players to take off their large shield extenders in favour of a tracking computer, if their resists are high enough and their base shield hit points are within acceptable limits.<br />
<br />
For the majority of our fleets there's little need to go this far. Our kitchen sink fleets, with people coming in and out, are often ill suited for this level of micromanaging. That doesn't mean that it can't be a great tool when you end up getting lots of high skilled players in pirate faction battleships.<br />
<br />
== Bonused webs and flexible dronebunny ==<br />
Webs from [[Vindicator]]s are incredibly powerful (up to 90% velocity reduction instead of 60%) and takes angular velocity out of the equation most of the time, especially in combination with the good base tracking of blasters. This allows them to become excellent frigate-killers, as soon as the target comes within webbing range. Given the right circumstances (enough bonused webs, good boosts extending the range of webs) you can completely turn the tables and have the damage dealers with bonused webs take care of the frigates, leaving the dronebunny to follow the regular targets (like cruisers and battleships).<br />
<br />
Theoretically this would also work with long webs, from [[Bhaalgorn]]s and [[Loki]]s. If you have enough webs to slow down all frigates at range, like between 30-50km, it would allow the entire fleet to pop frigates left and right on approach ... assuming your damage dealers have the range needed. However, if anything slips through your web and gets into orbit, you're back to square one.<br />
<br />
Webbing stuff at range is often a detriment, as it often leads to range issues and lower applied damage from your fleet. But if the fleet has the range, webbing things at a distance would help tracking and potentially reduce damage for some enemies (as they too would be stuck in falloff or even out of range completely).<br />
<br />
== Autonomous fleet members ==<br />
Sometimes you can afford to give certain members free reigns in what they shoot, if they are knowledgeable about incursions or fly a specific ship that doesn't quite fit your pre-determined roles. More experienced players for example could determine on their own if there's room for taking a few shots at an incoming frigate before moving on to the cruisers. Some pilots could be entrusted to direct their own drones instead of assigning them to the dronebunny, if for example they have the range and ability to use them to shoot ships that spawn outside normal drone control range. This would of course require that the pilots are well accustomed to the needs of the fleet commander and knows the limits of their ship, so as not to waste their potential.<br />
<br />
In certain fleets it might even be worth it to simply call {{co|wheat|''"New wave!"''}} instead of actually calling specific targets, leaving comms open for more important information or simply to allow for more conversation. This of course assumes you're running with experienced players who know what to shoot already. Be mindful of new people joining the fleet, so you adjust accordingly.<br />
<br />
Just be careful giving people this freedom, because unless they know your style and can anticipate when to stop going off on their own and fall back on your orders you can quickly end up with an unruly fleet with no direction.<br />
<br />
== Situational target calling ==<br />
While there are some standard target orders and priorities, there's often room for improvement based on a number of variables.<br />
<br />
; {{icon|warfare|32|Fleet composition}} Fleet composition<br />
The individual skills of the pilots in your fleet can range from low skilled to high skilled, their ships from tech one to pirate faction battleships, their modules from meta 4 to tech 2, faction, deadspace or even officer modules. Ships can fit for short or long range, people can be more or less experienced and more or less attentive to your sudden commands etc.<br />
<br />
All these things make for very different fleets and you'll need to factor that into how you run your fleet. A very high skilled and blinged out fleet can easily neutralize threats whenever you tell them to, allowing you to leave potentially dangerous targets for later, in favour of removing damage from the field. The same couldn't be done in a fleet where the damage application is low or when people aren't reacting fast enough to new target calls.<br />
<br />
This also means that a good balance of short and long ranged ships is necessary to achieve optimal performance.<br />
<br />
; [[image:icon_optimal_range_script.png|32px|Range projection]] Range projection<br />
With poor range projection it can sometimes be more beneficial to have some of your short range ships shoot the enemies that are close, even though they are of lower priority simply because they don't have the range to shoot anything else. Just remember to make a second call for them to swap back to their primary target once they get into range.<br />
<br />
The other ships, capable of ranged projection, could then be directed to targets further out that the short ranged fleet members cannot reach. While this might lead to higher overall incoming damage early on (since the high priority targets won't die as fast) it would lead to faster overall completion times because each ship in the fleet will be able to utilize their damage capabilities better.<br />
<br />
; [[image:icon_tracking speed script.png|32px|Damage application]] Damage application<br />
Similar to range projection, some ships will have an easier time applying their damage to certain sized ships or speeds due to tracking.<br />
<br />
Large guns have an easier time hitting battlecruisers and battleships than they have hitting close orbiting frigates and cruisers. While webs often cancel this effect, there's still room for micromanaging your fleet to keep people shooting targets they can apply the most damage to. The need for this increases with the number of ships in your fleet, so as not to waste damage potential.<br />
<br />
; {{icon|sensor resolution|32|Fast-locking ships}} Fast-locking ships<br />
Whenever targets spawn at range, there's a window of opportunity for any fleet with ships able to lock fast and shoot at a distance. While on approach, enemies come in at a low angular velocity with their microwarpdrive turned on and thus much easier to hit compared to when they slow down and start orbiting under your guns. Given enough scan resolution, good enough range and tracking, even battleships can pick off smaller ships as they come rushing towards you. Most tech one battleships have no real means of doing this, but faction battleships and strategic cruisers are usually more than capable of finishing off a few frigates before they even get close.<br />
<br />
; {{icon|x|32|Ignore some targets}} Ignore some targets<br />
Some sites will have targets that you don't necessarily need to kill to finish the site. Sometimes they can be ignored completely, like in the case of the '''Eystur Rhomben''' in [[Override Transfer Array]] sites and the '''Antem Neo''' in [[Overwhelmed Civilian Facility]] sites.<br />
<br />
In other sites, like the [[True Creations Research Center]] and [[The Kundalini Manifest]], you trim down the waves to a point where your logistics can handle the incoming damage, after which you ignore most of them (except a handful of respawns) in favour of finishing the main objective.<br />
<br />
== Moving fleets ==<br />
If you sit still in a site, you're limited to the pre-set engagement range of the site based on where enemies spawn and how fast they fly towards your position. The benefit of sitting still is that you don't add to your tracking issues by moving and inflating the angular velocity.<br />
<br />
The goal of a moving fleet is to close the distance between the fleet and the spawn-point where enemies appear. The downside of this tactic is that while moving, your tracking is severely reduced, but the benefit once you've reached your position is that you suddenly have everything spawning right on top of you, well within webbing range as well as optimal damage range. The faster you get all damage dealers on top of the spawn-point, the better.<br />
<br />
When enemies spawn right on top of you, they'll burn straight away from you until they reach their preferred orbit. Just like when they burn straight towards you, you'd benefit from a very low angular velocity when they try to fly away from you. Since they start well within your optimal range and try to get out of it, instead of into it, high scan resolution for fast locks and high damage output is more important than range for the moving fleets.<br />
<br />
This tactic is most suited for armour fleets, that generally has more utility midslots and often has less range compared to shield fleets. By fitting microwarpdrives and burning towards spawnpoints they capitalize on their utility midslots as well as compensate for their shorter damage projection capabilities.<br />
<br />
Naturally this tactic is also more useful in sites where the waves all spawn at the same spot (so you only need to move once), while less useful where the waves spawn far from each other (and you have to constantly move between spawns). It also matters what kind of enemies you are facing, as moving in sites where you face mostly battleships is less of an issue than moving in sites where you're trying to shoot frigates and cruisers with your large turrets.<br />
<br />
You also need to keep in mind that you should still keep your fleet together. Mixing afterburners and microwarpdrives or have some ships without any kind of propulsion module would lead to your fleet being split up with some ships constantly moving (and potentially completely useless due to reduced tracking). You also run the risk of enemies being pulled out of optimal range from the main bulk of the fleet if they go for the ship that isn't with the rest of the fleet.<br />
<br />
So a moving fleet can be extremely efficient, but requires more coordination and homogeneous fitting requirements in order to be pulled off successfully.<br />
<br />
== Specialized fleets ==<br />
Some communities specialize in just [[Incursion sites#Vanguard sites|Vanguard]] or just [[Incursion sites#Headquarter sites|Headquarter sites]], perhaps even focusing on specific type of sites as well for increased efficiency. Some even build fleets for the sole purpose of competing against other fleets.<br />
<br />
Such specialized fleets can be extremely powerful if used right, but since they require specific fits and the fact that they often sacrifice efficiency in some areas in favour of others, they are usually somewhat limited and less flexible. They also require strict fleet compositions in order to function, specific roles would need to be filled and not just anyone could replace people when they drop.<br />
<br />
One examples of specializing vanguard fleets would be to have all long range, alpha focused ships that fit tracking computers and target painters, with just one or two ships like '''Vindicators''' with webs to handle the few ships that slip past. Some drop down to one single logistics ship in vanguards in favour of having another damage dealer on grid, relying on skilled pilots and well-fitted ships to simply reduce the incoming damage to a manageable level before the Sansha are able to apply it. For competition fleets it's not unusual to run a little heavy with 12 members on grid instead of the usual 10 or 11, to ensure that they win every competition or at least gain a favourable edge over other fleets.<br />
<br />
Another example would be fleets that focus on increasing warp speeds as a means to both allow them to quickly move to another site to compete, but also to simply reduce the time between sites. While it might seem weird, there's a certain point where improving your ongrid performance further isn't effective anymore due to diminishing returns. With ascendancy implants and warp speed rigs and modules you can sacrifice some of your damage application in favour of greatly reducing the time it takes you to warp, ending up gaining giving you overall faster completion times when factoring in moving.<br />
<br />
== Competition ==<br />
When your site is taken and they have just begun, or when another fleet comes into the site you just started, then you need to consider your options as far as competing goes.<br />
<br />
First of all, once committed to a site, or at least a wave, you should finish it. Only leave a site in a controlled fashion, making sure none of your fleet members are warp disrupted or otherwise disposed and unable to warp away with the rest of the fleet.<br />
<br />
Second, competition is all about beating your opponent. In order to do that you need simply be better than them, in everything (lock faster, shoot further, do more damage etc.) … or you need to play at your strengths and their weaknesses. In order to do that, you naturally have to know not only your own fleet, but theirs as well, and quickly be able to judge them.<br />
<br />
Third, it is a widely held belief that competitions are measured in raw damage done to the Sansha. This means that hitting the armour and hull (which have little to no resists) earns you more points compared to hitting the shield (which has high resists). As such, trying to prioritize making hits to armour and hull is a common strategy to gain an edge, because if you can alpha away the armour and hull on a ship, you ''"win"'' that ship even if someone else chipped away the entire shield. Given how a cruiser like the '''Auga Hypophysis''' has 31,185 raw hit points, compared to a frigate like the '''Tama Cerebellum''' with its 5,390 raw hit points, you can clearly see the value in focusing on the Auga to make sure you get the most points from that, even if it means completely ignoring the 3-4 Tamas on grid.<br />
<br />
Things to consider, but not be limited to:<br />
* '''Shifting priorities'''<br />
: Priorities change when you're running in competition mode, so don't be afraid to deviate from your normal kill orders. Ships like '''Niarja Myelen''' and '''Arnon Epithalamus''' who are usually prioritized targets because they jam, might end up being key pieces in your struggle for dominance. If any of your fleet members are jammed, they remain high priority targets, but if they jam any of the members of the competing fleet, you'd want them alive for as long as possible. Have fleet members call out if they get jammed during competitions, so you can make the right call.<br />
* '''Tactical overheat'''<br />
: Calling for the fleet to overheat is not just something you do in an emergency to squeeze out more resists or faster remote shield boosting. It can also be used with great effect to increase your offensive capabilities to give you that edge you need to win a contest.<br />
* '''Suitable engagement range?'''<br />
: Can you outrange them or perform better at short range because they are range-fit? This is highly situational based on what site you’re running. The enemies would need to spawn out of their range for you to outrange them. Similarly they’d need to all spawn within your range if you planned to outperform them at close range.<br />
* '''Is your fleet simply better?'''<br />
: Can you simply overpower them with your fleet composition? If so, by all means do it.<br />
* '''Do you even have to compete?'''<br />
: If there are plenty of sites around, then there’s no shame in not competing at all. Just don’t be bullied by another fleet if you think you can take them. If they are better, accept your fate and plan accordingly.<br />
* '''Should you cut your losses?'''<br />
: Sometimes you're forced to compete against your will, or bite off more than you can swallow. If the site allows it, make a graceful but controlled exit and go to another site. Sites with very few warp disrupt capable ships are ideal for such ''"strategic retreats"''. For sites with too many ships capable of warp disrupting you're pretty much committed however, as the window without warp disrupts can be a very short and dangerous one.<br />
* '''Will boosters help?'''<br />
: Consumables like boosters may become worth considering if you compete a lot, to give you another edge. The Synth variety of drugs while weaker than the rest of the available choices do have a major advantage: they have no chance of side effects. This makes them a decent choice for long-term consistent use in high-sec incursions. See [[Combat Booster]] for more information on effects of boosters in EVE.<br />
<br />
Just remember that hesitation is often viewed as a sign of weakness in the eyes of the other fleet commander, so delaying on a gate increases the risk of being contested. Aggressive aligning and going into the site quickly is often viewed as confidence, which will give the other fleet commander pause even if he has a better fleet. <br />
<br />
Whatever you decide to do, remember to do it in a controlled manner. Don't throw caution to the wind just because you have another fleet at the gate.<br />
[[Category:Incursions]]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Preparing_for_Incursions&diff=168260Preparing for Incursions2021-02-12T18:15:27Z<p>Fellese Ovaert: Added Energy Grid Upgrades IV to the required skills for the Praxis since the fit uses Capacitor Power Relay II</p>
<hr />
<div>{{incursions links}}<br />
{{eunic}}<br />
= Planning ahead =<br />
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.<br />
<br />
See [[ship progression in Incursions|ship progression]] for more information.<br />
{|<br />
| valign="top" | [[image:implants.png|64px|link=]]<br />
| valign="top" | {{co|coral|Attribute implants}}<br />
<br />
The training times listed for these will assume that you utilize the '''+3 attribute implants''' (see [[the +3 Implants Program]] for unistas to get started). These implants are cheap and gives you a much needed boost to your training times.<br />
|-<br />
| valign="top" | [[image:icon_dna.png|64px|link=]]<br />
| valign="top" | {{co|coral|Neural remaps}}<br />
<br />
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.<br />
|-<br />
| valign="top" | [[image:multiple_training.png|64px|link=]]<br />
| valign="top" | {{co|coral|Multiple character training}}<br />
<br />
[[PLEX]] can be used to activate [[Dual Character Training|multiple character training]]. If you want to use the characters at the same time, or plan on training for a long time, consider making a '''second account''' instead as characters on the same account cannot be logged in at the same time.<br />
|-<br />
| valign="top" | [[image:skill_injector.png|64px|link=]]<br />
| valign="top" | {{co|coral|Skill injectors}}<br />
<br />
[[Skill Injector|Skill injectors]] can be used to get these skills, but it's '''very expensive'''. It can however be an option to quickly get an alt up to speed if you've got the ISK lying around and you value time more than ISK.<br />
|}<br />
<br />
= Damage dealers =<br />
The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE.<br />
<br />
== Minimum skills for damage dealers ==<br />
{{alpha|skillplan}}<br />
Getting the minimum skills for a damage dealer requires a couple of months worth of training for {{Clonestate|omega}}s (times should be doubled when training on an {{Clonestate|alpha}}). This assumes a training plan for a turret-based battleship, done on a brand new character with no preexisting skills, and that no skill injectors are used.<br />
<br />
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"<br />
! [[file:icon_cogs.png|32px|link=]] Core skills<br />
! [[file:icon_cog.png|32px|link=]] Utility skills<br />
! [[file:icon_gunnery_turret.png|32px|link=]] Gunnery skills<br />
! [[file:icon_ship.png|32px|link=]] Ship skills<br />
! [[File:Icon drones.png|32px|link=]] Drone skills<br />
|- valign="top" style="background:#222222;" <br />
| ~ 9 days<br />
| ~ 5 days and 13 hours<br />
| ~ 12 days and 12 hours<br />
| ~ 4 days and 22 hours<br />
| ~ 8 days and 4 hours<br />
|- valign="top"<br />
| style="padding:8px;" nowrap |<br />
Weapon Upgrades IV<br><br />
Capacitor Management IV<br><br />
Shield Operation IV<br><br />
Shield Management III<br><br />
Shield Upgrades IV<br><br />
Hull Upgrades IV<br />
| style="padding:8px;" nowrap |<br />
Signature Analysis III<br><br />
Long Range Targeting III<br><br />
Target Management IV<br><br />
{{co|wheat|Target Painting I}}<small>&nbsp;<ref>{{sk|Target Painting}} is needed for the '''target painter''' module. Can be skipped for {{sh|Hyperion}} and {{sh|Vindicator}} pilots (see Propulsion Jamming).</ref></small><br><br />
Propulsion Jamming III<small>&nbsp;<ref>{{sk|Propulsion Jamming}} is needed for the '''stasis webifier''' module normally fitted to the {{sh|Hyperion}} and {{sh|Vindicator}}. Other ships may also fit this module situationally, from time to time.</ref></small><br><br />
Tactical Shield Manipulation IV<br><br />
{{co|wheat|EM Shield Compensation II}}<small>&nbsp;<ref>While the Uni's current fits do not benefit from {{sk|EM Shield Compensation}}, replacing the '''EM Shield Hardener II''' on our fits with a deadspace '''EM Shield Amplifier''', as used by shield Headquarters communities, is also accepted, and those benefit from this skill.</ref><br />
| style="padding:8px;" nowrap |<br />
Gunnery V<br><br />
Motion Prediction III<small>&nbsp;<ref name="gun upgrade">Having {{sk|Motion Prediction}}, {{sk|Rapid Firing}}, {{sk|Sharpshooter}} and {{sk|Controlled Bursts}} at III are all that's needed to get started, though it is recommended to train these skills to IV if you wish to invest further into Incursions.</ref></small><br><br />
Rapid Firing III<small>&nbsp;<ref name="gun upgrade" /></small><br><br />
Sharpshooter III<small>&nbsp;<ref name="gun upgrade" /></small><br><br />
Surgical Strike III<br><br />
Trajectory Analysis IV<br><br />
{{co|wheat|Controlled Bursts III}}<small>&nbsp;<ref name="gun upgrade" />&nbsp;<ref>{{sk|Controlled Bursts}} is needed for all weapons that use capacitor. {{sh|Maelstrom}} and {{sh|Machariel}} pilots can ignore this as projectiles don't use cap.</ref></small><br><br />
Small <racial> Turret III<small>&nbsp;<ref name="racial">'''<racial> Frigate III''' and '''Small <racial> Turret III''' are starter skills you normally have, but are included in case you have to cross-train out of your initial race.</ref></small><br><br />
Medium <racial> Turret III<br><br />
Large <racial> Turret III<br />
| style="padding:8px;" nowrap |<br />
Spaceship Command IV<br><br />
<racial> Frigate III<small>&nbsp;<ref name="racial"></ref></small><br><br />
<racial> Destroyer III<br><br />
<racial> Cruiser III<br><br />
<racial> Battlecruiser III<br><br />
<racial> Battleship III<br><br />
Warp Drive Operation III<br><br />
Evasive Maneuvering III<br><br />
| style="padding:8px;" nowrap |<br />
Drones V<br><br />
Light Drone Operation IV<br><br />
Drone Interfacing III<br><br />
Drone Navigation III<br><br />
Drone Sharpshooting III<br><br />
Drone Avionics III<br><br />
Drone Durability I<br><br />
Repair Drone Operation II<br><br />
Shield Emission Systems III<br />
|- valign="top" style="background:#222222;"<br />
| colspan=5 | ~ 40 days and 3 hours worth of {{Clonestate|omega|Omega state}} training in total {{co|grey|(~ 2.0 million skillpoints)}}<br />
|}<br />
<small><references/></small><br />
<br />
=== Skill Lists ===<br />
<br />
Listed below are the training plans for a general damage dealer, as well as specific skills for particular ships. These can be copied into your skill queue to train. The skills are not ordered in any sort of preference, so feel free to move them around as you see fit.<br />
<br />
{{SkillQueue<br />
|name=General minimum DD skills<br />
|width=500px<br />
|desc=This skillplan contains all the minimum DD skills, not including ship/weapon specific skills.<br />
|Capacitor Management IV<br />
Drone Avionics II<br />
Drone Avionics III<br />
Drones II<br />
Drones III<br />
Drones IV<br />
Drone Durability I<br />
Drone Navigation I<br />
Drone Navigation II<br />
Drone Navigation III<br />
Drones V<br />
Drone Interfacing I<br />
Drone Interfacing II<br />
Drone Interfacing III<br />
Drone Sharpshooting I<br />
Drone Sharpshooting II<br />
Drone Sharpshooting III<br />
Evasive Maneuvering II<br />
Evasive Maneuvering III<br />
Gunnery V<br />
Hull Upgrades IV<br />
Long Range Targeting II<br />
Long Range Targeting III<br />
Motion Prediction III<br />
Propulsion Jamming II<br />
Propulsion Jamming III<br />
Rapid Firing III<br />
Repair Drone Operation I<br />
Repair Drone Operation II<br />
Sharpshooter III<br />
Shield Emission Systems I<br />
Shield Emission Systems II<br />
Shield Emission Systems III<br />
Shield Management II<br />
Shield Management III<br />
Shield Operation I<br />
Shield Operation II<br />
Shield Operation III<br />
Shield Operation IV<br />
EM Shield Compensation I<br />
EM Shield Compensation II<br />
Shield Upgrades II<br />
Shield Upgrades III<br />
Shield Upgrades IV<br />
Signature Analysis II<br />
Signature Analysis III<br />
Spaceship Command IV<br />
Surgical Strike II<br />
Surgical Strike III<br />
Tactical Shield Manipulation II<br />
Tactical Shield Manipulation III<br />
Tactical Shield Manipulation IV<br />
Target Management III<br />
Target Management IV<br />
Target Painting I<br />
Trajectory Analysis II<br />
Trajectory Analysis III<br />
Trajectory Analysis IV<br />
Warp Drive Operation II<br />
Warp Drive Operation III<br />
Weapon Upgrades III<br />
Weapon Upgrades IV}}<br />
{{CollapseBox|width=500px|{{sh|Rokh}}|<br />
Caldari Frigate I<br />
Caldari Frigate II<br />
Caldari Frigate III<br />
Caldari Destroyer I<br />
Caldari Destroyer II<br />
Caldari Destroyer III<br />
Caldari Cruiser I<br />
Caldari Cruiser II<br />
Caldari Cruiser III<br />
Caldari Battlecruiser I<br />
Caldari Battlecruiser II<br />
Caldari Battlecruiser III<br />
Caldari Battleship I<br />
Caldari Battleship II<br />
Caldari Battleship III<br />
Small Hybrid Turret I<br />
Small Hybrid Turret II<br />
Small Hybrid Turret III<br />
Medium Hybrid Turret I<br />
Medium Hybrid Turret II<br />
Medium Hybrid Turret III<br />
Large Hybrid Turret I<br />
Large Hybrid Turret II<br />
Large Hybrid Turret III<br />
Controlled Bursts I<br />
Controlled Bursts II<br />
Controlled Bursts III}}<br />
{{CollapseBox|width=500px|{{sh|Maelstrom}}|<br />
Minmatar Frigate I<br />
Minmatar Frigate II<br />
Minmatar Frigate III<br />
Minmatar Destroyer I<br />
Minmatar Destroyer II<br />
Minmatar Destroyer III<br />
Minmatar Cruiser I<br />
Minmatar Cruiser II<br />
Minmatar Cruiser III<br />
Minmatar Battlecruiser I<br />
Minmatar Battlecruiser II<br />
Minmatar Battlecruiser III<br />
Minmatar Battleship I<br />
Minmatar Battleship II<br />
Minmatar Battleship III<br />
Small Projectile Turret I<br />
Small Projectile Turret II<br />
Small Projectile Turret III<br />
Medium Projectile Turret I<br />
Medium Projectile Turret II<br />
Medium Projectile Turret III<br />
Large Projectile Turret I<br />
Large Projectile Turret II<br />
Large Projectile Turret III}}<br />
{{CollapseBox|width=500px|{{sh|Hyperion}}|<br />
Gallente Frigate I<br />
Gallente Frigate II<br />
Gallente Frigate III<br />
Gallente Destroyer I<br />
Gallente Destroyer II<br />
Gallente Destroyer III<br />
Gallente Cruiser I<br />
Gallente Cruiser II<br />
Gallente Cruiser III <br />
Gallente Battlecruiser I<br />
Gallente Battlecruiser II<br />
Gallente Battlecruiser III<br />
Gallente Battleship I<br />
Gallente Battleship II<br />
Gallente Battleship III<br />
Small Hybrid Turret I<br />
Small Hybrid Turret II<br />
Small Hybrid Turret III<br />
Medium Hybrid Turret I<br />
Medium Hybrid Turret II<br />
Medium Hybrid Turret III<br />
Large Hybrid Turret I<br />
Large Hybrid Turret II<br />
Large Hybrid Turret III<br />
Controlled Bursts I<br />
Controlled Bursts II<br />
Controlled Bursts III}}<br />
{{CollapseBox|width=500px|{{sh|Bhaalgorn}}|<br />
Minmatar Frigate I<br />
Minmatar Frigate II<br />
Minmatar Frigate III<br />
Minmatar Destroyer I<br />
Minmatar Destroyer II<br />
Minmatar Destroyer III<br />
Minmatar Cruiser I<br />
Minmatar Cruiser II<br />
Minmatar Cruiser III<br />
Minmatar Battlecruiser I<br />
Minmatar Battlecruiser II<br />
Minmatar Battlecruiser III<br />
Minmatar Battleship I<br />
Minmatar Battleship II<br />
Minmatar Battleship III<br />
Amarr Frigate I<br />
Amarr Frigate II<br />
Amarr Frigate III<br />
Amarr Destroyer I<br />
Amarr Destroyer II<br />
Amarr Destroyer III<br />
Amarr Cruiser I<br />
Amarr Cruiser II<br />
Amarr Cruiser III<br />
Amarr Battlecruiser I<br />
Amarr Battlecruiser II<br />
Amarr Battlecruiser III<br />
Amarr Battleship I<br />
Small Energy Turret I<br />
Small Energy Turret II<br />
Small Energy Turret III<br />
Medium Energy Turret I<br />
Medium Energy Turret II<br />
Medium Energy Turret III<br />
Large Energy Turret I<br />
Large Energy Turret II<br />
Large Energy Turret III<br />
Controlled Bursts I<br />
Controlled Bursts II<br />
Controlled Bursts III<br />
Capacitor Emission Systems I<br />
Propulsion Jamming IV}}<br />
{{CollapseBox|width=500px|{{sh|Praxis}} (Pulse)|<br />
Small Energy Turret I<br />
Small Energy Turret II<br />
Small Energy Turret III<br />
Medium Energy Turret I<br />
Medium Energy Turret II<br />
Medium Energy Turret III<br />
Large Energy Turret I<br />
Large Energy Turret II<br />
Large Energy Turret III<br />
Controlled Bursts I<br />
Controlled Bursts II<br />
Controlled Bursts III<br />
Energy Grid Upgrades IV<br />
}}<br />
<br />
=== EVEMon ===<br />
<br />
In addition, the skills listed in the table are also available as [http://evemondevteam.github.io/evemon/ EVEMon] skillplan files &ndash; simply download and import one of the following files which corresponds to your preferred faction's battleship: <br />
* [http://wiki.eveuniversity.org/images/d/de/Incursions_maelstrom_minimum.xml Maelstrom (minimum skills)], or<br />
* [http://wiki.eveuniversity.org/images/c/cb/Incursions_rokh_minimum.xml Rokh (minimum skills)], or <br />
* [http://wiki.eveuniversity.org/images/6/63/Incursions_hyperion_minimum.xml Hyperion (minimum skills)].<br />
<br />
Note that these skill plans use an older version of the training sets, which had higher skill requirements.<br />
<br />
== Recommended skills for damage dealers ==<br />
{{omega|skillplan}}<br />
Apart from the minimum skills listed above to get going, there are a few skills that you should get as soon as possible once you start running.<br />
* Train some additional skills to be able to fly the '''minimum battleship-fits''' for assaults and increase your drone control range.<br />
** Optionally prepare for '''headquarter sites''' as well (strong emphasis on cap and propulsion).<br />
* Training into '''tech two weapons''' bring much needed flexibility and range projection, even for regular tech one battleships.<br />
** While we use mostly short range weapons, consider training into the '''long range specialization''' as well.<br />
* Some ships can fit '''target painters''' or '''remote capacitor transmitters''', which require a few skills to be useful.<br />
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"<br />
! [[file:incursions_assault_icon.png|32px|link=]] Assaults<br />
! {{icon|turret new|32}} Tech two weapons<br />
! [[file:icon_cog.png|32px|link=]] Utility skills<br />
! [[File:Icon drones.png|32px|link=]] Drones<br />
|- valign="top" style="background:#222222;"<br />
| ~ 19 days and 8 hours<br />
| ~ 34 days and 18 hours<br />
| ~ 2 day and 17 hours<br />
| <br />
|- valign="top"<br />
| style="padding:8px;" nowrap |<br />
Shield Management IV<br><br />
Medium Drone Operation V<br><br />
Drone Avionics V<br><br />
Electronic Warfare IV<small>&nbsp;<ref>{{sk|Electronic Warfare|IV}} is a requirement for {{sk|Advanced Drone Avionics}}.</ref></small><br><br />
Advanced Drone Avionics III<br><br />
Acceleration Control III<br><br />
High Speed Maneuvering III<br />
| style="padding:8px;" nowrap |<br />
Motion Prediction V<br><br />
Large <racial> Turret V<br><br />
Large <short> Specialization III<br><br />
{{co|grey|Sharpshooter V}}<small>&nbsp;<ref name="long">{{co|crimson|Optional}} - Consider spending an additional '''9 days and 19 hours''' training into the long range specialization as well</ref></small><br><br />
{{co|grey|Large <long> Specialization III<small>&nbsp;<ref name="long"></ref></small>}}<br><br />
| style="padding:8px;" nowrap | <br />
Electronic Warfare III<small>&nbsp;<ref>{{sk|Electronic Warfare|III}} is needed for {{sk|Frequency Modulation}} and {{sk|Long Distance Jamming}}.</ref></small><br><br />
Frequency Modulation III<br><br />
Long Distance Jamming III<br><br />
Target Painting III<br><br />
Capacitor Emission Systems IV<br><br />
Thermodynamics III<br />
| style="padding:8px;" nowrap |<br />
Light Drone Operation V<ref name="t2lights">Training {{sk|Light Drone Operation|V}} unlocks T2 drones, which deal slightly more damage (with levels in {{sk|Amarr Drone Specialization}} for Acolytes) and cost several times less than faction versions.</ref><br><br />
Amarr Drone Specialization II<ref name="t2lights"></ref><br><br />
Drone Interfacing IV<ref name="sentry"> - {{sk|Drone Interfacing|IV}} and {{sk|Drone Sharpshooting|IV}} are requirements for {{sk|Sentry Drone Interfacing}}.</ref><br><br />
Drone Sharpshooting IV<ref name="sentry"></ref><br><br />
Sentry Drone Interfacing III<ref> - While our fits do not use sentries, more efficiency-focused groups will make use of sentry drones in Vanguard sites for their additional damage output and lack of travel time.</ref><br><br />
Heavy Drone Operation III<ref> - While heavy drones are not used in Vanguards, they see common use in Headquarters fleets. HQ groups will generally require pilots of Vindicators and Machariels to use heavy drones.</ref><br />
|}<br />
<small><references/></small><br />
<br />
= Logistics =<br />
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train. The bare minimum to make the logistics ships work is {{sk|Logistics Cruisers|IV}}, there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.<br />
<br />
== Minimum skills for logistics ==<br />
{{omega|skillplan}}<br />
It takes almost three months to get good enough skills to fly a '''minimum''' [[Vanguard Incursion fits#Logistics|logistics fit]] and you should try to skill up and upgrade to the '''recommended''' fit as soon as possible. The repping power of meta four remote shield boosters are inferior to that of the tech two variant, so moving out of the minimum fit should be a high priority.<br />
<br />
[http://evemondevteam.github.io/evemon/ EVEMon] skillplans: [http://wiki.eveuniversity.org//images/c/cc/Incursions_scimitar_minimum.xml Scimitar (minimum skills)], [http://wiki.eveuniversity.org/images/b/b3/Incursions_basilisk_minimum.xml Basilisk (minimum skills)]<br />
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"<br />
! [[file:icon_cogs.png|32px|link=]] Core skills<br />
! [[file:icon_cog.png|32px|link=]] Utility skills<br />
! [[file:icon_shield_transporter_i.png|32px|link=]] Logistics skills<br />
! [[file:icon_ship.png|32px|link=]] Ship skills<br />
! [[File:Icon drones.png|32px|link=]] Drone skills<br />
|- valign="top" style="background:#222222;" <br />
| ~ 8 days and 18 hours<br />
| ~ 24 days and 14 hours<br />
| ~ 6 days and 9 hours<br />
| ~ 32 days and 8 hours<br />
| ~ 5 days and 14 hours<br />
|- valign="top" nowrap<br />
| style="padding:8px;" nowrap |<br />
Capacitor Management IV<br><br />
Capacitor Systems Operation IV<br><br />
Energy Grid Upgrades IV<small>&nbsp;<ref>{{sk|Energy Grid Upgrades}} is required for the '''cap''', '''power diagnostic''' and '''reactor control''' modules.</ref></small><br><br />
Shield Upgrades IV<small>&nbsp;<ref name="basi">{{co|crimson|Basilisks only}} - {{sk|Shield Upgrades|IV}}, {{sk|Hull Upgrades|IV}} and {{sk|Capacitor Emission Systems|IV}} are required for the '''Large Shield Extender II''', '''Damage Control II''' and '''remote capacitor transmitter''' modules</ref></small><br><br />
Shield Management III<br><br />
Hull Upgrades IV<small>&nbsp;<ref name="basi"></ref></small><br />
| style="padding:8px;" nowrap |<br />
Signature Analysis V<small>&nbsp;<ref name="logistics">{{sk|Signature Analysis|V}} and {{sk|Long Range Targeting|V}} are requirements for the {{sk|Logistics Cruisers}} skill.</ref></small><br><br />
Long Range Targeting V<small>&nbsp;<ref name="logistics"></ref></small><br><br />
Target Management V<small>&nbsp;<ref>{{sk|Target Management|V}} is a requirement for the {{sk|Advanced Target Management}} skill.</ref></small><br><br />
Advanced Target Management III<br><br />
Tactical Shield Manipulation IV<br />
| style="padding:8px;" nowrap |<br />
Shield Emission Systems IV<br><br />
Capacitor Emission Systems IV<small>&nbsp;<ref name="basi"></ref></small><br><br />
Sensor Linking IV<br />
| style="padding:8px;" nowrap |<br />
<racial> Frigate III<small>&nbsp;<ref name="racial">'''<racial> Frigate III''' is a starter skill you normally have, but is included in case you have to cross-train out of your initial race.</ref></small><br><br />
<racial> Destroyer III<br><br />
<racial> Cruiser V<br><br />
Logistics Cruisers IV<ref>{{sk|Logistics Cruisers}} is required for the {{sh|Basilisk}} and {{sh|Scimitar}}, but does not benefit the {{sh|Tengu}}.</ref><br><br />
Evasive Maneuvering III<br><br />
Warp Drive Operation III<br />
| style="padding:8px;" nowrap |<br />
Drones V<br><br />
Drone Durability I<small>&nbsp;<ref name="logibots">{{sk|Drone Durability|I}} and {{sk|Repair Drone Operation|II}} is required to use '''shield maintenance drones'''.</ref></small><br><br />
Repair Drone Operation II<small>&nbsp;<ref name="logibots"></ref></small><br><br />
Drone Navigation III<br><br />
Drone Avionics III<br><br />
{{co|grey|Shield Emission Systems III}}<small>&nbsp;<ref>{{sk|Shield Emission Systems|IV}} is already trained as a requirement for the '''Remote Shield Booster II''' module.</ref></small><br />
|- valign="top" style="background:#222222;"<br />
| colspan=5 | ~ 72 days and 6 hours worth of training for a{{icon|minmatar2|20}}'''Scimitar''' {{co|grey|(~ 3,6 million skillpoints)}} and ~ 77 days and 15 hours for a{{icon|caldari2|20}}'''Basilisk''' {{co|grey|(~ 3,9 million skillpoints)}}<br />
|}<br />
<small><references/></small><br />
<br />
== Recommended skills for logistics ==<br />
{{omega|skillplan}}<br />
Since the minimum skills only gets you so far, it's important to continue training into the '''recommended logistics fit''' for [[Vanguard Incursion fits#Logistics|logistics]] (and preferably the '''advanced fits''' too). This is important because being able to quickly upgrade from meta to tech two '''Remote Shield Booster II''' modules will ensure the safety of the fleet.<br />
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"<br />
! [[file:icon_ship_dark.png|32px|link=]] Advanced<small>&nbsp;<ref>This assumes you've already trained the skills listed under '''recommended'''.</ref></small><br />
! [[image:Icon drones.png|32px|link=]] Drone skills<br />
! [[image:icon_rigs.png|32px|link=]] Rig skills<small>&nbsp;<ref>{{co|crimson|Basilisk only}} - Increasing {{sk|Shield Rigging}} will help counter the signature bloom of the shield rig on the basilisks.</ref></small><br />
|- valign="top" style="background:#222222;" <br />
| ~ 68 days and 2 hours<br />
| ~ 15 days and 9 hours<br />
| ~ 3 days and 1 hours<br />
|- valign="top" nowrap<br />
| style="padding:8px;" nowrap |<br />
Power Grid Management V<br><br />
Capacitor Systems Operation V<br><br />
Fuel Conservation III<br><br />
Shield Management IV<br><br />
Logistics Cruisers V<br><br />
Shield Emission Systems V<br><br />
Capacitor Management V<small>&nbsp;<ref>{{co|crimson|Scimitar only}} - Needed to get enough cap. For '''basilisks''' this cuts down the training time by 14 days and 15 hours.</ref></small><br><br />
Capacitor Emission Systems V<small>&nbsp;<ref>{{co|crimson|Basilisk only}} - Needed to get enough cap from a single '''remote capacitor transmitter''' chain instead of the usual two. For '''scimitars''' this cuts down the training time by 8 days and 12 hours.</ref></small><br />
| style="padding:8px;" nowrap |<br />
Repair Drone Operation V<br />
| style="padding:8px;" nowrap |<br />
Jury Rigging III<small>&nbsp;<ref>{{sk|Jury Rigging|III}} is a requirement for the {{sk|Shield Rigging}} skill.</ref></small><br><br />
Shield Rigging IV<br />
<br />
|}<br />
<small><references/></small><br />
<br />
= Ongrid booster =<br />
Training into an ongrid booster requires quite a few months worth of training, even if you're doing it on an existing character. This is due to the fact it requires skills you normally wouldn't train unless you're specifically training to use command bursts. It's also a very long one that benefits greatly from using [[Skills_and_Learning#Neural_Remaps|neural remaps]].<br />
<br />
== Minimum skills for ongrid boosters ==<br />
{{omega|skillplan}}<br />
Since {{sk|Cybernetics|V|icon=yes}} is required for the mindlink implant, consider training it first so you can also get +5 attribute implants and further improving your training time. The times listed below are, like all the other skill plans, assuming just the +3 attribute implants and no neural remaps. So there's plenty of room for optimization. These minimum skills will allow you to fly any of the '''minimum ongrid booster fits''' for [[Vanguard Incursion fits#Ongrid booster|vanguards]].<br />
<br />
[http://evemondevteam.github.io/evemon/ EVEMon] skillplans: [http://wiki.eveuniversity.org/images/d/dd/Incursions_sleipnir_minimum.xml Sleipnir (minimum skills)]<br />
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"<br />
! [[file:icon_cogs.png|32px|link=]] Core skills<br />
! [[file:icon_cog.png|32px|link=]] Utility skills<br />
! [[file:icon_gunnery_turret.png|32px|link=]] Gunnery skills<br />
! [[file:icon_ship.png|32px|link=]] Ship skills<br />
! [[image:icon_fleet.png|32px|link=]] Fleet support skills<br />
! [[File:Icon drones.png|32px|link=]] Drone skills<br />
|- valign="top" style="background:#222222;" <br />
| ~ 8 days and 4 hour<br />
| ~ 8 days and 2 hours<br />
| ~ 13 days and 14 hours<br />
| ~ 63 days and 13 hours<br />
| ~ 89 days and 18 hours<br />
| ~ 12 days and 9 hour<br />
|- valign="top"<br />
| style="padding:8px;" nowrap |<br />
CPU Management V<br><br />
Weapon Upgrades IV<br><br />
Shield Management III<br><br />
Hull Upgrades IV<small>&nbsp;<ref>{{sk|Hull Upgrades|IV}} is required to fit the '''Damage Control II''' module.</ref></small><br />
| style="padding:8px;" nowrap |<br />
Signature Analysis IV<br><br />
Long Range Targeting IV<br><br />
Target Management IV<br><br />
Target Painting III<small>&nbsp;<ref>{{sk|Target Painting}} is needed to use a '''target painter''' module.</ref></small><br><br />
Propulsion Jamming III<small>&nbsp;<ref>{{sk|Propulsion Jamming}} is needed to use a '''stasis webifier''' module.</ref></small><br><br />
Tactical Shield Manipulation IV<br />
| style="padding:8px;" nowrap |<br />
Motion Prediction IV<br><br />
Rapid Firing IV<br><br />
Sharpshooter IV<br><br />
Surgical Strike IV<br><br />
Trajectory Analysis IV<br><br />
Small Projectile Turret III<br><br />
Medium Projectile Turret III<br><br />
| style="padding:8px;" nowrap |<br />
Minmatar Frigate III<br><br />
Minmatar Destroyer III<br><br />
Minmatar Cruiser III<br><br />
Minmatar Battlecruiser V<br><br />
Leadership V<small>&nbsp;<ref name="command">{{sk|Leadership|V}}, {{sk|Wing Command|IV}}, {{sk|Command Burst Specialist|IV}} and {{sk|Spaceship Command|V}} are all needed to train {{sk|Command Ships}}.</ref></small><br><br />
Spaceship Command V<small>&nbsp;<ref name="command"></ref></small><br><br />
Wing Command IV<small>&nbsp;<ref name="command"></ref></small><br><br />
Command Burst Specialist IV<small>&nbsp;<ref name="command"></ref></small><br><br />
Command Ships IV<br><br />
Warp Drive Operation III<br><br />
Evasive Maneuvering III<br><br />
| style="padding:8px;" nowrap |<br />
Cybernetics V<small>&nbsp;<ref name="mindlink">{{sk|Cybernetics|V}}, {{sk|Shield Command Specialist|V}} and {{sk|Skirmish Command Specialist|V}} are needed for the {{co|coral|Republic Fleet Command Mindlink}} implant.</ref></small><br><br />
Shield Command V<small>&nbsp;<ref>{{sk|Shield Command|V}} is a requirement for {{sk|Shield Command Specialist}}.</ref></small><br><br />
Shield Command Specialist V<small>&nbsp;<ref name="mindlink"></ref></small><br><br />
Skirmish Command V<small>&nbsp;<ref>{{sk|Skirmish Command|V}} is a requirement for {{sk|Skirmish Command Specialist}}.</ref></small><br><br />
Skirmish Command Specialist V<small>&nbsp;<ref name="mindlink"></ref></small><br><br />
{{co|grey|Leadership V}}<small>&nbsp;<ref name="command2">{{sk|Leadership|V}}, {{sk|Command Burst Specialist|IV}} and {{sk|Wing Command|IV}} are already required for {{sk|Command Ships}}</ref></small><br><br />
{{co|grey|Command Burst Specialist IV}}<small>&nbsp;<ref name="command2"></ref></small><br><br />
{{co|grey|Wing Command IV}}<small>&nbsp;<ref name="command2"></ref></small><br><br />
| style="padding:8px;" nowrap |<br />
Drones V<br><br />
Light Drone Operation V<br><br />
Amarr Drone Specialization III<small>&nbsp;<ref>{{sk|Drones|V}}, {{sk|Light Drone Operation|V}} and {{sk|Amarr Drone Specialization|I}} is required to use '''Acolyte II'''. It's acceptable to skip this skill initially if you can use other drones, like '''Warrior II''' drones, but train it as soon as possible.</ref></small><br><br />
Drone Interfacing III<br><br />
Drone Navigation III<br><br />
Drone Sharpshooting III<br><br />
Drone Avionics III<br />
|- valign="top" style="background:#222222;"<br />
| colspan=6 | ~ 195 days, 12 hours worth of training in total {{co|grey|(~ 9,6 million skillpoints)}}<br />
|}<br />
<small><references/></small><br />
<br />
== Recommended skills for ongrid boosters ==<br />
There are no real recommended skills for ongrid boosters apart from the minimum skills, as the bar is so high to begin with that the rest of the skills aren't really that critical. But wrapping up {{sk|Command Ships|V|icon=yes}} and {{sk|Command Burst Specialist|V|icon=yes}} as well as {{sk|Medium Projectile Turret|V|icon=yes}}, {{sk|Medium Artillery Specialization|IV|icon=yes}} could be convenient.<br />
<br />
While you could train {{sk|Fleet Command|icon=yes}} for longer area of effect, those aren't really needed for the vanguards we run, as we'll all stay well within the range of the base range you get with the pre-requisite {{sk|Leadership|V|icon=yes}} and {{sk|Wing Command|IV|icon=yes}}.<br />
<br />
= Further training =<br />
Once you've got the most pressing skills trained and you're looking towards further training, remember that in the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV. As a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.<br />
<br />
When you start training skills to V it might be a good time to start doing some serious skillplanning and consider [[Skills_and_Learning#Neural_Remaps|neural remaps]] and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly.<br />
<br />
== Honing your skills ==<br />
Remember that the minimum and recommended skills are just the beginning and there is much room for improvement. Maxing out the gunnery and support skills and topping off your racial ship skills for example will make your ship much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.<br />
<br />
What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU or powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship and gunnery skills.<br />
<br />
== Crosstraining into armour ==<br />
While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. It wouldn't take too long to touch up on your armour skills to be able to run armour fleets. For unistas it also gives them great skills to use within the [[Wormhole Campus]], as they run primarily armour fleets.<br />
{| class="wikitable" style="font-size:90%; text-align:center; padding:8px;"<br />
! [[file:icon_gunnery_turret.png|32px|link=]] Damage dealers<br />
! [[file:icon_remote_armor_repair_i.png|32px|link=]] Logistics<br />
|- style="background:#222222;" <br />
| ~ 18 days and 10 hours<br />
| ~ 46 days and 7 hours<br />
|- valign="top"<br />
| style="padding:8px;" nowrap |<br />
Hull Upgrades V<br><br />
EM Armor Compensation IV<br><br />
Explosive Armor Compensation IV<br><br />
Kinetic Armor Compensation IV<br><br />
Thermal Armor Compensation IV<br><br />
Remote Armor Repair Systems III<small>&nbsp;<ref name="armour bots">{{sk|Remote Armor Repair Systems|III}} is required to use '''armor maintenance bots'''.</ref></small><br />
| style="padding:8px;" |<br />
Hull Upgrades V<br><br />
EM Armor Compensation IV<br><br />
Explosive Armor Compensation IV<br><br />
Kinetic Armor Compensation IV<br><br />
Thermal Armor Compensation IV<br><br />
Remote Armor Repair Systems IV<small>&nbsp;<ref>Logistics need to train {{sk|Remote Armor Repair Systems|IV}} for the sake of reducing the cap usage of their remote armour repair modules.</ref></small><br><br />
<new racial> Frigate III<br><br />
<new racial> Destroyer III<br><br />
<new racial> Cruiser V<br><br />
|}<br />
<small><references/></small><br />
<br />
= Useful training for alts =<br />
It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war. The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.<br />
== Hacker / Scout ==<br />
Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking the racial exploration ships are very useful thanks to their bonuses and often very cheap to boot. There are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat.<br />
<br />
For more information about the role, see the [[Roles in Incursions#Hacker/Scout|hacker/scout]] section on the '''Roles in Incursions''' page.<br />
==== Minimum Heron hacker fit ====<br />
{{ShipFitting<br />
| ship=Heron<br />
| fitName= Incursions (hacker)<br />
| fitID= Incursions (hacker)<br />
| high1name=open<br />
| high2name=open<br />
| high3name=open<br />
| mid1name=Data Analyzer I<br />
| mid1typeID=22175<br />
| mid2name=5MN Microwarpdrive I<br />
| mid2typeID=434<br />
| mid3name=open<br />
| mid4name=open<br />
| mid5name=open<br />
| low1name=Nanofiber Internal Structure I<br />
| low1typeID=2603<br />
| low2name=Nanofiber Internal Structure I<br />
| low2typeID=2603<br />
| rig1name=Small Memetic Algorithm Bank I<br />
| rig1typeID=31238<br />
| rig2name=Small Memetic Algorithm Bank I<br />
| rig2typeID=31238<br />
| drone1name=Warrior I x7<br />
| drone1typeID=2486<br />
| showSKILLS=Y<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=April 2020<br />
| showTOC=N<br />
| alphacanuse=Y<br />
|skills=You'll need {{sk|Caldari Frigate|I|icon=yes}} to fly this ship.<br>(~15 minutes worth of training)</li><li>{{sk|Hacking|III|icon=yes}} ''(optional, 11 hours and 14 minutes)''<br />
|notes=Any of the {{Sh|Magnate}}, {{Sh|Imicus}}, or {{Sh|Probe}} can also use this fitting with the same level of effectiveness.<li>Being able to fit a {{co|coral|Data Analyzer II}} module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.</li><li>Right-clicking your microwarpdrive and selecting the option ''"Set auto-repeat off"'' is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.</li><li>The {{co|coral|Warrior I}} drones are so that the scout can contribute damage and sponge a payout if there are less than ten ongrid ships.</li><li>Additional buffer modules, such as {{co|coral|Small Azeotropic Restrained Shield Extenders}}, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an [[OTA]].<br />
}}<br />
<br />
== Orca ==<br />
The [[Orca]] is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ships, enough cargo hold to carry lots of ammo as well as spare modules, and an ore hold for [[Lyavite in Incursions|Lyavite]]. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system.<br />
<br />
Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship.<br />
==== Training into the Orca ====<br />
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"<br />
! [[file:icon_cogs.png|32px|link=]] Support skills<br />
! [[file:icon_ship.png|32px|link=]] Ship skills<br />
! [[File:icon_leader.png|32px|link=]] Leadership skills<br />
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation skills<br />
|- valign="top" style="background:#222222;" <br />
| ~ 5 days and 3 hours<br />
| ~ 5 days and 15 hours<br />
| ~ 10 days and 16 hours<br />
| ~ 1 days and 14 hours<br />
|- valign="top" nowrap<br />
| style="padding:8px;" |<br />
Hull Upgrades IV<br><br />
Tactical Shield Manipulation IV<br />
| style="padding:8px;" |<br />
Spaceship Command V<br><br />
ORE Industrial III<br><br />
Industrial Command Ships I<br />
| style="padding:8px;" |<br />
Leadership I<br><br />
Mining Foreman V<br><br />
Mining Director I<br />
| style="padding:8px;" |<br />
High Speed Maneuvering III<br><br />
Acceleration Control III<br><br />
Warp Drive Operation III<br />
|- valign="top" style="background:#222222;"<br />
| colspan=4 | ~ 23 days worth of training in total<br />
|}<br />
<small><references/></small><br />
<br />
==== Minimum Orca fit ====<br />
{{ShipFitting<br />
| ship=Orca<br />
| shipTypeID=28606<br />
| fitName=Minimum<br />
| fitID=Minimum<br />
| low1name=Reinforced Bulkheads II<br />
| low1typeID=1335<br />
| low2name=Damage Control II<br />
| low2typeID=2048<br />
| mid1name=500MN Y-T8 Compact Microwarpdrive<br />
| mid1typeID=35661<br />
| mid2name=Multispectrum Shield Hardener II<br />
| mid2typeID=2281<br />
| mid3name=Multispectrum Shield Hardener II<br />
| mid3typeID=2281<br />
| mid4name=Thermal Shield Hardener II<br />
| mid4typeID=2303<br />
| mid5name=Kinetic Shield Hardener II<br />
| mid5typeID=2299<br />
| high1name=open<br />
| high2name=open<br />
| high3name=open<br />
| high4name=open<br />
| high5name=open<br />
| high6name=open<br />
| rig1name=open<br />
| rig2name=open<br />
| rig3name=open<br />
| charge1name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone1name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=With just the modules present and minimum skills, you'll have a tank of well over '''291k+ effective hit points'''.</li><li>If you want tank and go with {{co|coral|'''Large Transverse Bulkhead II'''}} rigs your buffer can exceed 550k ehp vs regular gallente gankers.</li><li>If you fit for warp speed with {{co|coral|'''Large Hyperspatial Velocity Optimizer II'''}} rigs your warp speed can be as high as 3,5 AU/s.</li><li>The {{co|coral|'''Thermal Shield Hardener II'''}} and {{co|coral|'''Kinetic Shield Hardener II'''}} module will increase your tank vs gallente-gankers who do primarily {{icon|th damage|14}}thermal and {{icon|ki damage|14}}kinetic damage. This will raise your average ehp without really making you too vulnerable to minmatar gankers using {{icon|em damage|14}}EMP ammo.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=Ascension<br />
| showTOC=N<br />
| shipDNA=28606:1335;1:2048;1:35661;1:2281;2:2303;1:2299;1::<br />
| fleetup=<br />
}}<br />
<br />
==== Ore Hold ====<br />
{|<br />
| [[image:ore_kernite.png]] <br />
| The ore hold can only carry ore but is perfect for [[Lyavite in Incursions|lyavite]] and can hold at least 490 stacks which 149,940 m3 or 124,950 units of ore.<br>''(the base hold capacity is 150,000 m3 but increases with {{sk|Industrial Command Ships|icon=yes}} up to 187,500 m3 which allows for 612 stacks in total)<br />
|}<br />
<br />
==== Fleet Hangar ====<br />
{|<br />
| [[File:warfare-links.png|64px|link=]]<br />
| The fleet hangar is another 40,000 m3 that can be used for sharing the content with fleet members or as an additional store hold.<br>(the fleet hangar can even fit an assembled frigate, but usually only one due to its size)<br />
|}<br />
<br />
==== Ship Maintenance Bay ====<br />
{{important note box|While it's only possible to see the ships in the ship maintenance bay and '''not''' their content, ships have the same chance of dropping as any other item on your ship. If a ship drops, it drops whole with all modules and rigs intact (just like a container does).}}<br />
The main function of a ship maintenance bay is that it can take fully assembled ships (no need to repackage them). Below is a short summary of the benefits and limitations of the ship maintenance bay.<br />
<br />
* The ship maintenance bay can hold '''400,000 m3''' worth of assembled ships which is enough to hold ships as large as a battlecruiser-hull but not a battleship-hull (their size exceeds the 400k limit). Keep in mind that carrying several more valuable ships in the bay can make your Orca an attractive suicide gank target.<br />
* The cargo scan will not show any modules fitted to ships in the maintenance bay, which is something you can take advantage of by putting your more costly modules on ships inside the maintenance bay, thus '''hiding''' them from scans, but remember they can still drop.<br />
* Ships in the maintenance bay cannot have anything in their cargohold except '''charges''' (ie, ammunition and scripts), so modules must be fitted to the ships (but can be offlined) or placed in the Orca's regular '''cargohold''' or '''fleet hangar'''.<br />
* You can give fleet members access to the ship maintenance bay while in space, allowing them to '''store''', '''launch''' and '''board ships''' directly.<br />
<br />
The ship maintenance bay allows for Orca pilots to bring several small ships or a select few cruiser-hulls. This will allow you to bring several incursion ships, or other ships to use while you wait; like mission/exploration ships. Here's a list of a few ships commonly used and how much room they take up in the maintenance bay.<br />
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"<br />
! colspan="6" | [[file:icon_ship_dark.png|32px|link=]] Logistics and strategic cruisers<br />
! colspan="3" | [[file:icon_ship_other.png|32px|link=]] Command ships<br />
! colspan="2" | [[File:icon_ship.png|32px|link=]] Other ships<br />
|- valign="top"<br />
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech2.png|16px|link=]]</div>[[image:Scimitar.jpg|64px|Scimitar]]</div><br />
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech2.png|16px|link=]]</div>[[image:Basilisk.jpg|64px|Basilisk]]</div><br />
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech3.png|16px|link=]]</div>[[image:Legion.jpg|64px|Legion]]</div><br />
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech3.png|16px|link=]]</div>[[image:Loki.jpg|64px|Loki]]</div><br />
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech3.png|16px|link=]]</div>[[image:Tengu.jpg|64px|Tengu]]</div><br />
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech3.png|16px|link=]]</div>[[image:Proteus.jpg|64px|Proteus]]</div><br />
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech2.png|16px|link=]]</div>[[image:Claymore.jpg|64px|Claymore (or Sleipnir)]]</div><br />
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech2.png|16px|link=]]</div>[[image:Vulture.jpg|64px|Vulture]]</div><br />
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech2.png|16px|link=]]</div>[[image:Damnation.jpg|64px|Damnation]]</div><br />
| style="padding:0px;" | [[image:Heron.jpg|64px|Heron]]<br />
| style="padding:0px;" | [[image:Procurer.jpg|64px|Procurer (or a Skiff)]]<br />
|- valign="top" style="background:#222222; font-size:90%;" <br />
| 89,000 m3<br />
| 107,000 m3<br />
| 118,000 m3<br />
| 80,000 m3<br />
| 92,000 m3<br />
| 115,000 m3<br />
| 216,000 m3<br />
| 252,000 m3<br />
| 234,000 m3<br />
| 18,900 m3<br />
| 100,000 m3<br />
|}<br />
<br />
== Valet alt ==<br />
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever. The same character could theoretically become your dedicated incursion/mission alt down the line to make life easier for your main character, if you have the means to support a second account that is. Since each account comes with three character slots, everyone have the ability to make two alts for their account, meaning this is an option everyone has, it's not limited to people with multiple accounts.<br />
<br />
Moving your actual main, who is in uni, can be done safely in something as simple as a shuttle. See [[Travel_fits#Using_dedicated_ships_for_moving_around|travel fits]] for more information on how you can easily move your main to and from incursions when you want to run.<br />
<br />
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the '''Hull tanking''' and '''Ship skills''' is enough to fit a {{co|coral|Damage Control II}} and {{co|coral|Reinforced Bulkhead II}} modules for a solid 130 - 150k+ effective hit points buffer on a regular tech one battleship. If you train the '''Additional race''' as well, the alt could move a pirate faction battleship. The extra shield skills would allow you to upgrade the meta shield modules to tech two for a little bit more tank as well.<br />
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"<br />
! [[file:icon_hull.png|32px|link=]] Hull tanking<br />
! [[file:icon_ship.png|32px|link=]] Ship skills<br />
! [[File:icon_ship_other.png|32px|link=]] {{co|grey|Additional race}}<small>&nbsp;<ref>{{co|crimson|Optional}} - If you need your alt to be able to move a pirate faction battleship (since they require two racial ship skills).</ref></small><br />
! [[file:icon_shield_glow.png|32px|link=]] {{co|grey|Shield tanking}}<small>&nbsp;<ref>{{co|crimson|Optional}} - Increasing the train to a handful of days means you can upgrade the shield tank and use the '''Large Shield Extender II''', '''EM Shield Amplifier II''' as well as the '''Multispectrum Shield Hardener II''' modules (or any of the active hardeners or passive amplifiers).</ref></small><br />
|- valign="top" style="background:#222222;" <br />
| ~ 1 day and 12 hours<br />
| ~ 3 days and 5 hours<br />
| {{co|grey|~ 2 days and 11 hours}}<br />
| {{co|grey|~ 5 day and 11 hours}}<br />
|- valign="top"<br />
| style="padding:8px;" |<br />
Hull Upgrades IV<br />
| style="padding:8px;" |<br />
Spaceship Command IV<br><br />
<racial> Frigate III<br><br />
<racial> Destroyer III<br><br />
<racial> Cruiser III<br><br />
<racial> Battlecruiser III<br><br />
<racial> Battleship I<br />
| style="padding:8px;" |<br />
{{co|grey|<racial> Frigate III}}<br><br />
{{co|grey|<racial> Destroyer III}}<br><br />
{{co|grey|<racial> Cruiser III}}<br><br />
{{co|grey|<racial> Battlecruiser III}}<br><br />
{{co|grey|<racial> Battleship I}}<br />
| style="padding:8px;" |<br />
{{co|grey|Shield Upgrades IV}}<br><br />
{{co|grey|Tactical Shield Manipulation IV}}<br />
|- valign="top" style="background:#222222;" <br />
| colspan="4" style="padding:2px;" | Less than 4 days and 17 hours worth of training in total for a simple valet alt<br />
|}<br />
<small><references/></small><br />
==== Travel fits ====<br />
The basic idea behind travel fits for the above mentioned [[#Valet alt|valet alt]] is to not be at war (which is why we use the valet) and to simply replace any modules that do not help us travel safer, so as not to be worth ganking in the first place. This means that webs, target painters, damage modules etc are removed in favour of tanking modules. Here are some examples of travel fits for our minimum fits:<br />
{{ShipFitting<br />
| ship=Maelstrom<br />
| shipTypeID=24694<br />
| fitName=Incursions (travel fit)<br />
| fitID=Incursions-(travel fit)<br />
| low1name=Reinforced Bulkheads II<br />
| low1typeID=1335<br />
| low2name=Reinforced Bulkheads II<br />
| low2typeID=1335<br />
| low3name=Reinforced Bulkheads II<br />
| low3typeID=1335<br />
| low4name=Reinforced Bulkheads II<br />
| low4typeID=1335<br />
| low5name=Damage Control II<br />
| low5typeID=2048<br />
| mid1name=Large Azeotropic Restrained Shield Extender<br />
| mid1typeID=8419<br />
| mid2name=Large Azeotropic Restrained Shield Extender<br />
| mid2typeID=8419<br />
| mid3name=Large Azeotropic Restrained Shield Extender<br />
| mid3typeID=8419<br />
| mid4name=Limited Multispectrum Shield Hardener I<br />
| mid4typeID=9632<br />
| mid5name=Limited Multispectrum Shield Hardener I<br />
| mid5typeID=9632<br />
| mid6name=Limited Multispectrum Shield Hardener I<br />
| mid6typeID=9632<br />
| high1name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high1typeID=9327<br />
| high2name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high2typeID=9327<br />
| high3name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high3typeID=9327<br />
| high4name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high4typeID=9327<br />
| high5name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high5typeID=9327<br />
| high6name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high6typeID=9327<br />
| high7name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high7typeID=9327<br />
| high8name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high8typeID=9327<br />
| rig1name=Large Core Defense Field Extender I<br />
| rig1typeID=26088<br />
| rig2name=Large Core Defense Field Extender I<br />
| rig2typeID=26088<br />
| rig3name=Large Thermal Shield Reinforcer I<br />
| rig3typeID=26082<br />
| charge1name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone1name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=LATEST<br />
| showTOC=N<br />
| shipDNA=24694:1335;4:2048;1:8419;3:9632;3:9327;8:26088;2:26082;1::<br />
| fleetup=<br />
| alphacanuse=N<br />
}}{{ShipFitting<br />
| ship=Hyperion<br />
| shipTypeID=24690<br />
| fitName=Incursions (travel fit)<br />
| fitID=Incursions-(travel fit)<br />
| low1name=Reinforced Bulkheads II<br />
| low1typeID=1335<br />
| low2name=Reinforced Bulkheads II<br />
| low2typeID=1335<br />
| low3name=Reinforced Bulkheads II<br />
| low3typeID=1335<br />
| low4name=Reinforced Bulkheads II<br />
| low4typeID=1335<br />
| low5name=Reinforced Bulkheads II<br />
| low5typeID=1335<br />
| low6name=Reinforced Bulkheads II<br />
| low6typeID=1335<br />
| low7name=Damage Control II<br />
| low7typeID=2048<br />
| mid1name=Large Azeotropic Restrained Shield Extender<br />
| mid1typeID=8419<br />
| mid2name=Large Azeotropic Restrained Shield Extender<br />
| mid2typeID=8419<br />
| mid3name=Limited Multispectrum Shield Hardener I<br />
| mid3typeID=9632<br />
| mid4name=Limited Multispectrum Shield Hardener I<br />
| mid4typeID=9632<br />
| mid5name=Limited Multispectrum Shield Hardener I<br />
| mid5typeID=9632<br />
| high1name=Modal Mega Neutron Particle Accelerator I<br />
| high1typeID=7783<br />
| high2name=Modal Mega Neutron Particle Accelerator I<br />
| high2typeID=7783<br />
| high3name=Modal Mega Neutron Particle Accelerator I<br />
| high3typeID=7783<br />
| high4name=Modal Mega Neutron Particle Accelerator I<br />
| high4typeID=7783<br />
| high5name=Modal Mega Neutron Particle Accelerator I<br />
| high5typeID=7783<br />
| high6name=Modal Mega Neutron Particle Accelerator I<br />
| high6typeID=7783<br />
| rig1name=Large Core Defense Field Extender I<br />
| rig1typeID=26088<br />
| rig2name=Large Core Defense Field Extender I<br />
| rig2typeID=26088<br />
| rig3name=Large Thermal Shield Reinforcer I<br />
| rig3typeID=26082<br />
| high7name=open<br />
| charge1name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone1name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=LATEST<br />
| showTOC=N<br />
| shipDNA=24690:1335;6:2048;1:8419;2:9632;3:7783;6:26088;2:26082;1::<br />
| fleetup=<br />
| alphacanuse=N<br />
}}{{ShipFitting<br />
| ship=Rokh<br />
| shipTypeID=24688<br />
| fitName=Incursions (travel fit)<br />
| fitID=Incursions-(travel fit)<br />
| low1name=Reinforced Bulkheads II<br />
| low1typeID=1335<br />
| low2name=Reinforced Bulkheads II<br />
| low2typeID=1335<br />
| low3name=Reinforced Bulkheads II<br />
| low3typeID=1335<br />
| low4name=Reinforced Bulkheads II<br />
| low4typeID=1335<br />
| low5name=Damage Control II<br />
| low5typeID=2048<br />
| mid1name=Large Azeotropic Restrained Shield Extender<br />
| mid1typeID=8419<br />
| mid2name=Large Azeotropic Restrained Shield Extender<br />
| mid2typeID=8419<br />
| mid3name=Large Azeotropic Restrained Shield Extender<br />
| mid3typeID=8419<br />
| mid4name=Limited Multispectrum Shield Hardener I<br />
| mid4typeID=9632<br />
| mid5name=Limited Multispectrum Shield Hardener I<br />
| mid5typeID=9632<br />
| mid6name=Limited Multispectrum Shield Hardener I<br />
| mid6typeID=9632<br />
| high1name=Modal Mega Neutron Particle Accelerator I<br />
| high1typeID=7783<br />
| high2name=Modal Mega Neutron Particle Accelerator I<br />
| high2typeID=7783<br />
| high3name=Modal Mega Neutron Particle Accelerator I<br />
| high3typeID=7783<br />
| high4name=Modal Mega Neutron Particle Accelerator I<br />
| high4typeID=7783<br />
| high5name=Modal Mega Neutron Particle Accelerator I<br />
| high5typeID=7783<br />
| high6name=Modal Mega Neutron Particle Accelerator I<br />
| high6typeID=7783<br />
| high7name=Modal Mega Neutron Particle Accelerator I<br />
| high7typeID=7783<br />
| high8name=Modal Mega Neutron Particle Accelerator I<br />
| high8typeID=7783<br />
| rig1name=Large Core Defense Field Extender I<br />
| rig1typeID=26088<br />
| rig2name=Large Core Defense Field Extender I<br />
| rig2typeID=26088<br />
| rig3name=Large Thermal Shield Reinforcer I<br />
| rig3typeID=26082<br />
| charge1name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone1name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=LATEST<br />
| showTOC=N<br />
| shipDNA=24688:1335;4:2048;1:8419;3:9632;3:7783;8:26088;2:26082;1::<br />
| fleetup=<br />
| alphacanuse=N<br />
}}<br />
==== Moving costly modules ====<br />
The regular fits on the wiki have but a couple of expensive modules, like the [[image:icon_stasis_webifier_faction.png|18px|link=]]{{co|coral|Federation Navy Stasis Webifier}} and for some ships the [[image:icon_target_painter_faction.png|18px|link=]]{{co|coral|Republic Fleet Target Painter}}, which totals about {{icon|money|18}} 100 million. This can easily be carried in the hold of the travel fits above without much fear of becoming a gank target.<br />
<br />
If you upgrade your ship with more expensive modules, such as deadspace and other faction modules, you should secure a better way of moving those expensive modules. The [[Travel_fits#Using_dedicated_ships_for_moving_around|dedicated travel ships]] (except the shuttle) can easily hold the more expensive modules as they are often only 5 - 10 m3 in size and those ships can fit several modules in their hold.<br />
<br />
== Common guides ==<br />
There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.<br />
* [[Creating an Alt Hauler]]<br />
* [[Creating an Alt Miner]]<br />
* [[Creating a Scanner Alt]]<br />
* [[Creating an Alt Orca Pilot]]<br />
* [[Creating a Planetary Interaction Alt]]<br />
[[Category:EVE University Incursion Community]]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Pyramid_Skill_Plan&diff=168178Pyramid Skill Plan2021-02-10T00:50:47Z<p>Fellese Ovaert: Removed Drone Interfacting IV because it is not available to Alpha Clones.</p>
<hr />
<div>{{Template:Skillplan Navbar}}<br />
<br />
[[File:Eve Module.png|950x504px|frameless|center|Pyramid Skill Plan]]<br />
<br />
=Summary=<br />
<br />
This plan is intended for players looking to increase their knowledge and skill set beyond the Short Skill Plan. If you have completed the Short Skill Plan you are ready to move on to the Pyramid Skill Plan and the diverse world of ships and weapons that New Eden offers.<br />
<br />
The first level of the Pyramid needs to be completed in its entirety and acts as the keystone that supports and ties together what follows; however, after this each level allows for specializations if so desired. For example, on Level-2 of the Pyramid you could choose to focus on T2 Logi and then move to Level-3 to work on T2 Command Boost Support & T2 Boosts without having completed T2 EWAR. This would benefit an Incursion runner interested in logistics and boosting as well as anyone looking to provide fleet support functions in any other kind of fleet. Some careful consideration will be required at each level to ensure you are gaining the skills needed to do the activities you are interested in. <br />
<br />
Completing all specializations in each level will make a more complete pilot out of you but it will also take significantly longer to reach the highest levels of any given specialization. It is recommended that you focus on a specific role and work it through to the end and then return to a lower level of the pyramid and develop another specialization through to the end before repeating the cycle again.<br />
<br />
In this way you will become an expert pilot that can provide unique capabilities in fleets and over time expand your portfolio of functions at this higher level.<br />
<br />
Level-4 of the pyramid has no specific skill plans associated with it at this time. It is assumed that by the time you reach this level you would have a solid understanding of the requirements needed to specialize and choose a class of hulls and role within it.<br />
<br />
=Cost=<br />
<br />
Please note that NOT ALL of the skills on this plan are covered under EVE University's [[Skillbook Reimbursement Program]] Particularly those in Pyramid Level-4. The majority of skillbooks are covered but because this is a more advanced skill plan you will want to verify the individual skill book cost before assuming EVE University will reimburse you for it per the program guidelines.<br />
<br />
The total costs for each stage of the plan are as follows (at the direct injectable price):<br />
<br />
{{Color box | color= | border=white | text= | width= |<br />
[[File:Wallet.png|right]]<br />
<big>Pyramid Level-1: 4.5M ISK</big><br><br />
<big>Pyramid Level-2: 1 or 7M ISK per focus (10M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-3: 1M, 1.5M, or 52M ISK per focus (54.5M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-4:</big> ??? ISK<br><br />
<br><br />
(All prices were Jita Buy at time of documentation and are subject to change with the market; does not include skills previously injected for Short Skill Plan)}}<br />
<br />
==Suggested shopping lists==<br />
<br />
If you have the [[Freshman]] title in EVE University you can reimburse yourself for the cost of these skills by following the instructions on the [[Skillbook Reimbursement Program]] page. You can also check in the hangars for the campus you are based in, to see whether they have any of the skill books available.<br />
<br />
If you are in EVE University but don't yet have the Freshman title you can still obtain reimbursement for the cost of the skills. You will need to copy and paste the prepared messages (below each shopping list) into the Corp channel so someone with the Freshman title or above can reimburse you from the Skillbook Wallet. Remember to remove from the list any skills you already had trained.<br />
<br />
=Skill plans=<br />
<br />
==Level-1 Fitting==<br />
<br />
[[File:Level-1 Pyramid Skill Plan.png|238x142px|frameless|right|Level-1 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-1 - Fitting Basic - cost 4.5M ISK</big>'''<br />
''This contains all the skills for Level-1 of the Pyramid Skill Plan - Fitting Basic''<br />
{{alpha|skill plan}}<br />
{{SkillQueue<br />
|name=Fitting Basic<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-1<br />
|Thermodynamics I<br />
Shield Upgrades II<br />
Thermodynamics II<br />
Mechanics III<br />
Jury Rigging I<br />
Jury Rigging II<br />
Weapon Upgrades III<br />
Shield Upgrades III<br />
Jury Rigging III<br />
Armor Rigging I<br />
Astronautics Rigging I<br />
Drones Rigging I<br />
Electronic Superiority Rigging I<br />
Energy Weapon Rigging I<br />
Hybrid Weapon Rigging I<br />
Launcher Rigging I<br />
Projectile Weapon Rigging I<br />
Shield Rigging I<br />
Armor Rigging II<br />
Astronautics Rigging II<br />
Drones Rigging II<br />
Electronic Superiority Rigging II<br />
Energy Weapon Rigging II<br />
Hybrid Weapon Rigging II<br />
Launcher Rigging II<br />
Projectile Weapon Rigging II<br />
Shield Rigging II<br />
Thermodynamics III<br />
Armor Rigging III<br />
Astronautics Rigging III<br />
Drones Rigging III<br />
Electronic Superiority Rigging III<br />
Energy Weapon Rigging III<br />
Hybrid Weapon Rigging III<br />
Launcher Rigging III<br />
Projectile Weapon Rigging III<br />
Shield Rigging III<br />
Weapon Upgrades IV<br />
Advanced Weapon Upgrades I<br />
Advanced Weapon Upgrades II<br />
Advanced Weapon Upgrades III<br />
Shield Upgrades IV<br />
Thermodynamics IV<br />
CPU Management V<br />
Power Grid Management V<br />
}}<br />
<br />
{{quote|Completion of the above set of skills enhances the Short Skill Plan and provides the keystone that supports and ties together the higher levels of the Pyramid Skill Pan. From this point forward choosing a specific focus and completing it should be your goal. It is not necessary to complete all focus areas in a given level before moving on to the next level. Make good decisions based on what you want to do in game. You can always return to a previous level and work on a new focus area in the future. This is not a linear skill plan; however, there is a progression in ability from one level to the next.}}<br />
<br />
==Level-2 T2 Equipment==<br />
<br />
[[File:Level-2 Pyramid Skill Plan.png|422x105px|frameless|right|Level-2 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tank) - cost 0 ISK; 37.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tank Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tank<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tank Focus<br />
|Repair Systems II<br />
Shield Upgrades II<br />
Shield Management II<br />
Tactical Shield Manipulation II<br />
Mechanics III<br />
Armor Layering I<br />
Shield Operation III<br />
Shield Compensation I<br />
Shield Compensation II<br />
Repair Systems III<br />
Shield Upgrades III<br />
Energy Grid Upgrades III<br />
Shield Compensation III<br />
Shield Management III<br />
Tactical Shield Manipulation III<br />
Mechanics IV<br />
Shield Operation IV<br />
EM Shield Compensation I<br />
Explosive Shield Compensation I<br />
Kinetic Shield Compensation I<br />
Thermal Shield Compensation I<br />
EM Shield Compensation II<br />
Explosive Shield Compensation II<br />
Kinetic Shield Compensation II<br />
Thermal Shield Compensation II<br />
Repair Systems IV<br />
Hull Upgrades IV<br />
EM Armor Compensation I<br />
Explosive Armor Compensation I<br />
Kinetic Armor Compensation I<br />
Thermal Armor Compensation I<br />
EM Armor Compensation II<br />
Explosive Armor Compensation II<br />
Kinetic Armor Compensation II<br />
Thermal Armor Compensation II<br />
Shield Upgrades IV<br />
Energy Grid Upgrades IV<br />
Shield Compensation IV<br />
Shield Management IV<br />
Tactical Shield Manipulation IV<br />
Mechanics V<br />
Repair Systems V<br />
Hull Upgrades V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tackle) - cost 0 ISK; 8.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tackle Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tackle<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tackle Focus<br />
|Acceleration Control I<br />
Evasive Maneuvering II<br />
Propulsion Jamming II<br />
Acceleration Control II<br />
High Speed Maneuvering II<br />
Warp Drive Operation III<br />
Signature Analysis III<br />
Evasive Maneuvering III<br />
Long Range Targeting III<br />
Propulsion Jamming III<br />
Acceleration Control III<br />
Navigation IV<br />
Spaceship Command IV<br />
High Speed Maneuvering III<br />
Target Management IV<br />
Propulsion Jamming IV<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Logistics) - cost 1M ISK; 32 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Logistics Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Logi<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Logistics Equipment Focus<br />
|Shield Emission Systems I<br />
Gravimetric Sensor Compensation I<br />
Ladar Sensor Compensation I<br />
Magnetometric Sensor Compensation I<br />
Radar Sensor Compensation I<br />
Repair Systems II<br />
Shield Emission Systems II<br />
Gravimetric Sensor Compensation II<br />
Ladar Sensor Compensation II<br />
Magnetometric Sensor Compensation II<br />
Radar Sensor Compensation II<br />
Mechanics III<br />
Remote Armor Repair Systems I<br />
Remote Armor Repair Systems II<br />
Signature Analysis III<br />
Long Range Targeting III<br />
Energy Grid Upgrades III<br />
Capacitor Emission Systems III<br />
Remote Armor Repair Systems III<br />
Shield Emission Systems III<br />
Gravimetric Sensor Compensation III<br />
Ladar Sensor Compensation III<br />
Magnetometric Sensor Compensation III<br />
Radar Sensor Compensation III<br />
Capacitor Systems Operation IV<br />
Target Management IV<br />
Signature Analysis IV<br />
Long Range Targeting IV<br />
Energy Grid Upgrades IV<br />
Capacitor Emission Systems IV<br />
Remote Armor Repair Systems IV<br />
Shield Emission Systems IV<br />
Capacitor Management IV<br />
Capacitor Systems Operation V<br />
Target Management V<br />
Advanced Target Management I<br />
Signature Analysis V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 EWAR) - cost 1M ISK; 26.5 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 EWAR Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 EWAR<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 EWAR Focus<br />
|Electronic Warfare II<br />
Frequency Modulation I<br />
Sensor Linking II<br />
Target Painting II<br />
Weapon Disruption II<br />
Frequency Modulation II<br />
Electronic Warfare III<br />
Long Distance Jamming I<br />
Long Distance Jamming II<br />
Long Range Targeting III<br />
Capacitor Emission Systems III<br />
Sensor Linking III<br />
Target Painting III<br />
Weapon Disruption III<br />
Frequency Modulation III<br />
Long Distance Jamming III<br />
Target Management IV<br />
Electronic Warfare IV<br />
Signal Dispersion I<br />
Signal Dispersion II<br />
Signal Dispersion III<br />
Long Range Targeting IV<br />
Capacitor Emission Systems IV<br />
Sensor Linking IV<br />
Signal Suppression I<br />
Signal Suppression II<br />
Signal Suppression III<br />
Target Painting IV<br />
Signature Focusing I<br />
Signature Focusing II<br />
Signature Focusing III<br />
Weapon Disruption IV<br />
Weapon Destabilization I<br />
Weapon Destabilization II<br />
Weapon Destabilization III<br />
Target Management V<br />
Advanced Target Management I<br />
}}<br />
<br />
{{quote|Specialization is the key to being good in EVE. In level-2 you should have completed at least one focus area before moving up to the next Pyramid Level. You may complete more than one focus area but realize that each focus should be completed in order to enable its follow on counterpart in the next level. For example, if you chose to focus on T2 Logistics in Level-2 you now have the ability to utilize T2 Logistics modules. To complete the goal of flying T2 Logistics Cruisers in Level-4 your next step would be to focus on T2 Drones in Level-3 thus creating a path through the pyramid to reach your desired goal.}}<br />
<br />
==Level-3 T2 Weapon & Support==<br />
<br />
[[File:Level-3 Pyramid Skill Plan.png|607x110px|frameless|right|Level-3 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Turrets & Gunnery) - cost 0 ISK; 22.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Turrets & Gunnery and related support skills''<br />
{{SkillQueue<br />
|name=T2 Turrets & Gunnery<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Turrets & Gunnery Focus<br />
|Surgical Strike I<br />
Controlled Bursts II<br />
Surgical Strike II<br />
Trajectory Analysis II<br />
Motion Prediction III<br />
Rapid Firing III<br />
Sharpshooter III<br />
Controlled Bursts III<br />
Surgical Strike III<br />
Trajectory Analysis III<br />
Motion Prediction IV<br />
Rapid Firing IV<br />
Sharpshooter IV<br />
Controlled Bursts IV<br />
Surgical Strike IV<br />
Gunnery V<br />
Trajectory Analysis IV<br />
<br />
Weapon Turret V<br />
Weapon Turret Specialization III<br />
}}<br />
where "Weapon Turret" and "Weapon Turret Specialization" are from the following list:<br />
* Small Energy Turret <br />
** Small Pulse Laser Specialization <br />
** Small Beam Laser Specialization <br />
<br />
* Small Hybrid Turret <br />
** Small Blaster Specialization <br />
** Small Railgun Specialization <br />
<br />
* Small Projectile Turret <br />
** Small Autocannon Specialization <br />
** Small Artillery Specialization <br />
<br />
* Medium Energy Turret <br />
** Medium Pulse Laser Specialization <br />
** Medium Beam Laser Specialization <br />
<br />
* Medium Hybrid Turret <br />
** Medium Blaster Specialization <br />
** Medium Railgun Specialization <br />
<br />
* Medium Projectile Turret <br />
** Medium Autocannon Specialization <br />
** Medium Artillery Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Launchers & Missiles) - cost 0-3.9M ISK; 12 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Launchers & Missiles and related support skills''<br />
{{SkillQueue<br />
|name=T2 Launchers & Missiles<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Launchers & Missiles Focus<br />
|Rapid Launch I<br />
Target Navigation Prediction I<br />
Missile Bombardment II<br />
Rapid Launch II<br />
Target Navigation Prediction II<br />
Missile Projection I<br />
Missile Projection II<br />
Missile Bombardment III<br />
Rapid Launch III<br />
Target Navigation Prediction III<br />
Missile Launcher Operation IV<br />
Guided Missile Precision I<br />
Warhead Upgrades I<br />
Guided Missile Precision II<br />
Warhead Upgrades II<br />
Guided Missile Precision III<br />
Warhead Upgrades III<br />
Missile Bombardment IV<br />
Rapid Launch IV<br />
Missile Launcher Operation V<br />
<br />
Weapon Launcher V<br />
Weapon Launcher Specialization III<br />
}}<br />
where "Weapon Launcher" and "Weapon Launcher Specialization" are from the following list:<br />
* Rockets <br />
** Rocket Specialization <br />
<br />
* Light Missiles <br />
** Light Missile Specialization <br />
<br />
* Heavy Assault Missiles <br />
** Heavy Assault Missile Specialization <br />
<br />
* Heavy Missiles <br />
** Heavy Missile Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Drones) - cost 52M ISK; 43 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Drones and related support skills''<br />
{{SkillQueue<br />
|name=T2 Drones<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Drones Focus<br />
|Drone Avionics II<br />
Light Drone Operation II<br />
Medium Drone Operation II<br />
Drone Avionics III<br />
Light Drone Operation III<br />
Medium Drone Operation III<br />
Drones IV<br />
Drone Navigation I<br />
Drone Durability I<br />
Drone Navigation II<br />
Drone Durability II<br />
Drone Navigation III<br />
Drone Durability III<br />
Drone Avionics IV<br />
Drone Navigation IV<br />
Light Drone Operation IV<br />
Medium Drone Operation IV<br />
Drone Durability IV<br />
Drones V<br />
Drone Sharpshooting I<br />
Drone Interfacing I<br />
Heavy Drone Operation I<br />
Drone Sharpshooting II<br />
Drone Interfacing II<br />
Heavy Drone Operation II<br />
Drone Sharpshooting III<br />
Drone Interfacing III<br />
Heavy Drone Operation III<br />
Drone Sharpshooting IV<br />
Light Drone Operation V<br />
Amarr Drone Specialization I<br />
Amarr Drone Specialization II<br />
Caldari Drone Specialization I<br />
Caldari Drone Specialization II<br />
Gallente Drone Specialization I<br />
Gallente Drone Specialization II<br />
Minmatar Drone Specialization I<br />
Minmatar Drone Specialization II<br />
}}<br />
Given the higher price of empire-specific drone specialization skills - newer pilots may want to select 1 or 2 skills to start, based on the tier 2 drone types they plan to use most frequently.<br />
<br />
Omega pilots may also wish to train Medium Drone Operation V and Heavy Drone Operation V to unlock Tier 2 medium and heavy drones respectively (not available on alpha accounts).<br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Command Bursts) - cost 1M ISK; 49 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Command Bursts support skills''<br />
{{SkillQueue<br />
|name=T2 Command Bursts<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Command Bursts Focus<br />
|Leadership I<br />
Armored Command I<br />
Information Command I<br />
Shield Command I<br />
Skirmish Command I<br />
Armored Command II<br />
Information Command II<br />
Shield Command II<br />
Skirmish Command II<br />
Armored Command III<br />
Information Command III<br />
Shield Command III<br />
Skirmish Command III<br />
Armored Command IV<br />
Information Command IV<br />
Shield Command IV<br />
Skirmish Command IV<br />
Armored Command V<br />
Armored Command Specialist I<br />
Information Command V<br />
Information Command Specialist I<br />
Shield Command V<br />
Shield Command Specialist I<br />
Skirmish Command V<br />
Skirmish Command Specialist I<br />
}}<br />
<br />
{{quote|If you've made it this far in the Pyramid give yourself a pat on the back! You now have formidable skills that can be utilized in a variety of fleet types. You can make use of T2 modules and equipment effectively on T1 hulls. To maximize those skills you'll want to consider stepping into T2 hulls and specializations however. T2 hulls provide unique bonuses that can exponentially multiply your skills making you a much more valuable fleet member. The diversity represented in Pyramid Level-4 is vast. Use the same focus and attention to detail you used to get this far as you consider what to focus on in Level-4. Complete all of a chosen focus before either returning to a lower Pyramid level, or selecting another area for specialization. You should have a good enough understanding at this point to make these choices on your own; however, skill plans and training are always great subjects for live discussion on Mumble! So get into your local campus chat and theorize with your fellow Unistas! Congratulations on your excellent progress thus far capsuleer!}}<br />
<br />
==Level-4 T2 Ships & Specialization==<br />
{{omega|level of specialization}}<br />
'''<big>Pyramid Level-4 - T2 Ships & Specialization - cost ??? ISK; ?? Days for Omega</big>'''<br />
<br />
''No Skill Plan is being provided for this level of the pyramid as this is where massive divergence and serious investment of training time will need to occur to achieve the desired end state.''<br />
<br />
[[File:Level-4 Pyramid Skill Plan.png|730x160px|frameless|right|Level-4 Pyramid Skill Plan]]<br />
<br />
{{Color box | color= | border=white | text= | width=400px | T2 Ships & Specialization<br />
'''T2 FRIGATES'''<br><br />
Assault Frigate<br><br />
Interceptor<br><br />
Covert Ops<br><br />
Stealth Bomber<br><br />
Electronic Attack Ship<br><br />
Logistics Frigate<br />
<br />
'''T2/T3 DESTROYERS'''<br><br />
Interdictor<br><br />
Command Destroyer<br><br />
Tactical Destroyer<br />
<br />
'''T2/T3 CRUISERS'''<br><br />
Heavy Assault Cruiser<br><br />
Heavy Interdiction Cruiser<br><br />
Recon Ship<br><br />
Logistics Cruiser<br><br />
Strategic Cruiser<br />
<br />
'''T2 BATTLECRUISERS'''<br><br />
Command Ship}}</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Pyramid_Skill_Plan&diff=168177Pyramid Skill Plan2021-02-10T00:49:10Z<p>Fellese Ovaert: Removed Medium Drone Operation V and Heavy Drone Operation IV because they are not available to alpha clones. Made a note for Omega pilots noting that Medium Drone Operation V and Heavy Drone Operation V can unlock Tier 2 Medium and Heavy Drones.</p>
<hr />
<div>{{Template:Skillplan Navbar}}<br />
<br />
[[File:Eve Module.png|950x504px|frameless|center|Pyramid Skill Plan]]<br />
<br />
=Summary=<br />
<br />
This plan is intended for players looking to increase their knowledge and skill set beyond the Short Skill Plan. If you have completed the Short Skill Plan you are ready to move on to the Pyramid Skill Plan and the diverse world of ships and weapons that New Eden offers.<br />
<br />
The first level of the Pyramid needs to be completed in its entirety and acts as the keystone that supports and ties together what follows; however, after this each level allows for specializations if so desired. For example, on Level-2 of the Pyramid you could choose to focus on T2 Logi and then move to Level-3 to work on T2 Command Boost Support & T2 Boosts without having completed T2 EWAR. This would benefit an Incursion runner interested in logistics and boosting as well as anyone looking to provide fleet support functions in any other kind of fleet. Some careful consideration will be required at each level to ensure you are gaining the skills needed to do the activities you are interested in. <br />
<br />
Completing all specializations in each level will make a more complete pilot out of you but it will also take significantly longer to reach the highest levels of any given specialization. It is recommended that you focus on a specific role and work it through to the end and then return to a lower level of the pyramid and develop another specialization through to the end before repeating the cycle again.<br />
<br />
In this way you will become an expert pilot that can provide unique capabilities in fleets and over time expand your portfolio of functions at this higher level.<br />
<br />
Level-4 of the pyramid has no specific skill plans associated with it at this time. It is assumed that by the time you reach this level you would have a solid understanding of the requirements needed to specialize and choose a class of hulls and role within it.<br />
<br />
=Cost=<br />
<br />
Please note that NOT ALL of the skills on this plan are covered under EVE University's [[Skillbook Reimbursement Program]] Particularly those in Pyramid Level-4. The majority of skillbooks are covered but because this is a more advanced skill plan you will want to verify the individual skill book cost before assuming EVE University will reimburse you for it per the program guidelines.<br />
<br />
The total costs for each stage of the plan are as follows (at the direct injectable price):<br />
<br />
{{Color box | color= | border=white | text= | width= |<br />
[[File:Wallet.png|right]]<br />
<big>Pyramid Level-1: 4.5M ISK</big><br><br />
<big>Pyramid Level-2: 1 or 7M ISK per focus (10M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-3: 1M, 1.5M, or 52M ISK per focus (54.5M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-4:</big> ??? ISK<br><br />
<br><br />
(All prices were Jita Buy at time of documentation and are subject to change with the market; does not include skills previously injected for Short Skill Plan)}}<br />
<br />
==Suggested shopping lists==<br />
<br />
If you have the [[Freshman]] title in EVE University you can reimburse yourself for the cost of these skills by following the instructions on the [[Skillbook Reimbursement Program]] page. You can also check in the hangars for the campus you are based in, to see whether they have any of the skill books available.<br />
<br />
If you are in EVE University but don't yet have the Freshman title you can still obtain reimbursement for the cost of the skills. You will need to copy and paste the prepared messages (below each shopping list) into the Corp channel so someone with the Freshman title or above can reimburse you from the Skillbook Wallet. Remember to remove from the list any skills you already had trained.<br />
<br />
=Skill plans=<br />
<br />
==Level-1 Fitting==<br />
<br />
[[File:Level-1 Pyramid Skill Plan.png|238x142px|frameless|right|Level-1 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-1 - Fitting Basic - cost 4.5M ISK</big>'''<br />
''This contains all the skills for Level-1 of the Pyramid Skill Plan - Fitting Basic''<br />
{{alpha|skill plan}}<br />
{{SkillQueue<br />
|name=Fitting Basic<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-1<br />
|Thermodynamics I<br />
Shield Upgrades II<br />
Thermodynamics II<br />
Mechanics III<br />
Jury Rigging I<br />
Jury Rigging II<br />
Weapon Upgrades III<br />
Shield Upgrades III<br />
Jury Rigging III<br />
Armor Rigging I<br />
Astronautics Rigging I<br />
Drones Rigging I<br />
Electronic Superiority Rigging I<br />
Energy Weapon Rigging I<br />
Hybrid Weapon Rigging I<br />
Launcher Rigging I<br />
Projectile Weapon Rigging I<br />
Shield Rigging I<br />
Armor Rigging II<br />
Astronautics Rigging II<br />
Drones Rigging II<br />
Electronic Superiority Rigging II<br />
Energy Weapon Rigging II<br />
Hybrid Weapon Rigging II<br />
Launcher Rigging II<br />
Projectile Weapon Rigging II<br />
Shield Rigging II<br />
Thermodynamics III<br />
Armor Rigging III<br />
Astronautics Rigging III<br />
Drones Rigging III<br />
Electronic Superiority Rigging III<br />
Energy Weapon Rigging III<br />
Hybrid Weapon Rigging III<br />
Launcher Rigging III<br />
Projectile Weapon Rigging III<br />
Shield Rigging III<br />
Weapon Upgrades IV<br />
Advanced Weapon Upgrades I<br />
Advanced Weapon Upgrades II<br />
Advanced Weapon Upgrades III<br />
Shield Upgrades IV<br />
Thermodynamics IV<br />
CPU Management V<br />
Power Grid Management V<br />
}}<br />
<br />
{{quote|Completion of the above set of skills enhances the Short Skill Plan and provides the keystone that supports and ties together the higher levels of the Pyramid Skill Pan. From this point forward choosing a specific focus and completing it should be your goal. It is not necessary to complete all focus areas in a given level before moving on to the next level. Make good decisions based on what you want to do in game. You can always return to a previous level and work on a new focus area in the future. This is not a linear skill plan; however, there is a progression in ability from one level to the next.}}<br />
<br />
==Level-2 T2 Equipment==<br />
<br />
[[File:Level-2 Pyramid Skill Plan.png|422x105px|frameless|right|Level-2 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tank) - cost 0 ISK; 37.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tank Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tank<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tank Focus<br />
|Repair Systems II<br />
Shield Upgrades II<br />
Shield Management II<br />
Tactical Shield Manipulation II<br />
Mechanics III<br />
Armor Layering I<br />
Shield Operation III<br />
Shield Compensation I<br />
Shield Compensation II<br />
Repair Systems III<br />
Shield Upgrades III<br />
Energy Grid Upgrades III<br />
Shield Compensation III<br />
Shield Management III<br />
Tactical Shield Manipulation III<br />
Mechanics IV<br />
Shield Operation IV<br />
EM Shield Compensation I<br />
Explosive Shield Compensation I<br />
Kinetic Shield Compensation I<br />
Thermal Shield Compensation I<br />
EM Shield Compensation II<br />
Explosive Shield Compensation II<br />
Kinetic Shield Compensation II<br />
Thermal Shield Compensation II<br />
Repair Systems IV<br />
Hull Upgrades IV<br />
EM Armor Compensation I<br />
Explosive Armor Compensation I<br />
Kinetic Armor Compensation I<br />
Thermal Armor Compensation I<br />
EM Armor Compensation II<br />
Explosive Armor Compensation II<br />
Kinetic Armor Compensation II<br />
Thermal Armor Compensation II<br />
Shield Upgrades IV<br />
Energy Grid Upgrades IV<br />
Shield Compensation IV<br />
Shield Management IV<br />
Tactical Shield Manipulation IV<br />
Mechanics V<br />
Repair Systems V<br />
Hull Upgrades V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tackle) - cost 0 ISK; 8.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tackle Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tackle<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tackle Focus<br />
|Acceleration Control I<br />
Evasive Maneuvering II<br />
Propulsion Jamming II<br />
Acceleration Control II<br />
High Speed Maneuvering II<br />
Warp Drive Operation III<br />
Signature Analysis III<br />
Evasive Maneuvering III<br />
Long Range Targeting III<br />
Propulsion Jamming III<br />
Acceleration Control III<br />
Navigation IV<br />
Spaceship Command IV<br />
High Speed Maneuvering III<br />
Target Management IV<br />
Propulsion Jamming IV<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Logistics) - cost 1M ISK; 32 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Logistics Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Logi<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Logistics Equipment Focus<br />
|Shield Emission Systems I<br />
Gravimetric Sensor Compensation I<br />
Ladar Sensor Compensation I<br />
Magnetometric Sensor Compensation I<br />
Radar Sensor Compensation I<br />
Repair Systems II<br />
Shield Emission Systems II<br />
Gravimetric Sensor Compensation II<br />
Ladar Sensor Compensation II<br />
Magnetometric Sensor Compensation II<br />
Radar Sensor Compensation II<br />
Mechanics III<br />
Remote Armor Repair Systems I<br />
Remote Armor Repair Systems II<br />
Signature Analysis III<br />
Long Range Targeting III<br />
Energy Grid Upgrades III<br />
Capacitor Emission Systems III<br />
Remote Armor Repair Systems III<br />
Shield Emission Systems III<br />
Gravimetric Sensor Compensation III<br />
Ladar Sensor Compensation III<br />
Magnetometric Sensor Compensation III<br />
Radar Sensor Compensation III<br />
Capacitor Systems Operation IV<br />
Target Management IV<br />
Signature Analysis IV<br />
Long Range Targeting IV<br />
Energy Grid Upgrades IV<br />
Capacitor Emission Systems IV<br />
Remote Armor Repair Systems IV<br />
Shield Emission Systems IV<br />
Capacitor Management IV<br />
Capacitor Systems Operation V<br />
Target Management V<br />
Advanced Target Management I<br />
Signature Analysis V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 EWAR) - cost 1M ISK; 26.5 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 EWAR Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 EWAR<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 EWAR Focus<br />
|Electronic Warfare II<br />
Frequency Modulation I<br />
Sensor Linking II<br />
Target Painting II<br />
Weapon Disruption II<br />
Frequency Modulation II<br />
Electronic Warfare III<br />
Long Distance Jamming I<br />
Long Distance Jamming II<br />
Long Range Targeting III<br />
Capacitor Emission Systems III<br />
Sensor Linking III<br />
Target Painting III<br />
Weapon Disruption III<br />
Frequency Modulation III<br />
Long Distance Jamming III<br />
Target Management IV<br />
Electronic Warfare IV<br />
Signal Dispersion I<br />
Signal Dispersion II<br />
Signal Dispersion III<br />
Long Range Targeting IV<br />
Capacitor Emission Systems IV<br />
Sensor Linking IV<br />
Signal Suppression I<br />
Signal Suppression II<br />
Signal Suppression III<br />
Target Painting IV<br />
Signature Focusing I<br />
Signature Focusing II<br />
Signature Focusing III<br />
Weapon Disruption IV<br />
Weapon Destabilization I<br />
Weapon Destabilization II<br />
Weapon Destabilization III<br />
Target Management V<br />
Advanced Target Management I<br />
}}<br />
<br />
{{quote|Specialization is the key to being good in EVE. In level-2 you should have completed at least one focus area before moving up to the next Pyramid Level. You may complete more than one focus area but realize that each focus should be completed in order to enable its follow on counterpart in the next level. For example, if you chose to focus on T2 Logistics in Level-2 you now have the ability to utilize T2 Logistics modules. To complete the goal of flying T2 Logistics Cruisers in Level-4 your next step would be to focus on T2 Drones in Level-3 thus creating a path through the pyramid to reach your desired goal.}}<br />
<br />
==Level-3 T2 Weapon & Support==<br />
<br />
[[File:Level-3 Pyramid Skill Plan.png|607x110px|frameless|right|Level-3 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Turrets & Gunnery) - cost 0 ISK; 22.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Turrets & Gunnery and related support skills''<br />
{{SkillQueue<br />
|name=T2 Turrets & Gunnery<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Turrets & Gunnery Focus<br />
|Surgical Strike I<br />
Controlled Bursts II<br />
Surgical Strike II<br />
Trajectory Analysis II<br />
Motion Prediction III<br />
Rapid Firing III<br />
Sharpshooter III<br />
Controlled Bursts III<br />
Surgical Strike III<br />
Trajectory Analysis III<br />
Motion Prediction IV<br />
Rapid Firing IV<br />
Sharpshooter IV<br />
Controlled Bursts IV<br />
Surgical Strike IV<br />
Gunnery V<br />
Trajectory Analysis IV<br />
<br />
Weapon Turret V<br />
Weapon Turret Specialization III<br />
}}<br />
where "Weapon Turret" and "Weapon Turret Specialization" are from the following list:<br />
* Small Energy Turret <br />
** Small Pulse Laser Specialization <br />
** Small Beam Laser Specialization <br />
<br />
* Small Hybrid Turret <br />
** Small Blaster Specialization <br />
** Small Railgun Specialization <br />
<br />
* Small Projectile Turret <br />
** Small Autocannon Specialization <br />
** Small Artillery Specialization <br />
<br />
* Medium Energy Turret <br />
** Medium Pulse Laser Specialization <br />
** Medium Beam Laser Specialization <br />
<br />
* Medium Hybrid Turret <br />
** Medium Blaster Specialization <br />
** Medium Railgun Specialization <br />
<br />
* Medium Projectile Turret <br />
** Medium Autocannon Specialization <br />
** Medium Artillery Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Launchers & Missiles) - cost 0-3.9M ISK; 12 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Launchers & Missiles and related support skills''<br />
{{SkillQueue<br />
|name=T2 Launchers & Missiles<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Launchers & Missiles Focus<br />
|Rapid Launch I<br />
Target Navigation Prediction I<br />
Missile Bombardment II<br />
Rapid Launch II<br />
Target Navigation Prediction II<br />
Missile Projection I<br />
Missile Projection II<br />
Missile Bombardment III<br />
Rapid Launch III<br />
Target Navigation Prediction III<br />
Missile Launcher Operation IV<br />
Guided Missile Precision I<br />
Warhead Upgrades I<br />
Guided Missile Precision II<br />
Warhead Upgrades II<br />
Guided Missile Precision III<br />
Warhead Upgrades III<br />
Missile Bombardment IV<br />
Rapid Launch IV<br />
Missile Launcher Operation V<br />
<br />
Weapon Launcher V<br />
Weapon Launcher Specialization III<br />
}}<br />
where "Weapon Launcher" and "Weapon Launcher Specialization" are from the following list:<br />
* Rockets <br />
** Rocket Specialization <br />
<br />
* Light Missiles <br />
** Light Missile Specialization <br />
<br />
* Heavy Assault Missiles <br />
** Heavy Assault Missile Specialization <br />
<br />
* Heavy Missiles <br />
** Heavy Missile Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Drones) - cost 52M ISK; 43 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Drones and related support skills''<br />
{{SkillQueue<br />
|name=T2 Drones<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Drones Focus<br />
|Drone Avionics II<br />
Light Drone Operation II<br />
Medium Drone Operation II<br />
Drone Avionics III<br />
Light Drone Operation III<br />
Medium Drone Operation III<br />
Drones IV<br />
Drone Navigation I<br />
Drone Durability I<br />
Drone Navigation II<br />
Drone Durability II<br />
Drone Navigation III<br />
Drone Durability III<br />
Drone Avionics IV<br />
Drone Navigation IV<br />
Light Drone Operation IV<br />
Medium Drone Operation IV<br />
Drone Durability IV<br />
Drones V<br />
Drone Sharpshooting I<br />
Drone Interfacing I<br />
Heavy Drone Operation I<br />
Drone Sharpshooting II<br />
Drone Interfacing II<br />
Heavy Drone Operation II<br />
Drone Sharpshooting III<br />
Drone Interfacing III<br />
Heavy Drone Operation III<br />
Drone Sharpshooting IV<br />
Drone Interfacing IV<br />
Light Drone Operation V<br />
Amarr Drone Specialization I<br />
Amarr Drone Specialization II<br />
Caldari Drone Specialization I<br />
Caldari Drone Specialization II<br />
Gallente Drone Specialization I<br />
Gallente Drone Specialization II<br />
Minmatar Drone Specialization I<br />
Minmatar Drone Specialization II<br />
}}<br />
Given the higher price of empire-specific drone specialization skills - newer pilots may want to select 1 or 2 skills to start, based on the tier 2 drone types they plan to use most frequently.<br />
<br />
Omega pilots may also wish to train Medium Drone Operation V and Heavy Drone Operation V to unlock Tier 2 medium and heavy drones respectively (not available on alpha accounts).<br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Command Bursts) - cost 1M ISK; 49 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Command Bursts support skills''<br />
{{SkillQueue<br />
|name=T2 Command Bursts<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Command Bursts Focus<br />
|Leadership I<br />
Armored Command I<br />
Information Command I<br />
Shield Command I<br />
Skirmish Command I<br />
Armored Command II<br />
Information Command II<br />
Shield Command II<br />
Skirmish Command II<br />
Armored Command III<br />
Information Command III<br />
Shield Command III<br />
Skirmish Command III<br />
Armored Command IV<br />
Information Command IV<br />
Shield Command IV<br />
Skirmish Command IV<br />
Armored Command V<br />
Armored Command Specialist I<br />
Information Command V<br />
Information Command Specialist I<br />
Shield Command V<br />
Shield Command Specialist I<br />
Skirmish Command V<br />
Skirmish Command Specialist I<br />
}}<br />
<br />
{{quote|If you've made it this far in the Pyramid give yourself a pat on the back! You now have formidable skills that can be utilized in a variety of fleet types. You can make use of T2 modules and equipment effectively on T1 hulls. To maximize those skills you'll want to consider stepping into T2 hulls and specializations however. T2 hulls provide unique bonuses that can exponentially multiply your skills making you a much more valuable fleet member. The diversity represented in Pyramid Level-4 is vast. Use the same focus and attention to detail you used to get this far as you consider what to focus on in Level-4. Complete all of a chosen focus before either returning to a lower Pyramid level, or selecting another area for specialization. You should have a good enough understanding at this point to make these choices on your own; however, skill plans and training are always great subjects for live discussion on Mumble! So get into your local campus chat and theorize with your fellow Unistas! Congratulations on your excellent progress thus far capsuleer!}}<br />
<br />
==Level-4 T2 Ships & Specialization==<br />
{{omega|level of specialization}}<br />
'''<big>Pyramid Level-4 - T2 Ships & Specialization - cost ??? ISK; ?? Days for Omega</big>'''<br />
<br />
''No Skill Plan is being provided for this level of the pyramid as this is where massive divergence and serious investment of training time will need to occur to achieve the desired end state.''<br />
<br />
[[File:Level-4 Pyramid Skill Plan.png|730x160px|frameless|right|Level-4 Pyramid Skill Plan]]<br />
<br />
{{Color box | color= | border=white | text= | width=400px | T2 Ships & Specialization<br />
'''T2 FRIGATES'''<br><br />
Assault Frigate<br><br />
Interceptor<br><br />
Covert Ops<br><br />
Stealth Bomber<br><br />
Electronic Attack Ship<br><br />
Logistics Frigate<br />
<br />
'''T2/T3 DESTROYERS'''<br><br />
Interdictor<br><br />
Command Destroyer<br><br />
Tactical Destroyer<br />
<br />
'''T2/T3 CRUISERS'''<br><br />
Heavy Assault Cruiser<br><br />
Heavy Interdiction Cruiser<br><br />
Recon Ship<br><br />
Logistics Cruiser<br><br />
Strategic Cruiser<br />
<br />
'''T2 BATTLECRUISERS'''<br><br />
Command Ship}}</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Pyramid_Skill_Plan&diff=167299Pyramid Skill Plan2021-02-03T20:49:42Z<p>Fellese Ovaert: Fixed level 1 and level 2 for Drone specialization</p>
<hr />
<div>{{Template:Skillplan Navbar}}<br />
<br />
[[File:Eve Module.png|950x504px|frameless|center|Pyramid Skill Plan]]<br />
<br />
=Summary=<br />
<br />
This plan is intended for players looking to increase their knowledge and skill set beyond the Short Skill Plan. If you have completed the Short Skill Plan you are ready to move on to the Pyramid Skill Plan and the diverse world of ships and weapons that New Eden offers.<br />
<br />
The first level of the Pyramid needs to be completed in its entirety and acts as the keystone that supports and ties together what follows; however, after this each level allows for specializations if so desired. For example, on Level-2 of the Pyramid you could choose to focus on T2 Logi and then move to Level-3 to work on T2 Command Boost Support & T2 Boosts without having completed T2 EWAR. This would benefit an Incursion runner interested in logistics and boosting as well as anyone looking to provide fleet support functions in any other kind of fleet. Some careful consideration will be required at each level to ensure you are gaining the skills needed to do the activities you are interested in. <br />
<br />
Completing all specializations in each level will make a more complete pilot out of you but it will also take significantly longer to reach the highest levels of any given specialization. It is recommended that you focus on a specific role and work it through to the end and then return to a lower level of the pyramid and develop another specialization through to the end before repeating the cycle again.<br />
<br />
In this way you will become an expert pilot that can provide unique capabilities in fleets and over time expand your portfolio of functions at this higher level.<br />
<br />
Level-4 of the pyramid has no specific skill plans associated with it at this time. It is assumed that by the time you reach this level you would have a solid understanding of the requirements needed to specialize and choose a class of hulls and role within it.<br />
<br />
=Cost=<br />
<br />
Please note that NOT ALL of the skills on this plan are covered under EVE University's [[Skillbook Reimbursement Program]] Particularly those in Pyramid Level-4. The majority of skillbooks are covered but because this is a more advanced skill plan you will want to verify the individual skill book cost before assuming EVE University will reimburse you for it per the program guidelines.<br />
<br />
The total costs for each stage of the plan are as follows (at the direct injectable price):<br />
<br />
{{Color box | color= | border=white | text= | width= |<br />
[[File:Wallet.png|right]]<br />
<big>Pyramid Level-1: 4.5M ISK</big><br><br />
<big>Pyramid Level-2: 1 or 7M ISK per focus (10M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-3: 1M, 1.5M, or 52M ISK per focus (54.5M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-4:</big> ??? ISK<br><br />
<br><br />
(All prices were Jita Buy at time of documentation and are subject to change with the market; does not include skills previously injected for Short Skill Plan)}}<br />
<br />
==Suggested shopping lists==<br />
<br />
If you have the [[Freshman]] title in EVE University you can reimburse yourself for the cost of these skills by following the instructions on the [[Skillbook Reimbursement Program]] page. You can also check in the hangars for the campus you are based in, to see whether they have any of the skill books available.<br />
<br />
If you are in EVE University but don't yet have the Freshman title you can still obtain reimbursement for the cost of the skills. You will need to copy and paste the prepared messages (below each shopping list) into the Corp channel so someone with the Freshman title or above can reimburse you from the Skillbook Wallet. Remember to remove from the list any skills you already had trained.<br />
<br />
=Skill plans=<br />
<br />
==Level-1 Fitting==<br />
<br />
[[File:Level-1 Pyramid Skill Plan.png|238x142px|frameless|right|Level-1 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-1 - Fitting Basic - cost 4.5M ISK</big>'''<br />
''This contains all the skills for Level-1 of the Pyramid Skill Plan - Fitting Basic''<br />
{{alpha|skill plan}}<br />
{{SkillQueue<br />
|name=Fitting Basic<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-1<br />
|Thermodynamics I<br />
Shield Upgrades II<br />
Thermodynamics II<br />
Mechanics III<br />
Jury Rigging I<br />
Jury Rigging II<br />
Weapon Upgrades III<br />
Shield Upgrades III<br />
Jury Rigging III<br />
Armor Rigging I<br />
Astronautics Rigging I<br />
Drones Rigging I<br />
Electronic Superiority Rigging I<br />
Energy Weapon Rigging I<br />
Hybrid Weapon Rigging I<br />
Launcher Rigging I<br />
Projectile Weapon Rigging I<br />
Shield Rigging I<br />
Armor Rigging II<br />
Astronautics Rigging II<br />
Drones Rigging II<br />
Electronic Superiority Rigging II<br />
Energy Weapon Rigging II<br />
Hybrid Weapon Rigging II<br />
Launcher Rigging II<br />
Projectile Weapon Rigging II<br />
Shield Rigging II<br />
Thermodynamics III<br />
Armor Rigging III<br />
Astronautics Rigging III<br />
Drones Rigging III<br />
Electronic Superiority Rigging III<br />
Energy Weapon Rigging III<br />
Hybrid Weapon Rigging III<br />
Launcher Rigging III<br />
Projectile Weapon Rigging III<br />
Shield Rigging III<br />
Weapon Upgrades IV<br />
Advanced Weapon Upgrades I<br />
Advanced Weapon Upgrades II<br />
Advanced Weapon Upgrades III<br />
Shield Upgrades IV<br />
Thermodynamics IV<br />
CPU Management V<br />
Power Grid Management V<br />
}}<br />
<br />
{{quote|Completion of the above set of skills enhances the Short Skill Plan and provides the keystone that supports and ties together the higher levels of the Pyramid Skill Pan. From this point forward choosing a specific focus and completing it should be your goal. It is not necessary to complete all focus areas in a given level before moving on to the next level. Make good decisions based on what you want to do in game. You can always return to a previous level and work on a new focus area in the future. This is not a linear skill plan; however, there is a progression in ability from one level to the next.}}<br />
<br />
==Level-2 T2 Equipment==<br />
<br />
[[File:Level-2 Pyramid Skill Plan.png|422x105px|frameless|right|Level-2 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tank) - cost 0 ISK; 37.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tank Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tank<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tank Focus<br />
|Repair Systems II<br />
Shield Upgrades II<br />
Shield Management II<br />
Tactical Shield Manipulation II<br />
Mechanics III<br />
Armor Layering I<br />
Shield Operation III<br />
Shield Compensation I<br />
Shield Compensation II<br />
Repair Systems III<br />
Shield Upgrades III<br />
Energy Grid Upgrades III<br />
Shield Compensation III<br />
Shield Management III<br />
Tactical Shield Manipulation III<br />
Mechanics IV<br />
Shield Operation IV<br />
EM Shield Compensation I<br />
Explosive Shield Compensation I<br />
Kinetic Shield Compensation I<br />
Thermal Shield Compensation I<br />
EM Shield Compensation II<br />
Explosive Shield Compensation II<br />
Kinetic Shield Compensation II<br />
Thermal Shield Compensation II<br />
Repair Systems IV<br />
Hull Upgrades IV<br />
EM Armor Compensation I<br />
Explosive Armor Compensation I<br />
Kinetic Armor Compensation I<br />
Thermal Armor Compensation I<br />
EM Armor Compensation II<br />
Explosive Armor Compensation II<br />
Kinetic Armor Compensation II<br />
Thermal Armor Compensation II<br />
Shield Upgrades IV<br />
Energy Grid Upgrades IV<br />
Shield Compensation IV<br />
Shield Management IV<br />
Tactical Shield Manipulation IV<br />
Mechanics V<br />
Repair Systems V<br />
Hull Upgrades V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tackle) - cost 0 ISK; 8.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tackle Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tackle<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tackle Focus<br />
|Acceleration Control I<br />
Evasive Maneuvering II<br />
Propulsion Jamming II<br />
Acceleration Control II<br />
High Speed Maneuvering II<br />
Warp Drive Operation III<br />
Signature Analysis III<br />
Evasive Maneuvering III<br />
Long Range Targeting III<br />
Propulsion Jamming III<br />
Acceleration Control III<br />
Navigation IV<br />
Spaceship Command IV<br />
High Speed Maneuvering III<br />
Target Management IV<br />
Propulsion Jamming IV<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Logistics) - cost 1M ISK; 32 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Logistics Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Logi<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Logistics Equipment Focus<br />
|Shield Emission Systems I<br />
Gravimetric Sensor Compensation I<br />
Ladar Sensor Compensation I<br />
Magnetometric Sensor Compensation I<br />
Radar Sensor Compensation I<br />
Repair Systems II<br />
Shield Emission Systems II<br />
Gravimetric Sensor Compensation II<br />
Ladar Sensor Compensation II<br />
Magnetometric Sensor Compensation II<br />
Radar Sensor Compensation II<br />
Mechanics III<br />
Remote Armor Repair Systems I<br />
Remote Armor Repair Systems II<br />
Signature Analysis III<br />
Long Range Targeting III<br />
Energy Grid Upgrades III<br />
Capacitor Emission Systems III<br />
Remote Armor Repair Systems III<br />
Shield Emission Systems III<br />
Gravimetric Sensor Compensation III<br />
Ladar Sensor Compensation III<br />
Magnetometric Sensor Compensation III<br />
Radar Sensor Compensation III<br />
Capacitor Systems Operation IV<br />
Target Management IV<br />
Signature Analysis IV<br />
Long Range Targeting IV<br />
Energy Grid Upgrades IV<br />
Capacitor Emission Systems IV<br />
Remote Armor Repair Systems IV<br />
Shield Emission Systems IV<br />
Capacitor Management IV<br />
Capacitor Systems Operation V<br />
Target Management V<br />
Advanced Target Management I<br />
Signature Analysis V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 EWAR) - cost 1M ISK; 26.5 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 EWAR Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 EWAR<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 EWAR Focus<br />
|Electronic Warfare II<br />
Frequency Modulation I<br />
Sensor Linking II<br />
Target Painting II<br />
Weapon Disruption II<br />
Frequency Modulation II<br />
Electronic Warfare III<br />
Long Distance Jamming I<br />
Long Distance Jamming II<br />
Long Range Targeting III<br />
Capacitor Emission Systems III<br />
Sensor Linking III<br />
Target Painting III<br />
Weapon Disruption III<br />
Frequency Modulation III<br />
Long Distance Jamming III<br />
Target Management IV<br />
Electronic Warfare IV<br />
Signal Dispersion I<br />
Signal Dispersion II<br />
Signal Dispersion III<br />
Long Range Targeting IV<br />
Capacitor Emission Systems IV<br />
Sensor Linking IV<br />
Signal Suppression I<br />
Signal Suppression II<br />
Signal Suppression III<br />
Target Painting IV<br />
Signature Focusing I<br />
Signature Focusing II<br />
Signature Focusing III<br />
Weapon Disruption IV<br />
Weapon Destabilization I<br />
Weapon Destabilization II<br />
Weapon Destabilization III<br />
Target Management V<br />
Advanced Target Management I<br />
}}<br />
<br />
{{quote|Specialization is the key to being good in EVE. In level-2 you should have completed at least one focus area before moving up to the next Pyramid Level. You may complete more than one focus area but realize that each focus should be completed in order to enable its follow on counterpart in the next level. For example, if you chose to focus on T2 Logistics in Level-2 you now have the ability to utilize T2 Logistics modules. To complete the goal of flying T2 Logistics Cruisers in Level-4 your next step would be to focus on T2 Drones in Level-3 thus creating a path through the pyramid to reach your desired goal.}}<br />
<br />
==Level-3 T2 Weapon & Support==<br />
<br />
[[File:Level-3 Pyramid Skill Plan.png|607x110px|frameless|right|Level-3 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Turrets & Gunnery) - cost 0 ISK; 22.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Turrets & Gunnery and related support skills''<br />
{{SkillQueue<br />
|name=T2 Turrets & Gunnery<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Turrets & Gunnery Focus<br />
|Surgical Strike I<br />
Controlled Bursts II<br />
Surgical Strike II<br />
Trajectory Analysis II<br />
Motion Prediction III<br />
Rapid Firing III<br />
Sharpshooter III<br />
Controlled Bursts III<br />
Surgical Strike III<br />
Trajectory Analysis III<br />
Motion Prediction IV<br />
Rapid Firing IV<br />
Sharpshooter IV<br />
Controlled Bursts IV<br />
Surgical Strike IV<br />
Gunnery V<br />
Trajectory Analysis IV<br />
<br />
Weapon Turret V<br />
Weapon Turret Specialization III<br />
}}<br />
where "Weapon Turret" and "Weapon Turret Specialization" are from the following list:<br />
* Small Energy Turret <br />
** Small Pulse Laser Specialization <br />
** Small Beam Laser Specialization <br />
<br />
* Small Hybrid Turret <br />
** Small Blaster Specialization <br />
** Small Railgun Specialization <br />
<br />
* Small Projectile Turret <br />
** Small Autocannon Specialization <br />
** Small Artillery Specialization <br />
<br />
* Medium Energy Turret <br />
** Medium Pulse Laser Specialization <br />
** Medium Beam Laser Specialization <br />
<br />
* Medium Hybrid Turret <br />
** Medium Blaster Specialization <br />
** Medium Railgun Specialization <br />
<br />
* Medium Projectile Turret <br />
** Medium Autocannon Specialization <br />
** Medium Artillery Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Launchers & Missiles) - cost 0-3.9M ISK; 12 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Launchers & Missiles and related support skills''<br />
{{SkillQueue<br />
|name=T2 Launchers & Missiles<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Launchers & Missiles Focus<br />
|Rapid Launch I<br />
Target Navigation Prediction I<br />
Missile Bombardment II<br />
Rapid Launch II<br />
Target Navigation Prediction II<br />
Missile Projection I<br />
Missile Projection II<br />
Missile Bombardment III<br />
Rapid Launch III<br />
Target Navigation Prediction III<br />
Missile Launcher Operation IV<br />
Guided Missile Precision I<br />
Warhead Upgrades I<br />
Guided Missile Precision II<br />
Warhead Upgrades II<br />
Guided Missile Precision III<br />
Warhead Upgrades III<br />
Missile Bombardment IV<br />
Rapid Launch IV<br />
Missile Launcher Operation V<br />
<br />
Weapon Launcher V<br />
Weapon Launcher Specialization III<br />
}}<br />
where "Weapon Launcher" and "Weapon Launcher Specialization" are from the following list:<br />
* Rockets <br />
** Rocket Specialization <br />
<br />
* Light Missiles <br />
** Light Missile Specialization <br />
<br />
* Heavy Assault Missiles <br />
** Heavy Assault Missile Specialization <br />
<br />
* Heavy Missiles <br />
** Heavy Missile Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Drones) - cost 52M ISK; 43 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Drones and related support skills''<br />
{{SkillQueue<br />
|name=T2 Drones<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Drones Focus<br />
|Drone Avionics II<br />
Light Drone Operation II<br />
Medium Drone Operation II<br />
Drone Avionics III<br />
Light Drone Operation III<br />
Medium Drone Operation III<br />
Drones IV<br />
Drone Navigation I<br />
Drone Durability I<br />
Drone Navigation II<br />
Drone Durability II<br />
Drone Navigation III<br />
Drone Durability III<br />
Drone Avionics IV<br />
Drone Navigation IV<br />
Light Drone Operation IV<br />
Medium Drone Operation IV<br />
Drone Durability IV<br />
Drones V<br />
Drone Sharpshooting I<br />
Drone Interfacing I<br />
Heavy Drone Operation I<br />
Drone Sharpshooting II<br />
Drone Interfacing II<br />
Heavy Drone Operation II<br />
Drone Sharpshooting III<br />
Drone Interfacing III<br />
Heavy Drone Operation III<br />
Drone Sharpshooting IV<br />
Drone Interfacing IV<br />
Heavy Drone Operation IV<br />
Light Drone Operation V<br />
Medium Drone Operation V<br />
Amarr Drone Specialization I<br />
Amarr Drone Specialization II<br />
Caldari Drone Specialization I<br />
Caldari Drone Specialization II<br />
Gallente Drone Specialization I<br />
Gallente Drone Specialization II<br />
Minmatar Drone Specialization I<br />
Minmatar Drone Specialization II<br />
}}<br />
Given the higher price of empire-specific drone specialization skills - newer pilots may want to select 1 or 2 skills to start, based on the tier 2 drone types they plan to use most frequently.<br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Command Bursts) - cost 1M ISK; 49 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Command Bursts support skills''<br />
{{SkillQueue<br />
|name=T2 Command Bursts<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Command Bursts Focus<br />
|Leadership I<br />
Armored Command I<br />
Information Command I<br />
Shield Command I<br />
Skirmish Command I<br />
Armored Command II<br />
Information Command II<br />
Shield Command II<br />
Skirmish Command II<br />
Armored Command III<br />
Information Command III<br />
Shield Command III<br />
Skirmish Command III<br />
Armored Command IV<br />
Information Command IV<br />
Shield Command IV<br />
Skirmish Command IV<br />
Armored Command V<br />
Armored Command Specialist I<br />
Information Command V<br />
Information Command Specialist I<br />
Shield Command V<br />
Shield Command Specialist I<br />
Skirmish Command V<br />
Skirmish Command Specialist I<br />
}}<br />
<br />
{{quote|If you've made it this far in the Pyramid give yourself a pat on the back! You now have formidable skills that can be utilized in a variety of fleet types. You can make use of T2 modules and equipment effectively on T1 hulls. To maximize those skills you'll want to consider stepping into T2 hulls and specializations however. T2 hulls provide unique bonuses that can exponentially multiply your skills making you a much more valuable fleet member. The diversity represented in Pyramid Level-4 is vast. Use the same focus and attention to detail you used to get this far as you consider what to focus on in Level-4. Complete all of a chosen focus before either returning to a lower Pyramid level, or selecting another area for specialization. You should have a good enough understanding at this point to make these choices on your own; however, skill plans and training are always great subjects for live discussion on Mumble! So get into your local campus chat and theorize with your fellow Unistas! Congratulations on your excellent progress thus far capsuleer!}}<br />
<br />
==Level-4 T2 Ships & Specialization==<br />
{{omega|level of specialization}}<br />
'''<big>Pyramid Level-4 - T2 Ships & Specialization - cost ??? ISK; ?? Days for Omega</big>'''<br />
<br />
''No Skill Plan is being provided for this level of the pyramid as this is where massive divergence and serious investment of training time will need to occur to achieve the desired end state.''<br />
<br />
[[File:Level-4 Pyramid Skill Plan.png|730x160px|frameless|right|Level-4 Pyramid Skill Plan]]<br />
<br />
{{Color box | color= | border=white | text= | width=400px | T2 Ships & Specialization<br />
'''T2 FRIGATES'''<br><br />
Assault Frigate<br><br />
Interceptor<br><br />
Covert Ops<br><br />
Stealth Bomber<br><br />
Electronic Attack Ship<br><br />
Logistics Frigate<br />
<br />
'''T2/T3 DESTROYERS'''<br><br />
Interdictor<br><br />
Command Destroyer<br><br />
Tactical Destroyer<br />
<br />
'''T2/T3 CRUISERS'''<br><br />
Heavy Assault Cruiser<br><br />
Heavy Interdiction Cruiser<br><br />
Recon Ship<br><br />
Logistics Cruiser<br><br />
Strategic Cruiser<br />
<br />
'''T2 BATTLECRUISERS'''<br><br />
Command Ship}}</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Tackling&diff=167108Tackling2021-01-31T17:55:34Z<p>Fellese Ovaert: Fixed spelling mistakes of “inderdictor” to “interdictor”</p>
<hr />
<div>'''''"The art of immobilizing the opponent in a way that said ship is unable to move"''''' <br />
<br />
'''Tackling''' is the act of pinning down a ship so that it cannot escape. Tackling is the backbone of [[PvP]] in EVE, as ships that are not tackled will likely be able to warp out and disengage before they are destroyed. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. Though tackling usually refers to the combination of stasis webifiers and warp disruption, warp disruption is the necessary ingredient that distinguishes tackling from simply slowing down opponents.<br />
<br />
A '''tackler''', then, is a pilot whose job it is to pin down a ship so that other players can kill it, though this term can also be used to refer to a ship fit for that purpose. Tackle ships are generally not fit to deal significant amounts of damage (if any), but [[battleship]] fights without tacklers usually end when the side whose shields drop just warps out. This means that it is the tackler who facilitates kills, and for this reason tacklers are included on kill mails. Without one side being trapped, it's very rare that a given fight will end with a ship kill.<br />
<br />
Tacklers also serve as the backbone of fleet operations, and fleet commanders will generally prioritize effective deployment of fleet tacklers under their command.<br />
<br />
=Types of tackle=<br />
<br />
* {{co|wheat|First Tackle}}: The job of first tackle is to be first on the scene and to hold the target so that they can't warp away. This also means they are normally the primary target for the person they are trying to tackle, because they represent a threat. This role is often filled by an [[interceptor]], but a Tech 1 [[Tackler_Frigate#Fast_Frigates|fast frigate]] can also be used.<br />
* {{co|wheat|Second Tackle}}: In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the damage dealing ships can join the fun. Once two or three second tacklers have the ship, it is basically dead in the water and the heavier ships can either catch up or warp to the tacklers. <br />
* {{co|wheat|Heavy Tackle}}: Heavy tackle ships are ships fit for high survivability, capable of holding down targets for extended periods of time. They are usually ships with bonuses to webs or warp disruption.<br />
** [[Heavy Interdiction Cruisers]] often fill this role, as they can not only use interdiction bubbles, but can also scram and point from long ranges. They are also uniquely suited to tackling supercapitals due to their high warp scramble strength ("infinipoints").<br />
* {{co|wheat|Gate Tackle}}: Gate tackle is a specialised form of tackle, where the emphasis is not on speed but on lock time. Their job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down. Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. Some speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as they are operating with the rest of the fleet.<br />
<br />
=Fitting for tackling=<br />
==Tackle Modules==<br />
There exist a wide variety of modules designed for stopping your target from escaping. These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives.<br />
[[File:Grappler-web.png|400px|thumb|right|Comparison between grapplers and webifiers. The T2 grappler is superior to T2 web when the target is within 8km range. Click to enlarge.]]<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Warp Disruptor|link=]]<br />
|<br>The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it disrupts the warp core of an opponents ship, making them unable to warp away.<br />
<br />
The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point. Faction variations of this module exist, with reduced CPU and capacitor costs and increased range (out to 30km at most)<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon warp scrambler i.png|Warp Scrambler|link=]]<br />
|<br>The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship. However, in addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators, and microwarpdrives]]. These propulsion modules will be disabled regardless of the ship's remaining warp core strength. This makes scramblers vital in catching certain fits.<br />
<br />
The basic range for a warp scrambler is significantly lower than that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points. Faction variations of this module have increased range (out to 11.25km at most), and warpcore disabling strengths of 3 points. Warp scramblers also consume significantly less [[capacitor]] than warp disruptors.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon interdiction sphere launcher.png|Interdiction Sphere Launcher|link=]][[File:Icon warp disrupt probe.png|Warp Disrupt Probe|link=]][[File:Icon stasis webification probe.png|Stasis Webification Probe|link=]]<br />
|<br>The '''Interdiction sphere launcher''' is used for launching Warp Disrupt Probes. This probe creates a warp disruption bubble, with a 20km radius, that lasts for two minutes before collapsing. All ships within this field cannot activate their warp drives to leave, however they can otherwise move freely. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target. The probe is also completely independent and will keep the bubble up even if the interdictor is destroyed, however the probes can be destroyed by [[Smartbombs]]. <br />
<br />
This module can only be used by [[Interdictors]]. This module cannot be activated in High or Low security space.<br />
<br />
See the below section on [[#Warp disruption fields|Warp disruption fields]] for bubble mechanics.<br />
<br />
This module has no variations, however there is a Surgical variant of the probe which has only a 10km radius but lasts three minutes.<br />
<br />
The Howling Interdictors update on 27th October, 2020, added an additional variant of the probe: the Stasis Webification Probe, or 'Wubble'. When dropped, a Wubble will sit idle for 3 seconds, then detonate, applying a 30% speed reduction to all ships within 10km of the point where it was dropped. Unlike normal bubbles, the Wubble probe will not persist after it detonates, and does not otherwise interfere with affected ships warp drives. However, Wubbles can be used in combination with normal bubbles to hinder and disrupt an enemy fleet.<br />
<br><br><br />
|-<br />
|[[File:Icon warp disruption field generator.png|Warp Disruption Field Generator|link=]]<br />
|<br>The '''Warp disruption field generator''' is a specialized warp disruption module which can only be used by [[Heavy Interdiction Cruisers|heavy interdiction cruisers]]. The Generator can be used in three different modes: Unscripted, Focused Disruption, and Focused Scrambling. When used unscripted, the generator creates an interdiction field similar to that of an Interdiction Sphere Launcher, but centered on the generating ship rather than an outside probe. When unscripted, the generator cycles in 30 seconds, and while it can be kept running it cannot be deactivated early. When used scripted, the generator targets its disruption on a single ship with an insurmountable 100 points of warpcore disabling strength (leading to the nickname "Infinity Point"). When scripted, the generator cycles in only 6 seconds, but drains the ship's capacitor more quickly. Additionally, when used scripted on a hostile capital ship, it will disable that capital ship's ability to activate stargates to leave the system.<br />
<br />
While a warp disruption field generator is active, the ship activating it suffers a 50% increase to its signature radius, and cannot be targeted by allied remote repairs or capacitor transmitters.<br />
<br />
Different effects of the module:<br />
* Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. See [[#Warp disruption fields|Warp disruption fields]] for details.<br />
* With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This script greatly extends the field generator's normal range. This script allows the module to used anywhere.<br />
* With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJDFG or MWD. This script slightly reduces the field generator's normal range (however it is still much longer range than an ordinary scrambler). This script allows the module to used anywhere.<br />
<br />
Different variations of this module have different ranges, however in most cases the only variants used are T2 (20km), and True Sansha (21km). This module's range is also affected by the pilot's level in {{sk|Heavy Interdiction Cruisers}}, and the script equipped (if any).<br />
<br><br />
<br />
|-<br />
|[[File:Icon stasis webifier i.png|Stasis Webifier|link=]]<br />
|<br>The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.<br />
<br />
The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km. Faction variations of this module exist, and come in varying levels of increased range and either 50%, 55%, or 60% speed reduction (up to 14km/60% or 15km/55% at most).<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|I}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br />
While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br><br><br />
<br />
|-<br />
|[[File:grappler.png|Stasis Grappler|link=]]<br />
|<br>The '''Stasis grappler''' is the big brother of normal stasis webifier. It has much greater velocity modifier than the normal webifier.<br />
<br />
But unlike stasis webifier the grappler has only 1 km optimal and a 8-12 km falloff range. The strength of applied effect is reduced using same formula as [[Turret damage|turret]] hit chance. Meaning that at optimal+falloff range the applied slow down is only 50% of the maximum modifier. After optimal+falloff the effect of this module drops very rapidly. The grapplers also have hard limit of Optimal+3×Falloff beyond which the module can not be activated even though it would still have small 0-2% velocity reduction.<br />
<br />
The grappler also requires hefty sum of powergrid and can only be fitted on battleships and above.<br />
<br><br><br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Heavy Warp Disruptor|link=]][[File:Icon warp scrambler i.png|Heavy Warp Scrambler|link=]]<br />
|<br>There exist two further sets of large-ship tackle modules: the '''Heavy Warp Disruptor''' and '''Heavy Warp Scrambler'''. Similar to the stasis grappler, these modules can only be fit to Battleships and above, and consume large amounts of powergrid. Functionally, they work the same as the ordinary Warp Disruptors and Warp Scramblers, but with increased range, capacitor cost, and scramble strength. The increased strengths of these modules make them useful for attempting to hold down supercapital ships, but in most other circumstances do not outweigh their high fitting and capacitor costs.<br />
<br />
* A T1 Heavy Warp Disruptor has a range of 22km; a T2 Heavy has a range of 26km. These modules have a warp core disabling strength of 3 points. Faction and Officer variations of this module have increased range (out to 30km and 40km at most), and increased strengths of up to 4 and 5 points.<br />
* A T1 Heavy Warp Scrambler has a range of 8.5km; a T2 Heavy has a range of 10km. These modules have a warp core disabling strength of 6 points. Faction and Officer variations of this module have increased range (out to 12.25km and 15km), and increased strengths of 8 and 10 points.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Navigation|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
<br />
|<br />
|<br>Support [[Fighters|fighters]] can also provide Warp Disruption and Webification.<br />
<br />
The Gallente Siren series support fighters provides 1 point of Warp Disruption per fighter, the Minmatar Dromi series support fighters provides -15% Webification per fighter (additive). <br />
<br><br />
<br />
Skills Requirements:<br />
* {{sk|Support Fighters}} 1 (For the <span style="color:yellow">Tech 1</span> variants)<br />
* {{sk|Support Fighters}} 4 (For the <span style="color:yellow">Tech 2</span> variants)<br />
<br><br />
|}<br />
<br />
==Warp core stabilizers==<br />
<br />
The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are low-slot modules which greatly weaken a ship's targeting range and scan resolution, but increase the ship's Warp Core Strength, allowing it to resist incoming Warp Disruptors. One Stabilizer gives one Strength, allowing the ship to resist one point of warp disruption. Stabilizers can be stacked, allowing ships to resist multiple Disruptors or even multiple Scramblers. [[Supercarriers]], [[Titans]], [[Hauling#Deep Space Transport|Deep Space Transports]], and [[Venture]]s have innate or skill-based warp core strength, and thus are resistant to warp disruption even without stabilizers fitted. However, no amount of warp core strength will protect a ship from a Warp Disruption Field Generator or a Warp Disruption Field.<br />
<br />
Because of their innate sensor dampening, Warp Core Stabilizers should '''never''' be fitted to any combat ship, and are generally only be used in rare cases where emergency escapes (from hostile tackle) are necessary.<br />
<br />
==Warp disruption fields==<br />
<br />
A '''warp disruption field''' is an area effect that stops all ships within it from using their warp drives. This field has effectively infinite warp disruption strength; no number amount of warp core stabilizers will allow a ship to warp out of a bubble, however all other movement and propulsion modules are not restricted. Warp disruption fields can only be used in null security space and wormholes. Because of their appearance, warp disruption fields are commonly referred to as "bubbles".<br />
<br />
There are five ways to create warp disruption fields:<br />
<br />
* An interdiction sphere launcher on a [[interdictor]] destroyer. This module launches standalone warp disrupt probes which instantly create warp disruption fields. (The field will visibly expand from the probe, however this expansion is purely visual and the bubble is effective at full size immediately.) Once launched, the probe will not move (although it can be moved by a [[Propulsion equipment#Micro Jump Field Generator|jump destroyer]]), while the destroyer which launched it is free to fly away. Warp disrupt probes project 20km-radius bubbles and last for 2 minutes.<br />
* A Warp disruption field generator on a [[Heavy Interdiction Cruisers|heavy interdiction cruiser]]. The warp disruption field generator instantly generates a bubble centered on the ship. This bubble will move as the ship moves, and the generating ship can still move normally. The field's radius is based on the type of generator used and the skills of the cruiser pilot.<br />
* A [[Capital Ship Modules#Burst Projectors|Warp Disruption Burst Projector]] fitted to a [[supercarrier]]. This module creates a 10km radius disruption field, centered on the target location, with a 500km maximum targeting range, 40s duration, and 8 minute cooldown.<br />
* Mobile Warp Disruptor deployables, which come in varying sizes from small (5 km radius) to large (40 km radius). These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. They also decay on their own if left in space for several days, however they can be deactivated and picked up (with no delay) by the pilot who deployed them.<br />
* The Empire Surveillance System deployables, which among their other effects will also project a 20km radius warp disruption field. Furthermore, these structures will automatically send a message in Local chat whenever a ship warps to them. These deployables specifically cannot be used in wormhole space.<br />
<br />
All kinds of “bubbles” share common characteristic features:<br />
* Their use is limited to null security and wormhole space.<br />
* Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives.<br />
* Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere no more than 500 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).<br />
* Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge.<br />
* Bubbles will ''not'' influence any ships which are 'Interdiction Nullified'. This primarily consists of the [[Interceptors#Fleet Interceptors|Fleet Interceptors]], and [[Strategic Cruisers]] fitted with the Interdiction Nullification subsystem. Nullified ships will not be dragged by bubbles, and can initiate warp while inside bubbles.<br />
<br />
[[File:warpdisruption.jpg]]<br />
<br />
==Specialized ships==<br />
<br />
While all ships can use tackling equipment with great success certain ships have specific hull bonuses that make them into unique tackling ships.<br />
<br />
The so called "tackle frigates" are for most the entry point to tackling ships. These ships are fast, agile and have a hull bonus that reduces capacitor usage of webs, points and scrams by 80%. These ships are often used as initial "hero tackle" that flies to the enemy to hold them still while rest of the fleet comes behind.<br />
* {{sh|Slasher}}<br />
* {{sh|Atron}}<br />
* {{sh|Condor}}<br />
* {{sh|Executioner}}<br />
<br />
<br />
The direct upgrade from T2 tackle frigates are the T2 [[interceptors]]. These are all T2 variants of the above T1 frigates. For each ship there exists two interceptor variants: a combat interceptor with damage oriented bonuses and a fleet interceptor with bonus to point and scram range. The interceptors also have reduced signature bloom from MWD and 80% reduction in point, scram and web capacitor usage.<br />
* {{sh|Claw}}<br />
* {{sh|Stiletto}}<br />
* {{sh|Taranis}}<br />
* {{sh|Ares}}<br />
* {{sh|Crow}}<br />
* {{sh|Raptor}}<br />
* {{sh|Malediction}}<br />
* {{sh|Crusader}}<br />
<br />
<br />
The next step up changes the style of tackling completely. [[Interdictors]] are T2 [[destroyers]] that are able to create a warp disruption bubble for two minutes. After launching the bubble the interdictor is free to move and even killing the interdictor will not release the victim from the bubble. But the pilot has to be careful when they launch the bubble as the module has moderate reload time and will also stop friends and even the pilot himself from warping away.<br />
* {{sh|Sabre}}<br />
* {{sh|Eris}}<br />
* {{sh|Flycatcher}}<br />
* {{sh|Heretic}}<br />
<br />
<br />
[[Heavy Interdictors]] are the big brothers of interdictor. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy interdictors are able to put up a warp disruption bubble at will (but may not be able to drop it at will, as the bubble's 30-second cycle cannot be cut short). Heavy Interdictors must take advantage of their high resistances, as they cannot receive allied remote repairs while their disruption generator is active. The warp disruption field generator can also be used with either disruption or scrambling scripts that turn the module into infinitely strong long range point or scram.<br />
* {{sh|Broadsword}}<br />
* {{sh|Onyx}}<br />
* {{sh|Phobos}}<br />
* {{sh|Devoter}}<br />
<br />
<br />
The Minmatar and Gallente [[Electronic Attack Ship|Electronic Attack]] Frigates receive large bonuses to specific tackle modules. The Minmatar [[Hyena]] receives a 40% bonus to web range per skill level in {{sk|Electronic Attack Ships}}, while the Gallente [[Keres]] receives a 15% bonus to warp disruptor and warp scrambler range, and a 10% reduction to disruptor and scrambler activation cost, per skill level.<br />
* {{sh|Hyena}}<br />
* {{sh|Keres}}<br />
<br />
<br />
The Minmatar and Gallente [[Recon Ships]] receive similar but stronger bonuses to their smaller Electronic Attack siblings. The Minmatar recons receive massive 60% bonus to web range per skill level in {{sk|Recon Ships}}, while the Gallente recon cruisers receive equally frightening 20% bonus to warp disruptor and warp scrambler range per level.<br />
* {{sh|Huginn}}<br />
* {{sh|Rapier}}<br />
* {{sh|Lachesis}}<br />
* {{sh|Arazu}}<br />
<br />
<br />
The Minmatar and Gallente [[Strategic Cruisers]] electronic warfare subsystems are specialized in tackling, and while their bonuses are weaker than those of the Recon Ships, they can be used in addition to the strategic cruisers' other combat abilities. The Loki's Immobility Drivers give a 25% bonus to web range, and a 10% increase to web [[Overheating|overheat]] bonus per skill level in {{sk|Minmatar Core Systems}}, while the Proteus's Friction Extension Processor give a 7.5% bonus to warp disruptor and scrambler range, and a 15% increase to their overheat bonuses per skill level in {{sk|Gallente Core Systems}}.<br />
* {{sh|Loki}}<br />
* {{sh|Proteus}}<br />
<br />
<br />
<br />
In addition to the T2 and t3 ships there also exist wide variety of pirate ships with tackling related bonuses.<br />
<br />
The [[Mordu's Legion]] line of ships all receive 10% bonus per level in relevant Gallente ships to warp disruptor and scrambler range. While rarely used as fleet tackle, the extended range on these ships allows for fighting outside the enemy's effective while still holding them on grid.<br />
* {{sh|Garmur}}<br />
* {{sh|Orthrus}}<br />
* {{sh|Barghest}}<br />
<br />
<br />
The [[Serpentis]] line of ships receive 10% bonus per in relevant Minmatar ship to stasis webifier ''effectiveness''. This means that at level 5 in the relevant Minmatar skills, a Serpentis ship with a Tech II webifier will slow a targeted ship by ''90%'' with a single web.<br />
* {{sh|Daredevil}}<br />
* {{sh|Vigilant}}<br />
* {{sh|Vindicator}}<br />
* {{sh|Vehement}}<br />
* {{sh|Vendetta}}<br />
<br />
<br />
The [[Blood Raider Covenant]] line of ships receive 20% bonus to web range per level in relevant Minmatar ship skill. However, these ships are rarely used for their web bonuses, as their energy neutralizing bonuses are more significant.<br />
* {{sh|Cruor}}<br />
* {{sh|Ashimmu}}<br />
* {{sh|Bhaalgorn}}<br />
* {{sh|Chemosh}}<br />
* {{sh|Molok}}<br />
<br />
==Extra Modules for Tackle Ships==<br />
<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! style="background:#222222;" | Module<br />
! style="background:#222222;" width="70%;" | Use<br />
! style="background:#222222;" | Skills<br />
|-<br />
| [[File:Module icon afterburner tech1.png|32px]] Afterburner<br />
| style="background:#333333;" | As fitted to military jet fighters, afterburners (or ABs) can be fitted to ships in EVE Online. The afterburner increases your sub-warp speed by a percentage. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch enemies who are not yet in range.<br />
<br />
The Tech 1 module boosts your speed by 115% (thus it doubles your speed plus another 15%). The Tech 2 version boosts your speed by 135%. Faction and Deadspace variations of this module offer further speed boosts (of 140-160%), but are much more expensive and thus not commonly used.<br />
| <br />
* {{sk|Navigation|I}}<br />
* Tech 1: {{sk|Afterburner|I}}<br />
* Tech 2: {{sk|Afterburner|IV}}<br />
|-<br />
| [[File:Module icon microwarpdrive tech1.png|32px]] Microwarpdrive<br />
| style="background:#333333;" | The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner, however it comes with several drawbacks. Unlike an afterburner, a microwarpdrive is extremely effective at getting into, or out of, an enemy's range, but is not at all effective at helping evade enemy fire. An active MWD grants a 500% boost to sub-warp speed, but also increases the ship's signature radius by 500%, making it far easier to hit than its speed would imply. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. MWDs also consume more capacitor to operate, and having an MWD fitted to a ship reduces the ships maximum capacitor capacity (and thus, indirectly, the ship's capacitor regeneration rate). As a result of all this, it is often best to use an MWD to get into tackle range of a target, and then deactivate it while in close orbit to avoid being hit.<br />
<br />
The Tech 1 module gives a 500% bonus to speed, at the cost of 500% increased signature radius and 25% reduced capacitor capacity. The Tech 2 module gives a 510% boost to speed, but only 20% reduced capacitor capacity. However, the use of Tech 2 MWDs is often frowned upon, in favor of the Quad LiF Restrained variant, which gives a 505% bonus to speed, 20% reduced capacitor capacity, only 450% increased signature radius (mitigating a little of the evasion problem), and lower capacitor consumption than the Tech 2 variant.<br />
<br />
Faction and Deadspace microwarpdrives are popular on more expensive ships, as while they do not offer great improvements to speed, they offer greatly reduced capacitor capacity and signature radius penalties. They are, however, very expensive and thus not worth using unless you ''know'' you won't lose them.<br />
| <br />
*{{sk|Navigation|II}}<br />
*{{sk|Afterburner|III}}<br />
*Tech 1: {{sk|High Speed Maneuvering|I}}<br />
*Tech 2: {{sk|High Speed Maneuvering|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.<br />
<br />
The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster (which you should in most cases, as the range will not be necessary), the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.<br />
| <br />
* {{sk|CPU Management|II}}<br />
* Tech 1: {{sk|Long Range Targeting|I}}<br />
* Tech 2: {{sk|Long Range Targeting|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Remote Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | In extreme cases where a fleet decides that tackle must be secured as fast as possible, one or more non-tackle ships in the fleet may be fitted with Remote Sensor Boosters, and have them active on the tackler ship. These modules provide slightly greater bonuses than regular sensor boosters, but can only be used on allies (and not on yourself) and thus must be prepared and coordinated in advance.<br />
<br />
These modules are commonly seen in Gate Camps, to ensure that the campers catch their targets.<br />
| <br />
* {{sk|CPU Management|III}}<br />
* Tech 1: {{sk|Sensor Linking|I}}<br />
* Tech 2: {{sk|Sensor Linking|IV}}<br />
|-<br />
| [[File:Module icon overdrive.png|32px]] Overdrive Injector System<br />
| style="background:#333333;" | As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.<br />
<br />
The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon nanofiber.png|32px]] Nanofiber Internal Structure<br />
| style="background:#333333;" | This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you accelerate and align faster, allowing you to reach targets faster, and allow you to keep a closer orbit at a higher speed, making you harder to track and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction, at the cost of 15% structure HP. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon propulsion rig tech2.png|32px]] Navigation Rigs<br />
| style="background:#333333;" | Sometimes, there aren't enough low power slots to go around. Auxiliary Thrusters rigs give a 7.25% bonus to sub-warp speed, akin to a weaker Overdrive Injector. Polycarbon Engine Housing rigs give a 5.5% bonus to sub-warp speed, and 9.1% reduction to inertia, akin to a weaker Nanofiber. Both rigs come at the cost of 10% Armor HP. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. However, these rigs are not ideal on ships which rely on armor for their defense.<br />
| ''(Rigs do not require skills to use)''<br />
|-<br />
| [[File:Icon module damage control.png|32px]] Damage Control<br />
| style="background:#333333;" | The damage control increases your shield, armour, and hull resistances to all damage, making you much harder to kill. One of the most all-purpose efficient defensive modules in the game, a very much recommended module for any tackler, however it does cost some CPU which can at times be in short supply on frigates. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
| <br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|IV}}<br />
|-<br />
| [[File:Icon shield extender.png|32px]] Medium Shield Extender<br />
| style="background:#333333;" | A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only reduce it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a Micro Auxiliary Power Core in order to provide the powergrid to fit one. A Tech 1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
| <br />
* Tech 1: {{sk|Shield Upgrades|I}}<br />
* Tech 2: {{sk|Shield Upgrades|IV}}<br />
* (Optional) {{sk|Capacitor Management|II}}<br />
''(to fit a Micro Auxiliary Power Core)''<br />
<br />
|-<br />
| [[File:Icon skirmish command burst.png|32px]] Command Bursts<br />
| style="background:#333333;" | These are not modules that a tackle ship itself will fit but they're good to be aware of. [[Command Bursts]] are a set of modules fitted by Combat Battlecruisers, Command Destroyers, Command Ships, and specially fit Strategic Cruisers, which when active improve the combat capabilities of ''all'' nearby ships in their fleet. Shield and Armor Command Bursts can help a tackler by making them more durable, but the most useful bursts are Skirmish Command Bursts; as they can improve a tackle ship's flight speed, increase acceleration and decrease signature radius, and increase the range of warp disruptors, scramblers, and stasis webifiers.<br />
| <br />
''(No skills are needed to benefit from friendly Command Bursts.)''<br />
|}<br />
<br />
=Fitting theory=<br />
<br />
==Warp scrambler or warp disruptor?==<br />
<br />
The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km with the Tech 1 module, or 24km with the Tech 2 module) which allows the tackler to keep more distance from their target. This can increase their survivability against targets with stasis webifiers and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make them easier to hit with turrets. It means the tackler can also tackle the target faster because they don't need to get within 9 km or even less first. Warp disruptors take a lot of capacitor to run and can quickly drain a frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. Warp disruptors are especially popular on specialised Tech 2 interceptors, which receive bonuses to their range and a reduction to the amount of capacitor they use.<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - it also shuts down their microwarpdrive. Since almost all ships larger than frigates will be running a microwarpdrive, a warp scrambler will slow them down significantly. This allows the rest of the the tackler's fleet to get in range of the target more easily, and prevents the target from running away or getting back in range of a stargate. For this reason, having at least some warp scramblers is is essential to any fleet. Warp scramblers use significantly less capacitor than warp disruptors, and so it should be possible to keep them running indefinitely. Using a warp scram will put the tackler within range of stasis webifiers and energy neutralizers which can be a threat to a frigate, however guns will struggle to track a frigate at this range meaning in most cases the tackler will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
Using a warp scrambler puts the tackler quite close to smartbomb range (which is 5km, or 6km if the target is using Tech 2 smartbombs). They need to be careful when engaging a target that is likely to be equipped with smartbombs (i.e. battleships in low security space). If the tackler suspects that the target might be using smartbombs it's a good idea for them to set their orbit between 6 and 7.5km, which should put them safely outside of their range.<br />
<br />
If a tackler has both a disruptor and a scrambler fitted, a tactic known as 'drive-by scramming' can be used. In this, the tackler spends most of their time using their disruptor, outside of scram range, but at important moments dives in for a few seconds to land a scram on their target (to disable a microwarpdrive or micro jump drive), and then flies out back into their safer disruptor range.<br />
<br />
==Afterburner or microwarpdrive?==<br />
<br />
At first glance you might think that both of these modules perform the same function - both increase your speed, and since the microwarpdrive increases your speed more it must be the better choice. Like many things in EVE Online, it isn't quite that simple.<br />
<br />
A microwarpdrive has a couple of serious drawbacks. The most important one is that while the module is activated it will increase the ship's signature radius by up to 500%; this will make it much easier to hit and will cause the ship to take a lot more damage from cruiser sized and bigger weapons. This will massively increase the tackler's chances of dying. Also, the microwarpdrive uses a lot of capacitor and the tackler will most likely not be able to run it for an extended period of time. For these reasons, an microwarpdrive is used only to get into range of the target and should be turned off once the tackler are in range to tackle the target. Once that has happened the tackler will only be able to orbit their target at the regular speed of their ship. Also keep in mind that a player will not be able to use the module at all when someone is using a warp scrambler (not a warp disruptor) against them, since these disable microwarpdrives.<br />
<br />
An afterburner on the other hand does not increase the ship's signature radius at all and it needs far less capacitor, meaning a tackler can keep it activated even while they are orbiting their target. Since they are able to travel more quickly without increasing your signature radius, an afterburner will decrease the chances for the opponent's turrets to hit the tackler as well as reducing the amount of damage they receive from missiles. While an afterburner is not as useful for chasing targets or getting into range, it does help the tackler survive once they get there.<br />
<br />
To summarise, an microwarpdrive will let the tackler get into range quickly, but they will be more at risk once they get there. With an afterburner the tackler will take longer to get into range, but will take less damage once they do.<br />
<br />
In most cases, it is recommended that tackler frigates fit a microwarpdrive in order to close range more quickly and to help them catch up with fast moving targets. However, flying with an microwarpdrive is less forgiving than using an afterburner since things will happen more quickly - the tackler will need to be more aware of the range to their target and whether their microwarpdrive is currently turned on or off. If a tackler is trying PVP for the first time, an afterburner might be an easier choice.<br />
<br />
It is possible to fit both an afterburner and a microwarpdrive to a ship (known as 'dual propulsion' or 'dual prop') if the player has enough midslots as well as the CPU and PG to do so - this is popular on some Tech 2 and faction ships, but is difficult to do on most Tech 1 frigates and is not recommended for new players.<br />
<br />
Tech 2 interceptors (and to a lesser extent Tech 2 assault frigates) receive bonuses to microwarpdrives which reduce the signature radius penalty which they provide. As a result, they take much less damage when running microwarpdrives during combat. Long-ranged 'fleet' interceptors in particular will often keep their microwarpdrives on for the whole duration of a fight.<br />
<br />
==What type of tank?==<br />
<br />
After the tackle and propulsion module, the most important thing to fit on a tackler is tank - it's no use catching a target if they can simply kill the tackler and escape.<br />
<br />
You'll sometimes see people fitting their tackling frigates with all speed modules and no tank. The most common place that you'll see these is on killboards, killed in droves by whatever they were trying to tackle. While speed is important, a tackle frigate should already be fast enough to catch most ships in the game (especially if you're using a microwarpdrive) and enhancing that further is not the main priority.<br />
<br />
No matter what else they do, a tackler should almost always fit a damage control in one of their low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, the tackler has two options - they can either fit a shield tank or an armour tank. A shield tank is usually the best choice for a tackler, providing they have enough mid slots to fit one (they will need at least three - one for the microwarpdrive or afterburner, one for the scrambler or disruptor, and one for the tank). This is because a shield tank does not slow the tackler down, which lets them get in range of the target more quickly. An ideal shield tank for a tackler frigate is a single Medium Shield Extender (this gives much more HP than a small shield extender, and it is possible to fit one on most frigates - new players will probably also need to fit a Micro Auxiliary Power Core to provide the necessary powergrid). They may also want to fit shield resistance rigs, such as a Small EM Shield Reinforcer - these are very cheap compared to other rigs, and will further increase the toughness of their ship. Fitting a shield tank will increase the tackler's signature radius slightly (making them a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If the tackler can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow the ship down, but the extra HP it provides can make a big difference particularly if they also fit armour resistance modules (such as an Adaptive Nano Plating). A 200mm Reinforced Steel Plate is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow the ship down too much. Armour rigs are generally not recommended on a tackler since they will slow the ship down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, the tackler will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters). This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage they are likely to take if they are getting shot at by another player - the tackler will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow the ship down, and can still be helpful if they are only taking a small amount of damage.<br />
<br />
In addition to the actual hitpoints, the high speed of the tackler frigate should help reduce the amount of damage that they take. It generally does not reduce it enough to prevent damage entirely - even on a specialised Tech 2 interceptor - however combined with a few tanking modules it should keep them alive for longer. If the tackler has any low slots or rig slots left over after fitting the tank, it's a good idea to fill them with modules which enhance the tackler's speed (such as Overdrive Injectors or Small Auxiliary Thruster rigs).<br />
<br />
For simple PvP guidance, noting that a Warp Scrambler (scram) shuts down MWDs, remember that you should first decide the range you plan to fight at. If you will be fighting within close/brawling range, a Warp Scrambler will give you good bang for buck but you should expect to be scrammed back and would lose your MWD perhaps consider choosing an AB first. If you are fighting at longer ranges, you may choose to use a Warp Disruptor (point) and get away with an MWD but taking care not to get to close enough to your prey to be scrammed and your MWD disabled.<br />
<br />
There are the extra considerations mentioned above, such as increased signature radius and speed from an MWD, but as a starting point the choice to combine scram with MWD likely means losing use of the MWD as you get into scram range. Similarly, point with AB means the prey can speed around with their MWD still on and control the battlespace, potentially zipping off out of point range and warping away, even though you managed to point them. So, perhaps consider starting with close range+scram+AB(+web) or longer range+point+MWD.<br />
<br />
==To fit a stasis webifier or not?==<br />
<br />
Stasis webifiers are great modules as they significantly decrease the speed of a target ship. Stasis webifiers are fairly short ranged, with a range only slightly longer than a warp scrambler. This makes fitting a stasis webifier a good decision if the tackler is already fitting a warp scrambler, since they will be operating well inside webifier range anyway. Furthermore, if the tackler is engaging an enemy fitted with an afterburner, the warp scrambler will not be enough to hold the enemy in place, and the webifier will be required for the tackler to be able to stay in range.<br />
<br />
If the tackler is fitting a warp disruptor, the decision is slightly less clear cut. They first need to decide whether they plan to fly inside stasis webifier range; despite the fact that they have a long ranged warp disruptor, the tackler will generally be harder to hit if they orbit as close as possible, and they may want to fly inside web range anyway. If they do, fitting a stasis web makes a lot of sense. On the other hand the tackler may want to stay outside of stasis webifier range, either because they are flying a Tech 2 interceptor which will be running its microwarpdrive all the time, or because they want to avoid their target's webs and energy neutralizers. If this is the case, there's not much point fitting a stasis webifier since the tackler is unlikely to be in range to use it and they would be better off using that mid slot for a different module (for example a sensor booster to help them lock faster, or a tracking disruptor to protect their fleet-mates, and themselves, from the opponent's turrets).<br />
<br />
==To fit a sensor booster or not?==<br />
<br />
Sensor boosters increase the scan resolution of the tackler's ship and thus allow them to lock a target faster and/or the increase the locking range of their ship (depending on which script is used). A sensor booster makes sense if the tackler is fitting a warp disruptor, however it should not take precedence over tanking modules such as shield extenders.<br />
<br />
Sensor boosters can increase either the tackler's targeting range or their locking speed (or both) depending on which script you load them with. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing the tackler to start locking a target while they are still approaching them, and before they get into warp disruptor range. This means they can turn on your warp disruptor as soon as they get into range, instead of having to wait while they lock them first. The additional scan resolution will let the tackler lock targets faster, although a frigate will already lock pretty quickly. This is mainly useful when trying to catch targets coming through a stargate.<br />
<br />
==Long range or short range weapons?==<br />
<br />
In most cases a tackler should fit short range weapons for a couple of reasons. Obviously if their ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If their ship is designed to be used at long range they still should consider using short range weapons to fight off drones that are attacking them as well as enemy ships that manage to get too close.<br />
<br />
The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on the primary target so the tackler can apply some damage to it. Quite often they might get away with this, but eventually they will end up getting themselves killed for doing that because they got within range of smartbombs, stasis webifieres and other modules that ruin their day. So make sure to use the modules and weapons as they are intended to be used.<br />
<br />
Long range weapons really only make sense if for whatever reason the tackler needs to be able to hit their target from a distance. For example, if they are fitted for long range tackling while they are in a small gang and the fleet needs as much DPS as possible or if they are in a frigate only fleet. In a regular fleet the damage from a Tech 1 tackling frigate is usually very small and should not be the priority; the tackler's main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the high slots if the tackler has some CPU and PG to spare.<br />
<br />
For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking.<br />
<br />
;No weapons<br />
<br />
There is another philosophy in tackle fitting, in which some tackle ships do not fit weapons ''at all'' in order to both save on fitting space (giving more room for defenses) and save on the thought processes of thinking about the weapons' activation, ammunition, and effective range.<br />
<br />
===Using drones===<br />
<br />
Some Tech 1 frigates can use at least one small drone and they should utilize that, even if it won't make much difference individually. Not using the drone bay pretty much equals not using a slot on the ship. A simple combat drone like a hobgoblin or a warrior is fine, and if the tackler has trained up their drone skills they could maybe use an electronic warfare drone. Anything is fine really, as long as they use it.<br />
<br />
===Nosferatu===<br />
Some Attack frigates have a utility high slot that cannot be filled with a weapon due to lack of hardpoints. If the enemy is expected to fit energy neutralisation modules, in this case a nosferatu may be useful as a way to siphon off capacitor energy to maintain the tackler's warp disruptor. <br />
<br />
<br />
==Tech 1 or Tech 2 modules?==<br />
''see also [[Tech and meta levels#Tech 1 (Meta 1-4)|Tech and Meta Levels]]''<br />
<br />
Using Tech 2 modules will improve the tackler's performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a Tech 1 frigate.<br />
<br />
Keep in mind that there are so called 'meta' versions of all modules as well, which offer more performance than vanilla Tech 1 and one or more other specific bonuses. Meta modules are often very cheap, and in most cases should be used instead of tech 1 modules whenever possible.<br />
<br />
A Tech 2 warp disruptor offers 4 km more range than any Tech 1 version and requires only one additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if they can afford it. Tech 2 damage controls are also significantly better than their Tech 1 counterparts, and Meta damage controls tend to be very expensive (and should thus only be used when the fitting space cannot be found anywhere else).<br />
<br />
==To fit electronic warfare modules or not?==<br />
<br />
Using a spare midslot for a random [[electronic warfare]] (EWAR) module will multiply the value of the ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt the opponent's ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An electronic warfare module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in the fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most Tech 1 frigates that are used for tackling do not provide any bonus to a specific type of electronic warfare. However, electronic warfare modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
=Skills for tackling=<br />
<br />
None of these skills are actually essential - a player can still be a great tackler without them - but they will make the tackler's life easier and mean a better tackler. Players should train them to IV, if they intend on tackling a lot. Most of these skills will also affect all other ships a pilot flies, and so will be useful even it a pilot largely stops flying tackle.<br />
<br />
* {{sk|Spaceship Command}} - increases agility by 2% per level, allowing for faster acceleration and alignment, and tighter orbits<br />
* {{sk|Evasive Maneuvering}} - increases agility by 5% per level, allowing even tighter orbits<br />
* {{sk|Navigation}} - increases speed by 5% per level<br />
* {{sk|Acceleration Control}} - increases the speed boost from a microwarpdrive or afterburner by 5% per level<br />
* {{sk|High Speed Maneuvering}} - 5% reduction in capacitor required by a microwarpdrive per level<br />
* {{sk|Propulsion Jamming}} - 5% reduction in capacitor required by tackle modules per level. Also required for using most T2 tackle modules.<br />
* {{sk|Warp Drive Operation}} - reduces the capacitor required to enter warp by 10% per level, meaning the player can warp further in one go<br />
* {{sk|Signature Analysis}} - improves targeting speed by 5% per level<br />
* {{sk|Thermodynamics}} - allows a player to [[Overheating|overheat]] their point for extra range, and their propulsion module the additional speed<br />
<br />
=Tips for practical tackling=<br />
<br />
* During the fight, a tackler should locate their target and approach them, with their propulsion module running. Once the tackler is in locking range, they should lock the target. When they are in range for their warp disruptor/scrambler they should activate the module. Once the module is activated, they should normally announce to the fleet on mumble that they have a point on the target, so the damage dealing ships can join in. Once the tackler is orbiting the target, they should turn off their microwarpdrive if they have one. When the target is pointed the tackler can also activate their stasis webifier if they have one.<br />
* In some situations tacklers may want to keep their disruptors "hot" i.e. activated before they have a target. This will enable them to get tackle a bit faster once they have a target. If a tackler does this they should ensure that they have auto targeting turned off in the Options menu, to avoid tackling friendly or neutral targets.<br />
* Sometimes the fleet commander will call specific targets for tacklers. In the absence of any specific targets, however, tacklers should normally pick a target whose character's name starts with the same letter as theirs, or as close as possible in the alphabet. This will help ensure that the fleet's points are spread amongst the opponents fairly evenly. Pay attention to mumble and try to pick a different target if somebody else has already pointed the opponent you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
* A ship can initiate warp to any friendly ship that is at least 150km away. If a tackle frigate is 150km away from the main fleet, the fleet can initiate warp using the tackle frigate as a reference point. Note, however, that they do not have to warp to the tackle frigate. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away. This leads to another trick for tackle frigates. If they are not actively engaging a pointed target, they should consider burning directly away from it until they are at least 150km from the main fleet. This allows those ships to "warp at range" to the tackle frigate, and hopefully land directly on top of the target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.<br />
* Once a player commits a hostile act, they cannot use jump gates (or dock) for sixty seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most fleet commandeers will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. In this situation, tank can be important. In the worst case, a tackler might need to hold a hostile ship for the full sixty seconds while their fleet's timers expire, plus another ten or so while they jump and load the grid.<br />
==See also==<br />
* [[Warp Mechanics]]<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:PvP]]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Ice_harvesting&diff=166599Ice harvesting2021-01-20T03:37:25Z<p>Fellese Ovaert: Minor correction on how many harvesters a Covetor can have</p>
<hr />
<div>{{Template:Industry_Links}}[[File:Ice_belt.jpg|300px|thumb|right|A ice belt, full of lovely frozen stuff.]]<br />
'''Ice harvesting''' is the process of obtaining resources from ice fields (commonly called "ice belts"). This mined ice can then be [[refining|refined]] and used to fuel capital ship [[jump drive]]s, manufacture fuel for [[POS|player-owned starbases]] and [[Citadels|structure]] services, and light [[cyno|cynosural fields]]. Ice harvesting requires specialized modules or drones, and so is generally only performed by the same ships used for regular mining: [[ORE Basic Ship and Skill Guide|Mining Barges and Exhumers]], [[Frigate#Expedition Frigates|Expedition Frigates]], Industrial Command Ships, the [[Rorqual]], the Capital Industrial Ship.<br />
<br />
Unlike the various [[Mining|ore mining]] tools, ice harvesting tools always harvest one block of ice (with a volume of 1000&nbsp;m<sup>3</sup>) per cycle; because of this, the best method of harvesting ice more efficiently is to decrease the ice harvesters' cycle times. <br />
{{expansion past|The [[Eve_Online_Expansions#Odyssey|Odyssey expansion]] (June 2013) changed ice mining considerably. Before the expansion, ice belts were permanent features in a system, with thousands of ice asteroids spread over hundreds of kilometers. This was changed to much smaller (10-20 ice asteroids each with 50-200 units of ice) dynamic belts which disappear once mined out, and then respawn four hours later.}} <br />
<br />
=== Advantages ===<br />
* Reduced attention required by the miner when compared with ore mining.<br />
* Ability to be self-sufficient for POS fuel.<br />
* Easier to mine without a dedicated hauler (longer cycle times mean fewer trips to the station).<br />
* Fun factor of 4-hourly 'Ice Rush' when a belt spawns, as dozens of miners rush in to clear the belt.<br />
<br />
=== Disadvantages ===<br />
* Reduced ISK yield compared to ore mining. While ice commands similar prices to ore, it's not possible to mine ice continuously due to the 4 hour respawn timer on ice belts.<br />
<br />
== Ice Belts ==<br />
<br />
[[File:Dotlan.jpg|200px|thumb|right|A map of the Metropolis region from [http://evemaps.dotlan.net/map/Metropolis/ dotlan]. The Eygfe system has an ice belt, as shown by the thin blue ring around its box.]]<br />
[[File:Ice_belt_scanner.jpg|200px|thumb|right|A scanner window showing an ice belt. Note that, since ice belts are [[Cosmic Anomalies]], they can be warped to immediately (without needing to use scan probes).]]<br />
<br />
Ice belts can be found in every region of New Eden, but only in specific systems,<ref>For easy reference, see [http://evemaps.dotlan.net/ dotlan]</ref> and each system contains 1-3 ice belts. Ice belts disappear once mined out, and then respawn 4 hours later. This timer remains in force even across downtime; unlike asteroid belts, ice belts will not respawn immediately after downtime, and will instead continue to respawn 4 hours after they were last depleted. Also unlike [[Asteroids and Ore#Asteroid belts|asteroid belts]], ice belts are a type of [[Cosmic Anomalies|Cosmic Anomaly]], meaning that they will appear in a different location in the star system every time they respawn, and can be found using a ship's onboard scanner, though they do not require [[Scanning|scan probes]] to find.<br />
<br />
Like regular asteroid belts, hostile NPCs periodically spawn in ice belts.<br />
<br />
=== Ice variants ===<br />
<br />
As with ore asteroids, each ice asteroid contains one type of ice (so, for instance, an asteroid called "Blue Ice asteroid" will contain nothing but Blue Ice). There are twelve different types of ice asteroids, split into three categories: faction asteroids, enriched faction asteroids, and standard asteroids. <br />
* The ice from faction asteroids (which contain {{co|slateblue|Clear Icicle}}, {{co|slateblue|Glacial Mass}}, {{co|slateblue|Blue Ice}}, or {{co|slateblue|White Glaze}}) refine to small quantities of Heavy Water, Liquid Ozone and Strontium Clathrates, but large amounts of their respective faction's isotope (Helium Isotopes, Hydrogen Isotopes, Oxygen Isotopes, and Nitrogen Isotopes). Each of these asteroid types is only found in the regions of space controlled by their respective faction (so, for instance, Blue Ice asteroids only spawns in Gallente space, and refine to (amongst others) Oxygen Isotopes, which are used to fuel the [[jump drive]]s on Gallente ships and to manufacture fuel for Gallente [[POS]]es). <br />
* The ice from enriched faction asteroids (which contain {{co|slateblue|Enriched Clear Icicle}}, {{co|slateblue|Smooth Glacial Mass}}, {{co|slateblue|Thick Blue Ice}}, or {{co|slateblue|Pristine White Glaze}}) works the same way as regular faction asteroids, but contain more of the same materials. These asteroids are only found in [[nullsec]] (in [[Asteroids_and_Ore#Asteroid_distribution|systems controlled by their respective factions]]), or in the Shattered Ice Fields of [[Shattered wormhole systems]].<br />
* The ice from standard asteroids (which contain {{co|slateblue|Glare Crust}}, {{co|slateblue|Dark Glitter}}, {{co|slateblue|Gelidus}}, and {{co|slateblue|Krystallos}}) contains large quantities of Heavy Water, Liquid Ozone and Strontium Clathrates, but no faction isotopes. These asteroids are only found in [[low-sec]] and [[nullsec]], or in the Shattered Ice Fields of [[Shattered wormhole systems]].<br />
<br />
Assuming perfect [[refining]] skills (0% waste), ice asteroids refine to the following:<br />
<br />
{| class="wikitable" style="font-size:90%; text-align:center;"<br />
! colspan=5 style="background-color:#222222;" |<br />
! colspan=4 style="background-color:#222222;" | Faction isotopes<br />
|-<br />
! colspan=2 style="background-color:#222222;" |<br />
! style="background-color:#222222; font-size:85%;" | [[image:mineral_heavy_water.png|32px|Heavy Water]]<br>Heavy Water<br />
! style="background-color:#222222; font-size:85%;" | [[image:mineral_liquid_ozone.png|32px|Liquid Ozone]]<br>Liquid Ozone<br />
! style="background-color:#222222; font-size:85%;" | [[image:mineral_strontium_clathrates.png|32px|Strontium Clathrates]]<br>Strontium Clathrates<br />
! style="background-color:#222222; font-size:85%;" | {{icon|amarr|36px}}[[image:mineral_helium_isotopes.png|32px|Helium Isotopes]]<br>Helium Isotopes<br />
! style="background-color:#222222; font-size:85%;" | {{icon|caldari|36px}}[[image:mineral_nitrogen_isotopes.png|32px|Nitrogen Isotopes]]<br>Nitrogen Isotopes<br />
! style="background-color:#222222; font-size:85%;" | {{icon|gallente|36px}}[[image:mineral_oxygen_isotopes.png|32px|Oxygen Isotopes]]<br>Oxygen Isotopes<br />
! style="background-color:#222222; font-size:85%;" | {{icon|minmatar|36px}}[[image:mineral_hydrogen_isotopes.png|32px|Hydrogen Isotopes]]<br>Hydrogen Isotopes<br />
|-<br />
| rowspan=4 style="transform: rotate(270deg); border-bottom:1px solid #AAAAAA;" | Faction<br />
| align="left" | [[image:ice_clear_icicle.png|24px|Clear Icicle]] {{co|slateblue|Clear Icicle}}<br />
| 69<br />
| 35<br />
| 1<br />
| 414<br />
|<br />
|<br />
|<br />
|-<br />
| align="left" | [[image:ice_white_glaze.png|24px|White Glaze]] {{co|slateblue|White Glaze}}<br />
| 69<br />
| 35<br />
| 1<br />
|<br />
| 414<br />
|<br />
|<br />
|-<br />
| align="left" | [[image:ice_blue_ice.png|24px|Blue Ice]] {{co|slateblue|Blue Ice}}<br />
| 69<br />
| 35<br />
| 1<br />
|<br />
|<br />
| 414<br />
|<br />
|-<br />
| align="left" style="border-bottom:1px solid #AAAAAA;" | [[image:ice_glacial_mass.png|24px|Glacial Mass]] {{co|slateblue|Glacial Mass}}<br />
| style="border-bottom:1px solid #AAAAAA;" | 69<br />
| style="border-bottom:1px solid #AAAAAA;" | 35<br />
| style="border-bottom:1px solid #AAAAAA;" | 1 <br />
| style="border-bottom:1px solid #AAAAAA;" | <br />
| style="border-bottom:1px solid #AAAAAA;" | <br />
| style="border-bottom:1px solid #AAAAAA;" | <br />
| style="border-bottom:1px solid #AAAAAA;" | 414<br />
|-<br />
| rowspan=4 style="transform: rotate(270deg);border-bottom:1px solid #AAAAAA;"| Enriched<br />
| align="left" | [[image:ice_clear_icicle.png|24px|Enriched Clear Icicle]] {{co|slateblue|Enriched Clear Icicle}}<br />
| 104<br />
| 55<br />
| 1<br />
| 483<br />
|<br />
| <br />
| <br />
|-<br />
| align="left" | [[image:ice_white_glaze.png|24px|Pristine White Glaze]] {{co|slateblue|Pristine White Glaze}}<br />
| 104<br />
| 55<br />
| 1<br />
|<br />
| 483<br />
|<br />
|<br />
|-<br />
| align="left" | [[image:ice_blue_ice.png|24px|Thick Blue Ice]] {{co|slateblue|Thick Blue Ice}}<br />
| 104<br />
| 55<br />
| 1<br />
|<br />
|<br />
| 483<br />
|<br />
|-<br />
| align="left" style="border-bottom:1px solid #AAAAAA;" | [[image:ice_glacial_mass.png|24px|Smooth Glacial Mass]] {{co|slateblue|Smooth Glacial Mass}}<br />
| style="border-bottom:1px solid #AAAAAA;" | 104<br />
| style="border-bottom:1px solid #AAAAAA;" | 55<br />
| style="border-bottom:1px solid #AAAAAA;" | 1<br />
| style="border-bottom:1px solid #AAAAAA;" | <br />
| style="border-bottom:1px solid #AAAAAA;" | <br />
| style="border-bottom:1px solid #AAAAAA;" | <br />
| style="border-bottom:1px solid #AAAAAA;" | 483<br />
|-<br />
| rowspan=4 style="transform: rotate(270deg);" | Standard<br />
| align="left" | [[image:ice_glare_crust.png|24px|Glare Crust]] {{co|slateblue|Glare Crust}}<br />
| 1381<br />
| 691<br />
| 35<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| align="left" | [[image:ice_dark_glitter.png|24px|Dark Glitter]] {{co|slateblue|Dark Glitter}}<br />
| 691<br />
| 1381<br />
| 69<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| align="left" | [[image:ice_gelidus.png|24px|Gelidus]] {{co|slateblue|Gelidus}}<br />
| 345<br />
| 691<br />
| 104<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
| align="left" | [[image:ice_krystallos.png|24px|Krystallos]] {{co|slateblue|Krystallos}}<br />
| 173<br />
| 691<br />
| 173<br />
|<br />
|<br />
|<br />
|<br />
|-<br />
|}<br />
<br />
Like asteroid ore, unrefined ice takes up a large amount of space and can therefore be time-consuming to transport. The best sub-capital ship for transporting ice (and ore) is the [[Miasmos]], a Gallente industrial which can transport up to 63,000&nbsp;m<sup>3</sup> (63 blocks, or about two loads from a [[Mackinaw]]) of ice. If you need to haul even larger quantities, it may be worth training to fly a [[freighter]] (which can hold over ten times as much), or to ship the ice by courier contract. <br />
<br />
Ice can also be compressed in Upwell Structures with active Standup Reprocessing Facilities, or by a [[Rorqual]] with an active Industrial Core. Compressed ice takes up only 100&nbsp;m<sup>3</sup> per block, and like compressed ore, compressing ice does not change its reprocessing yield.<br />
<br />
=== Ice distribution ===<br />
:''See also: [[Asteroids and ore#Asteroid distribution|Asteroid distribution]]''<br />
Like asteroids and ore, different types of ice spawn based on the racial [[Topology|quarters]] of space. Faction ice (both normal and enriched) will spawn only in that faction's quarter. As with asteroids, more valuable ice spawns at lower security ratings, and each system can spawn all ice types of higher-security systems in the same quarter.<br />
<br />
{| class="wikitable" style="font-size:90%;" <br />
|-<br />
! style="background:#222222;" rowspan=2 | System<br>security<br>rating<br />
! style="background:#222222;" colspan=4 | Quarter<br />
|-<br />
! style="background:#222222;" | {{icon|amarr|64|Amarr quarter}}<br />
! style="background:#222222;" | {{icon|caldari|64|Caldari quarter}}<br />
! style="background:#222222;" | {{icon|gallente|64|Gallente quarter}}<br />
! style="background:#222222;" | {{icon|minmatar|64|Minmatar quarter}}<br />
|-<br />
| {{co|#2FEFEF|&#9608;}} 1.0 and lower<br />
| {{icon|clear icicle|32|Clear Icicle}} {{co|slateblue|Clear Icicle}}<br />
| {{icon|white glaze|32|White Glaze}} {{co|slateblue|White Glaze}}<br />
| {{icon|blue ice|32|Blue Ice}} {{co|slateblue|Blue Ice}}<br />
| {{icon|glacial mass|32|Glacial Mass}} {{co|slateblue|Glacial Mass}}<br />
|-<br />
| {{co|#F06000|&#9608;}} 0.4 and lower<br />
| {{icon|glare crust|32|Glare Crust}} {{co|slateblue|Glare Crust}}<br />
| {{icon|glare crust|32|Glare Crust}} {{co|slateblue|Glare Crust}}<br />
| {{icon|glare crust|32|Glare Crust}} {{co|slateblue|Glare Crust}}<br />
| {{icon|glare crust|32|Glare Crust}} {{co|slateblue|Glare Crust}}<br />
|-<br />
| {{co|#D73000|&#9608;}} 0.1 and lower<br />
| {{icon|dark glitter|32|Dark Glitter}} {{co|slateblue|Dark Glitter}}<br />
| {{icon|dark glitter|32|Dark Glitter}} {{co|slateblue|Dark Glitter}}<br />
| {{icon|dark glitter|32|Dark Glitter}} {{co|slateblue|Dark Glitter}}<br />
| {{icon|dark glitter|32|Dark Glitter}} {{co|slateblue|Dark Glitter}}<br />
|-<br />
| {{co|#F00000|&#9608;}} 0.0 and lower<br />
| {{icon|gelidus|32|Gelidus}} {{co|slateblue|Gelidus}}<br>{{icon|krystallos|32|Krystallos}} {{co|slateblue|Krystallos}}<br>{{icon|enriched clear icicle|32|Enriched Clear Icicle}} {{co|slateblue|Enriched Clear Icicle}} <br />
| {{icon|gelidus|32|Gelidus}} {{co|slateblue|Gelidus}}<br>{{icon|krystallos|32|Krystallos}} {{co|slateblue|Krystallos}}<br>{{icon|pristine white glaze|32|Pristine White Glaze}} {{co|slateblue|Pristine White Glaze}}<br />
| {{icon|gelidus|32|Gelidus}} {{co|slateblue|Gelidus}}<br>{{icon|krystallos|32|Krystallos}} {{co|slateblue|Krystallos}}<br>{{icon|thick blue ice|32|Thick Blue Ice}} {{co|slateblue|Thick Blue Ice}}<br />
| {{icon|gelidus|32|Gelidus}} {{co|slateblue|Gelidus}}<br>{{icon|krystallos|32|Krystallos}} {{co|slateblue|Krystallos}}<br>{{icon|smooth glacial mass|32|Smooth Glacial Mass}} {{co|slateblue|Smooth Glacial Mass}}<br />
|}<br />
<br />
==== Specific Ice Belts in High and Low Security Space ====<br />
<br />
:[[Clear Icicle Belt]] &bull; White Glaze Belt &bull; [[Blue Ice Belt]] &bull; Glacial Mass Belt<br />
<br />
==== Specific Ice Belts in Null Security Space ====<br />
<br />
:Enriched Clear Icicle Belt &bull; Pristine White Glase Belt &bull; Thick Blue Ice Belt &bull; Smooth Glacial Mass Belt<br />
<br />
== Ice harvesting mechanics ==<br />
{{main|Mining}}<br />
Ice mining works in much the same way as [[mining|ore mining]]: equip a ship with ice mining modules, approach and target an ice asteroid, and activate the mining module. At the ''end'' of each cycle, one unit of ice will be deposited in your ship's cargo or ore hold (despite its name, the ore hold can hold ice too). However (unlike ore mining) ice mining modules can only be fit on [[Mining Barges]] and [[Exhumers]], and the asteroid [[Drones#Mining_Drones|mining drones]] cannot be used. Specialized [[Drones#Ice_Harvesting_Drones|ice harvesting drones]] must be used, which also come in T1, T2, Augmented, and Excavator flavors, and also use their own skills: [[Skills:Drones#Ice_Harvesting_Drone_Operation|ice harvesting drone operation]], and [[Skills:Drones#Ice_Harvesting_Drone_Specialization|ice harvesting drone specialization]].<br />
<br />
=== Skills ===<br />
{{main|Mining#Skills|Mining skills}}<br />
The core skill for ice mining is the (appropriately named) {{sk|Ice Harvesting|icon=yes}}, which reduces the cycle time of ice mining modules by 5% per level. Train this to level V to use the Tech 2 ice miner. {{sk|Mining Upgrades|icon=yes}} is needed to install mining upgrade modules (which further decrease the cycle time of ice miners). Lastly, the {{sk|Mining Barge|icon=yes}} and/or {{sk|Exhumers|icon=yes}} skills are needed to fly ice mining ships; training higher levels of these skills also decreases the cycle time of ice mining modules (depending on the bonuses of the ship being flown). Since most mining modules are fairly CPU-intensive (and fitting ice mining upgrades only makes this worse), you will probably need to train some [[Mining#Fitting_skills|fitting skills]] to take full advantage of your ice mining ship. <br />
<br />
=== Ice harvesting ships ===<br />
{{main|ORE Basic Ship and Skill Overview}}<br />
==== Expedition Frigates ====<br />
The [[Prospect]] and the [[Endurance]] can both fit Ice Mining Lasers, but the Endurance has bonuses that reduce the cycle duration. They are much more maneuverable and can fit cloaking devices, making them well suited to operating in dangerous wormhole space.<br />
<br />
==== Mining Barges ====<br />
All three barges have a 2% reduction in Ice Harvester duration per level of {{sk|Mining Barge|icon=yes}}). As with standard mining, each hull is suited for a different style of mining, but none have any particular focus in harvesting ice resources. For example, the [[Covetor]] has an extra role bonus to ice mining yield (25% reduction in cycle time and activation cost) and 5% bonus to range, the only one with such a bonus amongst the three barges, but however it also has a fairly small ore hold (7000&nbsp;m<sup>3</sup>), and will fill up fairly quickly. The [[Procurer]] and the [[Retriever]] have a bonus of 2% each and the same ice mining yield, and each ship has a different strength (the Retriever has a very large ore hold, and the Procurer a very tough tank). While all Barges now use two ice harvesters, the Procurer only has two low slots, while the Covetor and Retriever each have three allowing for an additional harvester upgrade. As when using these ships for ore mining, the choice depends on your play style. Flying in a dangerous region of space? Use a Procurer. Want to mine for long stretches without returning to a station? Use a Retriever. Want to get the absolute maximum amount of ice you can? Use a Covetor.<br />
<br />
==== Exhumers ====<br />
Exhumers are straight upgrades from their Mining Barge counterparts, and the same reflections hold true for them. One small difference is that both the [[Skiff]] and the [[Mackinaw]] get a smaller (2%) reduction to ice harvester cycle time per level of {{sk|Exhumers|icon=yes}} (the [[Hulk]] gets a 3% reduction per skill level). The [[Skiff]] also gets an additional low slot giving all three Exhumer three low slots, unlike its Barge counterpart the [[Procurer]].<br />
<br />
==== Industrial Command and Capital Industrial Ships ====<br />
With the release of the [[Ascension]], the [[Orca]], [[Rorqual]], and the newly-introduced [[Porpoise]] all have bonuses to ice harvesting drone cycle time. As a result, these ships have become viable ice harvesting platforms post-Ascension.<br />
<br />
=== Drones ===<br />
{{main|Drones#Ice Harvesting Drones|Drones}}<br />
Ice harvesting drones do exist, and are in fact the only way for the {{co|wheat|Porpoise}}, {{co|wheat|Orca}}, and {{co|wheat|Rorqual}} to harvest ice. However, ice harvesting drones use considerably more bandwidth and drone bay space than their ore mining counterparts (50 vs 5 Mbits/s / m<sup>3</sup>), so most ships can only field a single drone of this type and the Rorqual, with the maximum amount of bandwidth (125 Mbit/s) can only utilize two at a time.<br />
<br />
The {{co|wheat|Rorqual}} also has access to the powerful ice-harvesting variant of the Excavator drone. Unlike regular ice harvesting drones, Excavators only require 25 Mbit/s of bandwidth, allowing a {{co|wheat|Rorqual}} to field a full flight of five. Excavators have phenomenal ice harvesting capabilities, with a cycle time more than 100 seconds faster than normal ice harvesting drones, though they also move at half the speed.<br />
<br />
=== Improving yield ===<br />
{{main|Mining yield}}<br />
In contrast with ore mining, all ice mining modules mine exactly one unit (1000&nbsp;m<sup>3</sup>) of ice per cycle; therefore, the only way to increase your mining efficiency is to decrease your modules' cycle time. This can be done by training skills (see above), installing more advanced [[ORE_Basic_Ship_and_Skill_Guide#Ice_miners|ice mining]] and [[ORE_Basic_Ship_and_Skill_Guide#Mining_laser_upgrades_and_ice_harvester_upgrades|mining upgrade modules]], fitting [[ORE_Basic_Ship_and_Skill_Guide#Ice_harvester_accelerator|Ice Harvester Accelerator]] rigs, flying more advanced ships (Exhumers instead of Mining Barges), or using [[implants]] (the IH-100x Inherent Implants 'Yeti' Ice Harvesting series). Additionally, if you are in a fleet, you can receive further bonuses through [[Mining_Yield#Fleet_boosts|fleet boosts]]. <br />
<br />
While each bonus may seem small, when taken together they can make a significant difference: <br />
{{example|A beginning ice miner with very basic skills ({{sk|Mining Barge|I}} and {{sk|Ice Harvesting|I}}) fits her [[Covetor]] with two Ice Harvester I modules and goes looking for ice. Once she finds a suitable ice field, each of her two miners can mine a block of ice every 2 minutes and 28 seconds.<br />
<br />
If she then spends some time training her Mining Barge and Ice Harvesting skills to level IV, she will have lowered her cycle time to 2 minutes and 13 seconds, an improvement of about 12%. Wanting to improve her yield further, she installs two Ice Harvest Upgrade modules on her Covetor (with some training to {{sk|Mining Upgrades|IV}}), which drops her cycle time to 2 minutes. <br />
<br />
She then upgrades her ship to a [[Hulk]] (with some training to {{sk|Exhumers|IV}}), and installs an Ice Harvester Accelerator rig for good measure, which brings her cycle time down to 1 minute and 53 seconds. Going for broke, she upgrades all her modules to their Tech 2 variants, adds a third Ice Harvest Upgrade II and trains her skills to level V, dropping her cycle time down to 1 minute 17 seconds, for a total reduction of 48%.}}<br />
As mining ice often turns into a race, with large number of miners competing to mine as much ice before the belt is emptied, having short cycle times can be an advantage beyond simply mining more ice in a given period of time. This allows you to beat your competition to those last few pieces of ice in a belt (as, if two miners are attempting to mine the same asteroid with only one unit of ice left, whoever finishes their cycle first gets that block of ice, and the other gets nothing). [[Mining#Survey_scanner|Using a survey scanner]] can be very helpful, as you can see how much ice is left in each asteroid.<br />
<br />
==Tactics==<br />
<br />
Because of the popularity of systems that contain ice anomalies, they have become targets of regular and perpetual ganking activities. The following tactics may be useful in particular by Ice Miners:<br />
<br />
* Ensure that once you warp in to a site, you start your ship moving away from the warp in point. This is where gankers are likely to appear.<br />
* Use [[bookmarks]] to your advantage. Sensible use of safe spots can make ice mining much safer.<br />
* Make sure you are always moving. Gankers may be tempted by still ships, which may be an indication that the pilot is not at their keyboard.<br />
* Try to be aligned at all times, ideally to your safe spot. Provided you are moving at 75% of your maximum speed you will be able to warp off almost immediately if a ganker appears.<br />
* If you know the names or corporations of local gankers, set them as "terrible" standing in your contacts list. This will ensure that they stand out in local.<br />
<br />
== Locations in Empire Space ==<br />
Below are the systems that spawn ice anomalies within empire space, organized alphabetically.<br />
=== Amarr ===<br />
* [https://evemaps.dotlan.net/system/Afivad Afivad]<br />
* [https://evemaps.dotlan.net/system/Anath Anath]<br />
* [https://evemaps.dotlan.net/system/Avada Avada]<br />
* [https://evemaps.dotlan.net/system/Bashakru Bashakru]<br />
* [https://evemaps.dotlan.net/system/Bordan Bordan]<br />
* [https://evemaps.dotlan.net/system/Bourar Bourar]<br />
* [https://evemaps.dotlan.net/system/Cabeki Cabeki]<br />
* [https://evemaps.dotlan.net/system/Chanoun Chanoun]<br />
* [https://evemaps.dotlan.net/system/Claini Claini]<br />
* [https://evemaps.dotlan.net/system/Dantan Dantan]<br />
* [https://evemaps.dotlan.net/system/Dihra Dihra]<br />
* [https://evemaps.dotlan.net/system/Enal Enal]<br />
* [https://evemaps.dotlan.net/system/Erkinen Erkinen]<br />
* [https://evemaps.dotlan.net/system/Esteban Esteban]<br />
* [https://evemaps.dotlan.net/system/Feshur Feshur]<br />
* [https://evemaps.dotlan.net/system/Gasavak Gasavak]<br />
* [https://evemaps.dotlan.net/system/Gemodi Gemodi]<br />
* [https://evemaps.dotlan.net/system/Gosalav Gosalav]<br />
* [https://evemaps.dotlan.net/system/Haras Haras]<br />
* [https://evemaps.dotlan.net/system/Hezere Hezere]<br />
* [https://evemaps.dotlan.net/system/Hoseen Hoseen]<br />
* [https://evemaps.dotlan.net/system/Illi Illi]<br />
* [https://evemaps.dotlan.net/system/Jarzalad Jarzalad]<br />
* [https://evemaps.dotlan.net/system/Jerma Jerma]<br />
* [https://evemaps.dotlan.net/system/Kamih Kamih]<br />
* [https://evemaps.dotlan.net/system/Kothe Kothe]<br />
* [https://evemaps.dotlan.net/system/Menri Menri]<br />
* [https://evemaps.dotlan.net/system/Miah Miah]<br />
* [https://evemaps.dotlan.net/system/Modun Modun]<br />
* [https://evemaps.dotlan.net/system/Moutid Moutid]<br />
* [https://evemaps.dotlan.net/system/Naguton Naguton]<br />
* [https://evemaps.dotlan.net/system/Nebian Nebian]<br />
* [https://evemaps.dotlan.net/system/Oberen Oberen]<br />
* [https://evemaps.dotlan.net/system/Ordion Ordion]<br />
* [https://evemaps.dotlan.net/system/Pemsah Pemsah]<br />
* [https://evemaps.dotlan.net/system/Raravoss Raravoss]<br />
* [https://evemaps.dotlan.net/system/Riavayed Riavayed]<br />
* [https://evemaps.dotlan.net/system/Sadana Sadana]<br />
* [https://evemaps.dotlan.net/system/Schmaeel Schmaeel]<br />
* [https://evemaps.dotlan.net/system/Seil Seil]<br />
* [https://evemaps.dotlan.net/system/Sosala Sosala]<br />
* [https://evemaps.dotlan.net/system/Sosan Sosan]<br />
* [https://evemaps.dotlan.net/system/Talidal Talidal]<br />
* [https://evemaps.dotlan.net/system/Tannakan Tannakan]<br />
* [https://evemaps.dotlan.net/system/Tisot Tisot]<br />
* [https://evemaps.dotlan.net/system/Upt Upt]<br />
* [https://evemaps.dotlan.net/system/Ussad Ussad]<br />
* [https://evemaps.dotlan.net/system/Vezila Vezila]<br />
* [https://evemaps.dotlan.net/system/Warouh Warouh]<br />
* [https://evemaps.dotlan.net/system/Yahyerer Yahyerer]<br />
* [https://evemaps.dotlan.net/system/Zatamaka Zatamaka]<br />
* [https://evemaps.dotlan.net/system/Zazamye Zazamye]<br />
* [https://evemaps.dotlan.net/system/Zorenyen Zorenyen]<br />
=== Caldari ===<br />
* TBA<br />
=== Gallente ===<br />
* TBA<br />
=== Minmatar ===<br />
* TBA<br />
<br />
== See also ==<br />
*[https://community.eveonline.com/news/dev-blogs/mining-foreman-revolution/ Mining Foreman Revolution], dev blog detailing mining changes in [[Ascension]]<br />
<br />
== References ==<br />
{{reflist}}<br />
<br />
{{Mining Links}}<br />
<br />
[[Category:Mining]]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Electronic_Countermeasures&diff=166590Electronic Countermeasures2021-01-19T19:58:26Z<p>Fellese Ovaert: Spelling</p>
<hr />
<div>'''Electronic Counter Measures''', also known as '''ECM''' or "jamming". ECM gives a chance to cause the targeted ship to lose all targets it has locked (with the exception of the jammer), and loses the ability to target anything that is not currently jamming it for 20 seconds (5 seconds for ECM drones). During combat this means the affected ship cannot shoot or use any targeted modules on any of your fleet mates. Your target will still be able to use modules which don't require a target such as [[Smart Bomb|smartbombs]] or other area effect weapons.<br />
<br />
As at October 2018, [https://forums.eveonline.com/t/ecm-balance-pass-november/115696 changes to ECM] mean that if a jammed target can attack the ship that is targeting it. This is a notable change in mechanics as a solo pilot flying an ECM ship cannot protect itself by jamming an enemy. Before then, ECM was generally regarded as the most effective Electronic Warfare technique, because of its potency and the safety it provided to the user.<br />
<br />
== ECM Mechanics ==<br />
Every ship in the game has a base sensor strength and this sensor is always of a certain type (gravimetric, ladar, radar, magenetometric). <br />
<br />
The jam strength of your ECM is compared to the sensor strength of your target and the jamming is applied based on probability.<br />
<br />
Each individual ECM module is applied separately and there are no stacking penalties. This makes it possible to scale up ECM without limit.<br />
<br />
Your chance to jam a target is based on this equation:<br />
<br />
:<math> \displaystyle\text{Chance to jam} = \frac{ \text{ECM strength} }{ \text{Sensor strength} } </math><br />
<br />
And if you use multiple jammers of same strength:<br />
<br />
:<math> \displaystyle\text{Chance to jam} = 1 - \left( 1 - \frac{ \text{ECM strength} }{ \text{Sensor strength} } \right)^{\text{Number of jammers}}</math><br />
<br />
Note that when calculating the chance to jam a single target using a rainbow fit, the above formula must be modified, considering that a rainbow fit will have different jam strengths per racial jammer.<br />
<br />
== Falloff and Optimal range ==<br />
<br />
The ECM modules have two separate range attributes: Optimal and falloff. As long as you are within your optimal range your ECM modules will work with full efficiency but once you go to your falloff the ECM module will start to lose its effectiveness.<br />
<br />
The ECM module follows same formula for range as all other modules that have a falloff mechanic:<br />
<br />
:<math> \text{Jam strength} = \text{Base} \times 0.5^{\Large \left( \frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2 } </math><br />
<br />
Going slightly beyond your optimal is not a problem but the effectiveness of ECM will degrade more rapidly as you go further away as seen in the table below.<br />
<br />
{| class="wikitable" border=0<br />
| '''Parts into Falloff''' || '''Relative jam chance'''<br />
|-<br />
| 0 || 100%<br />
|-<br />
| 0.2 || 97%<br />
|-<br />
| 0.4 || 90%<br />
|-<br />
| 0.6 ||78%<br />
|-<br />
| 0.8 ||64%<br />
|-<br />
| 1.0 || 50%<br />
|-<br />
| 1.2 || 37%<br />
|-<br />
| 1.4 || 26%<br />
|-<br />
| 1.6 || 17%<br />
|-<br />
| 1.8 || 11%<br />
|-<br />
| 2.0 || 6,3%<br />
|}<br />
<br />
As seen in the table above at range of optimal + 0.4×falloff the jammers are still 90% effective so going slightly beyond optimal is not a big problem.<br />
<br />
<br />
Here is an example:<br />
let's assume your ECM module has a 50 km range and has a 40km falloff. When your target is within optimal range you have a 20% chance to jam them per cycle of your modules.<br />
* If your target is 50 km away you will have the full 20% chance to jam <br />
* At 60 km (50 km + 10 km) you will now have 17% chance to jam (84% of 20%)<br />
* At is 90 km away (50 km + 40 km) you will now have 10% chance to jam (50% of 20%)<br />
* At 130 km away (50 km + 40 km + 40 km) you now have a 1,25% chance to jam (6,25% of 20%)<br />
<br />
== Using your ECM Modules ==<br />
<br />
The race-specific modules are not named in a way that makes it obvious what race of ships they're effective against. Remember that each race's ship's all have the same colour background in the portrait image you see when you have them targeted.<br />
<br />
* Amarr - Radar (yellow-coloured jammers)<br />
* Caldari - Gravimetric (blue-coloured jammers)<br />
* Gallente - Magnetometric (green-coloured jammers)<br />
* Minmatar - Ladar (red-coloured jammers)<br />
<br />
[[Image:JammedPostRetribution.jpg|thumb|right|In this case, the Ladar jam was successful but the Radar and Magnetometric were not.]]<br />
{| class="wikitable" border="1"<br />
|-<br />
! Your Target Ship<br />
! Which Racial Jammer To Use<br />
|-<br />
| [[Image:Punisher.jpg|150px|center]]<br />
| [[Image:Icon ecm radar.png|64px|center]] Amarr: Radar jammer<br />
|-<br />
| [[Image:Merlin.jpg|150px|center]] <br />
| [[Image:Icon ecm gravimetric.png|64px|center]] Caldari: Gravimetric jammer<br />
|-<br />
| [[Image:Incursus.jpg|150px|center]] <br />
| [[Image:Icon ecm magnetometric.png|64px|center]] Gallente: Magnetometric jammer<br />
|-<br />
| [[Image:Rifter.jpg|150px|center]] <br />
| [[Image:Icon ecm ladar.png|64px|center]] Minmatar: Ladar jammer<br />
|}<br />
<br />
If you can remember these colour match ups then you will remember exactly which module to activate on a ship you are targeting.<br />
<br />
When you have successfully jammed your target, you will see a gray circle surrounding the jammer that acquired the jam (shown below the locked ship). Hovering over this will tell you how long until the jam ends. The circle will slowly disappear as the jam ticks down. See the image below.<br />
<br />
<br />
==Examples==<br />
<br />
you are piloting a Griffin with a set of two racial gravimetric racial jammers on your griffin each giving you 8,39 jamming strength against gravimetric and 2,80 against other sensor types. your griffin also has two radar jammers with same strength but for radar. This is quite highly skilled setup.<br />
<br />
Your FC has instructed you to jam the enemy logi, whatever they may bring. The radar jammer works best against the Amarr logi ships (Augoror/Guardian) while the gravimetric is best against Caldari logi ships (Osprey/Basilisk).<br />
<br />
You end up against [[Augoror]]s with 54,2 sensor strength. With single radar jammer on an augoror the chance of successful jam is<br />
::8,39/54,2 = 0,155... = 16%<br />
16% chance of jamming the target, 84% chance of doing nothing. Doesn't look too good. Lets put rest of the jammers to work too.<br />
<br />
With two radar jammers on same Augoror the jam chance is<br />
::1 - ( 1 - 8,39/54,2 )^2 = 0,285... = 29%<br />
29% chance to jam, 69% chance to do nothing. Better jam chance but we can do better.<br />
<br />
The two gravimetric jammers are less useful against Augorors but you still decide to put them on the same Augoror. With two radar and two gravimetric jammers on the Augoror the jam chance is<br />
::1 - ( 1 - 8,39/54,2 )^2 * ( 1 - 2,80/54,2 )^2 = 0.357 = 36%<br />
It is clear that the gravimetric jammers are not helping much against Augorors. If there are any ships with vulnerable sensors (Caldari ships in this case) on field then it may be better to jam them even if they weren't as important jamming targets.<br />
<br />
On the other hand if you had had a crystal ball with you when you fit your ship you could have fitted full rack of four radar jammers. In that case the probability to succesfully jam one enemy Augoror would have been<br />
::1 - ( 1 - 8,39/54,2 )^4 = 0,489... = 49%<br />
<br />
<br />
So far the examples have been about focusing all jams to single target. But the voice of your EWAR FC echoes in your mind ''"Spread the jams"''.<br />
<br />
If all jams are on one target you may successfully jam the target with one jam and be happy, or you may successfully jam the same target with two jammers and wonder if things could be better. If you spread the jams to one jam per target the probability to jam ''at least'' one target does not change '''but''' there is the chance to jam multiple targets.<br />
<br />
Spreading four radar jammers to four different Augorors gives you still the same 49% chance to jam at least one of them But you will also have the chance to jam two, three or four target. The jamming probabilities in this case follow [https://en.wikipedia.org/wiki/Binomial_distribution binomial distribution].<br />
<br />
{| class="wikitable" border=0<br />
| '''Numbers of targets jammed''' || '''probability'''<br />
|-<br />
| 0 || 51%<br />
|-<br />
| 1 || 37%<br />
|-<br />
| 2 || 10%<br />
|-<br />
| 3 || 1%<br />
|-<br />
| 4 || 0,06%<br />
|}<br />
<br />
== Skills to improve ECM ==<br />
<br />
As with everything in EVE there are multiple skills that will greatly increase your effectiveness when using ECM.<br />
<br />
*{{sk|Electronic Warfare}} - Reduces capacitor usage on ECM modules by 5% per level. Requirement for using ECM.<br />
*{{sk|Frequency Modulation}} - Increases the falloff distance of all EWAR modules by 10% per level.<br />
*{{sk|Long Distance Jamming}} - Increases the optimal range of all EWAR modules by 10% per level.<br />
*{{sk|Signal Dispersion}} - Increases your jam strength by 5% per level.<br />
*{{sk|Electronic Superiority Rigging}} - Reduces the drawbacks of EWAR and sensor rigs by 10% per level.<br />
<br />
Additional skills useful for ECM pilots:<br />
*{{sk|Long Range Targeting}} - 5% Bonus to targeting range per skill level.<br />
*{{sk|Caldari Frigate}} - Increases hull bonuses of Caldari EWAR frigates.<br />
*{{sk|Caldari Cruiser}} - Increases hull bonuses of Caldari EWAR cruisers.<br />
*{{sk|Caldari Battleship}} - Increases hull bonuses of Caldari EWAR battleships.<br />
<br />
== ECM equipment and ships==<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|[[File:Icon ecm ladar.png|link=|]]<br />
|'''Racial ECM jammers''' - These are the usual jammers used. Each works well against one sensor type but poorly against others.<br />
<br />
|-<br />
|[[File:Icon target max.png|link=|]]<br />
|'''Multispectral ECM Jammers''' - These modules are reasonably effective on all targets with a high capacitor cost and shorter range than the racial jammers.<br />
<br />
|-<br />
|[[File:Icon target max.png|link=|]]<br />
|'''ECM Burst Jammers''' - These are short-range high-strength area of effect jammers that work similarly to [[Smartbombs]]. On activation, they will attempt to jam ''all'' ships in range. However, they will only ''break'' all the existing target locks of affected ships, and will not block their ability to lock or re-lock new targets. Burst modules consume a high amount of capacitor and are generally only used on Battleships. Remember that ECM burst jammers will also jam your friends and will get you [[CONCORD|CONCORD'd]] if used in high security space, and thus cannot be activated in hisec if your [[Safety settings|Safety]] is not set to Red.<br />
<br />
|-<br />
|[[File:Icon target spectrum breaker.png|link=|]]<br />
|''' Target Spectrum Breaker''' - The Target Spectrum Breaker is an unusual ECM module. This module will attempt to jam all ships that are targeting you. The jam strength depends on how many ships are targeting or attempting to target you with more people targeting -> stronger jamming. This module can also jam your own ship. Only useable on battleships.<br />
|-<br />
|[[File:Icon ecm jammer burst projector.png|link=]]<br />
|'''ECM Jammer Burst Projector''' - [[Supercarriers]] can use an ECM Jammer Burst Projector to apply a 5 strength jam to all ships within a 10km radius bubble projected at a location chosen by the super pilot after a 10 second spoolup. Jams from this projector will last for 40 seconds, rather than the 20 seconds of normal jams. Ships jammed by the burst projector will not be able to target the supercarrier that generated the burst. A weapons timer is applied to the supercarrier for the duration of the Burst Projector's 300 second activation time (reducible with levels in {{Sk|Burst Projector Operation|icon=yes}}). Consumes 250 Heavy Water upon use.<br />
|-<br />
|[[File:Icon gyrostablizer.png|link=|]]<br />
|'''Signal Distortion Amplifiers''' - These low slot modules increase the strength and optimal range of your jammers.<br />
<br />
|-<br />
|[[File:Icon rig electronic superiority.png|link=|]]<br />
|'''Particle Dispersion Augmentors''' - These rigs increase the strength of your jammers.<br />
<br />
|-<br />
|[[File:Icon rig electronic superiority.png|link=|]]<br />
|'''Particle Dispersion Projectors''' - These rigs increase the optimal range of your jammers.<br />
<br />
|-<br />
|[[File:Hornet.png|link=|]]<br />
|ECM drones are useful for any pilot but are unaffected by any skills or ship bonuses. Jams only last 5 seconds, while still having a regular 20 second duration.<br />
<br />
*Hornet EC-300 - Light drone - Has a strength of 1 for all sensor types <br />
*Vespa EC-600 - Medium drone - Has a strength of 1.5 for all sensor types <br />
*Wasp EC-900 - Heavy drone - Has a strength of 2 for all sensor types<br />
<br />
|-<br />
|[[File:Dragonfly.jpg|64px|link=]]<br />
|Carriers have the option of using ECM [[Fighters|fighters]]. The {{Sh|Chimera}} and {{Sh|Wyvern}} receive bonuses to fighter ECM strength. These fighters also come in Standup versions with the same jam strengths, for use by Upwell Structures.<br />
<br />
* Scarab I - Has a strength of 1.6 for all sensor types per fighter in squadron (max 3)<br />
* Scarab II - Has a strength of 2.3 for all sensor types per fighter in squadron (max 3)<br />
|}<br />
<br />
If you know the type of fight you are heading towards you can make a tactical decision and fit full rack of specific racial jammers(or the fleet commander might make this decision before you head out). <br />
<br />
But if you do not know what kind of ships you are going to jam it is tough to choose between fitting several multispectral jammers or a variety of race specific jammers. <br />
<br />
*The practice of fitting one of each racial ECM is known as fitting a '''rainbow''' configuration. This generally gives higher jamming strength than multispectral if at least some of jams are aimed at right type of ships. If you are ever in doubt about what kind of jammers to fit, you should go with a rainbow configuration. <br />
*If you plan on fighting and jamming multiple ships then you should fit '''racial jammers'''. This will allow you as the ECM pilot to target a few different ships and have a high chance of locking them all down (i.e. jamming them). <br />
*If you plan on fighting individual ships (or very small gangs), and don't know what type of ship you will be fighting ahead of time then ECM will be more effective with '''multispectral jammers''' since you could activate more than one on a single target and have a higher chance of locking them down. <br />
*If you have intelligence about the ships being flown by your enemy you can have your pilots fit multiple jammers which match the race type of your target ship(s). It can be useful to carry a spare set of one of each of the four racial jammers in an ECM ship's hold, for refitting on the fly.<br />
<br />
=== Ships for ECM ===<br />
<br />
Since there are no stacking penalties for ECM large number of unbonused jammers will work well. But even though all types of ships can use ECM there are certain ships that have hull bonused aimed for ECM use.<br />
<br />
Tech 1 ships:<br />
* {{sh|Griffin}}<br />
** 15% bonus to ECM Target Jammer strength per caldari frigate level<br />
** - 10% bonus to ECM Target Jammers' capacitor need per caldari frigate level<br />
<br />
* {{sh|Blackbird}}<br />
** 15% bonus to ECM Target Jammer strength per caldari cruiser level<br />
** 12.5% bonus to ECM Target Jammer optimal range and falloff per caldari cruiser level<br />
<br />
* {{sh|Scorpion}}<br />
** 15% bonus to ECM Target Jammer strength per caldari battleship level<br />
** 25% bonus to ECM Target Jammer optimal and falloff range per caldari battleship level<br />
** 25% Bonus to ECM Burst Range per caldari battleship level<br />
<br />
Faction ships:<br />
* {{sh|Griffin Navy Issue}}<br />
** 20% bonus to ECM Target Jammer strength per caldari frigate level<br />
** -85% penalty to ECM optimal range and falloff<br />
** -85% reduction to ECM Jammer activation cost and CPU requirements<br />
<br />
Advanced ships:<br />
* {{sh|Kitsune}}<br />
**20% bonus to ECM target jammer strength and 10% reduction in ECM target jammers' capacitor need per caldari frigate level<br />
**15% bonus to ECM target jammer optimal range per electronic attack ships level<br />
<br />
* {{sh|Rook}}<br />
**10% Bonus to ECM Target Jammer capacitor use per caldari cruiser level<br />
**30% Bonus to ECM Target Jammer strength per recon ships level<br />
<br />
* {{sh|Falcon}}<br />
**10% Bonus to ECM Target Jammer capacitor use per caldari cruiser level<br />
**30% bonus to ECM Target Jammer strength per recon ships level<br />
<br />
* {{sh|Widow}}<br />
**30% bonus to ECM target jammer strength per black ops ships level<br />
<br />
Tech 3 ship:<br />
* {{sh|Tengu}} with Obfuscation Manifold subsystem<br />
**10% bonus to ECM target jammer optimal range and strength per Caldari core systems level<br />
<br />
== Countering ECM ==<br />
Now you should understand exactly what ECM is and how it works within Eve. How is it countered? In order to make it harder for ECM modules to jam you you simply need to increase your sensor strength. You can do this in a variety of ways:<br />
<br />
* Get a bigger ship. Bigger, more powerful ships have naturally larger sensor strength: e.g a Merlin (frigate) has a sensor strength of 11 while a Raven (battleship) has a sensor strength of 22.<br />
* Sensor Booster modules (mid slot) - These can be loaded with ECCM scripts to increase the strength against jamming. As active modules, they can also be overheated - and will normally overheat for quite some time.<br />
* Signal Amplifiers (low slot) - These modules are similar to Sensor Booster modules but use low slots and give smaller bonuses.<br />
* Remote Sensor Boosters - These allow you to remotely project ECCM script support on to your friend's ship. <br />
* Gravimetric / Magnetometric / Radar / Ladar Sensor Compensation skills - Increase sensor strength by 4% per level of their respective sensor types.<br />
<br />
Often, however, the most effective way to counter ECM is to destroy the ECM ship(s) or hurt them enough that they're forced to warp out. The Griffin, Blackbird, Kitsune and Falcon tend to be only barely tanked if they're tanked at all, while the Rook and the Scorpion can mount tanks, but usually still have unimpressive defenses for ships of their respective sizes. ECM pilots tend consequently to be fairly jittery, so even if you can't actually kill them, if you can demonstrate the ability to hurt them they often run away.<br />
<br />
A long-ranged, high-alpha weapons such as a artillery can deal an intimidating amount of damage in one volley, which is good for this. In battles which are being fought at long range anyway, damage-dealers fitted with long-range missiles are often tasked with this kind of 'anti-support' fire because by the time their missiles travel to the primary target it would be dead anyway, and volleys of heavy or cruise missiles can also persuade ECM ships to run away.<br />
<br />
Drones can also be an effective option. ECM ships often have trouble defending themselves against drones: drones keep fighting even if their parent ship is jammed and, although a single drone is easily jammed, the coordination and time required to lock onto and jam a full flight -- assuming the ECM pilot even has five jammers -- are considerable. Griffins and Kitsunes mount small weapons which can hurt drones, but usually can't tank the drones for long enough; a Blackbird fitted with Rapid Light Missile Launchers and a large plate or shield extender might be able to destroy drones, but the pilot would still be distracted.<br />
<br />
== Flying ECM ==<br />
<br />
Although flying an ECM ship can involve tough targeting decisions and complex jammer micromanagement (see below!), when you start out you can make things fairly simple for yourself. Assuming you're not flying a large, tanked ship (the Scorpion) or a ship with a covops cloak (the Falcon) -- in which case you should know what you're doing anyway -- you need to:<br />
* be near the edge of your optimal range<br />
* fight aligned<br />
* run away if you're being shot<br />
* help your fleetmates escape tackle if retreating<br />
<br />
On most ECM ships ECM's long optimal range is one of the things that keeps you out of trouble, so you should try to warp to targets at your optimal range, ''not'' at zero. (Sometimes you will have to fight at short range -- if the enemy jump into an [[Gatecamps|offensive gatecamp]], for example.)<br />
<br />
Your best way of staying alive is to warp out, and to be able to warp out quick enough if something starts attacking you you should be pre-aligned. When you arrive on-grid where a fight's happening, or when a fight starts where you are, you should quickly select a convenient celestial object (planets are good), or a bookmark, and align to it. <br />
<br />
Then, if you find yourself being targeted or if the FC orders the fleet to scatter, you can get out quickly by warping to the celestial you're aligned to. If the fight's still going on, you can then warp back in (warp at your optimal range to one of your fleetmates who was in the middle of things) and carry on jamming. Be careful when choosing an object to align to, however. If the enemy is between you and the celestial you are aligned to, your course will take you towards the fight, and your range advantage will be negated. If you align to an object in the opposite direction of the enemy, you risk straying out of your optimal range, and decreasing the likelihood of successfully jamming your opponent. Whenever possible, pick a celestial which, when aligned to, will put you on a course perpendicular to that of your foe, assuming you're near your optimal range, and the enemy isn't burning directly towards you. This will ensure that you don't rapidly get out of range, or wander into the midst of the battle.<br />
<br />
If your fleet is losing the engagement and the FC calls for a retreat take a moment to see if any of your fleetmates are tackled by the opposing fleet. If so, and their ship is more expensive than yours, a valuable tactic is to jam the ships which have points on that ship. If it's not obvious which ships to jam ask the pilot in Mumble to call out the ships with points on him. If you think you can jam out the tackle tell your fleetmate to align out (he should be already) and spam their warp-to buttom as you jam the tackle. Call out any successful jams so your fleetmate can see if they're free to warp off.<br />
<br />
With more experience you may notice situations where it might be worth staying around until you die to get a crucial jam in, but that's something you have to make a call on yourself.<br />
<br />
If you have some time (you are not about to die) you can gain a large advantage if you do not active all of your ECM modules on a target.<br />
<br />
Let's assume there are two targets attacking you and your friends. Immediately you target both of them and decide you will turn on two multispectral jammers for each (four in total). One of the targets gets lucky and avoids both of the jams and the other target gets jammed from your first ECM module. The lucky enemy (that didn't get jammed) then happily targets you and blows you up! Ouch.<br />
<br />
Now that is an unpleasant scenario we might have avoided.<br />
<br />
This time we decide to turn on one module per target.<br />
Target 1 is lucky and doesn't get jammed.<br />
Target 2 is unlucky and we jam them.<br />
<br />
At this point we have 2 more modules to work with.<br />
We attempt to jam target number 1 with another module and he is AGAIN lucky (just like in the first example)<br />
We finally turn a third module onto target 1 and this time we jam him and live to fight another day!<br />
<br />
You can see with this example that it is in your best interest to use as little number of jammers on your targets until you get an actual jam. Remember that the activation time of ECM modules is 20 seconds, which is the same length of time that the jam will last (5 seconds for ECM drones).<br />
<br />
If you want to you can turn the auto-repeat on your jammers off. This is one of the options in the menu you get when you right-click the jammer's button on your HUD when you're in space. With auto-repeat off your jammers will deactivate after every cycle, saving you the trouble of deactivating them yourself if their target is already jammed by another jammer.<br />
<br />
=== Overheating ===<br />
<br />
Like many other modules, ECM jammers can be [[Overloading|overheated]]. Overheating an ECM jammer increases its jamming strength. This can be very useful but, as with ECM in general, since it only increases your chance to jam, it's still a gamble: overheated jammers can fail to jam their targets, and when that happens you still have the heat damage from overheating. And, just like any other module that can be overheated, if you overheat too much you'll burn your jammers out. You may find it useful to persuade a fellow corpmate to be your practice dummy, letting you practice overheating and get a feel for how long you can heat your jammers before you do it in battle.<br />
<br />
== ECM targets ==<br />
<br />
Unless you only have one or two enemies, judging which enemy you should try to jam is an important decision. Your Fleet Commander may tell you to jam a particular target or even appoint an EWAR target caller, in which case you should obviously follow their orders. However, most FCs, most of the time, will not issue specific orders for their ECM ships, leaving the decision to you.<br />
<br />
Often, particularly when you're in a large fleet, the primary target called by the FC for the damage-dealers is not the best ship to jam, since hopefully it will die soon anyway. Instead you should quickly look at what the enemy have and find some good targets for ECM.<br />
<br />
If there are other ECM pilots in your fleet it can be useful to coordinate with them so that you don't waste time jamming the same target several times over. In a small fleet you might report your jams textually in the fleet chat channel, or even over Mumble on ECM subchannel. In a large fleet you could try setting up a separate EWAR chat channel for EWAR pilots.<br />
<br />
Here are some ships that often make good ECM targets.<br />
<br />
===Logistics ships===<br />
<br />
[[Cruiser#Logistics|Logistics ships]] are T1/T2 cruisers and T1/T2 Frigates which can rapidly repair their allies' shields or armor. They have high sensor strengths, so they aren't the easiest ships to jam, but if you do jam one it won't be able to heal the rest of the enemy gang for twenty seconds. Some gangs depend mostly on their logistics ship(s) for their tank, so this can be a battle-changing move.<br />
<br />
Jamming can be extra devastating if the logistic ships are running a cap chain. Jamming will disrupt the chain and in best case can cause multiple ships to cap out causing the chain to collapse.<br />
<br />
The T1 logistics frigates are the [[Inquisitor]] (Amarr), [[Bantam]] (Caldari), [[Navitas]] (Gallente), and [[Burst]] (Minmatar).<br />
<br />
The T2 logistics frigates are the [[Deacon]] (Amarr), [[Kirin]] (Caldari), [[Thalia]] (Gallente), and [[Scalpel]] (Minmatar).<br />
<br />
The T1 logistics cruisers are the [[Augoror]] (Amarr), [[Osprey]] (Caldari), [[Exequror]] (Gallente), and [[Scythe]] (Minmatar).<br />
<br />
The T2 logistics cruisers are the [[Guardian]] (Amarr), [[Basilisk]] (Caldari), [[Oneiros]] (Gallente) and [[Scimitar]] (Minmatar).<br />
<br />
===Enemy EWAR===<br />
<br />
If the enemy have their own EWAR ships it can be useful to jam them. This goes especially for enemy ECM ships. Equally, of course, electronic warfare ships and especially ECM ships have high sensor strengths for their hull size.<br />
<br />
===Damage dealers===<br />
<br />
If you don't see any stand-out targets, like logistics ships, jamming enemy damage-dealers is probably a safe decision. This usually means [[Battleship|battleships]] and [[Battlecruiser|battlecruisers]] but the enemy might field a fast-moving gang of smaller ships. The T2 cruiser-sized [[Cruiser#Heavy Assault Cruisers|heavy assault cruisers]] and frigate-sized [[Frigate#Assault Frigates|assault frigates]] are noteworthy smaller damage-dealers, and they don't have very high sensor strengths.<br />
<br />
If you're flying a Blackbird, Scorpion or Kitsune you will have a long enough range that you will be one of the few ships in the fleet that might be able to counter enemy snipers. With good ECM range skills, the Blackbird and Kitsune should have a decent chance to jam sniper HACs, and the Scorpion should have a decent chance to jam sniper battleships. (This is where a Targeting Range script can come in useful if you fitted a Sensor Booster.) Keep in mind that your jammed target can still shoot back at you if you're in range, and that damps or tracking/guidance disruptors may be more appealing, depending on the situation.<br />
<br />
=== Triglavian Ships ===<br />
Ships from the [[Triglavian Collective]] have a spooling mechanic, whereby their damage or reps get stronger the longer they're sustained on a single target. A Triglavian ship can be jammed to break its spool on a ship, reducing its potency. Like with jamming sniper damage-dealers, damps or tracking disruptors are more reliable for this purpose.<br />
<br />
=== Jamming and aggression ===<br />
<br />
Sometimes it is unwise to jam someone who is trying to play docking games with you. To win at docking games you sometimes need to rely on the fact that when your target shoots someone he starts a so-called [[Timers#Aggression Timer .28AT.29|weapons timer]] and cannot dock for 60 seconds, hopefully giving you time to kill them. If you happen to get a jam off on a person playing docking games he won't be able to get weapons timer for 20 seconds (5 seconds for ECM drones).<br />
<br />
Weapons timers also prevent pilots from jumping through stargates, and so the same principle applies if you want to keep someone aggressed on one side of a stargate.<br />
<br />
=== [[Overheating]] ===<br />
<br />
Overheating can be a powerful tool on an ECM ship, as overheating a jammer increases its jam strength by a full 20%, which can make a large difference in the odds of getting or missing the jam. However, because jammers have a fairly long cycle time (at 20 seconds), and fairly high Heat Damage (of 6.6HP) (or even more for Burst Jammers), a single overheated jam cycle from multiple jammers can build up a lot of Rack Heat, and cause a lot of collateral damage to the rack.<br />
<br />
If in doubt, don't overheat. Better to miss a few jams than to miss ''all'' the jams after the first minute because you burned your midslots out.<br />
<br />
==See also==<br />
* [[Electronic warfare]]<br />
* [https://en.wikipedia.org/wiki/Binomial_distribution Binomial distribution]<br />
<br />
[[Category:Game mechanics]]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Electronic_Countermeasures&diff=166589Electronic Countermeasures2021-01-19T19:56:13Z<p>Fellese Ovaert: Spelling</p>
<hr />
<div>'''Electronic Counter Measures''', also known as '''ECM''' or "jamming". ECM gives a chance to cause the targeted ship to lose all targets it has locked (with the exception of the jammer), and loses the ability to target anything that is not currently jamming it for 20 seconds (5 seconds for ECM drones). During combat this means the affected ship cannot shoot or use any targeted modules on any of your fleet mates. Your target will still be able to use modules which don't require a target such as [[Smart Bomb|smartbombs]] or other area effect weapons.<br />
<br />
As at October 2018, [https://forums.eveonline.com/t/ecm-balance-pass-november/115696 changes to ECM] mean that if a jammed target can attack the ship that is targeting it. This is a notable change in mechanics as a solo pilot flying an ECM ship cannot protect itself by jamming an enemy. Before then, ECM was generally regarded as the most effective Electronic Warfare technique, because of its potency and the safety it provided to the user.<br />
<br />
== ECM Mechanics ==<br />
Every ship in the game has a base sensor strength and this sensor is always of a certain type (gravimetric, ladar, radar, magenetometric). <br />
<br />
The jam strength of your ECM is compared to the sensor strength of your target and the jamming is applied based on probability.<br />
<br />
Each individual ECM module is applied separately and there are no stacking penalties. This makes it possible to scale up ECM without limit.<br />
<br />
Your chance to jam a target is based on this equation:<br />
<br />
:<math> \displaystyle\text{Chance to jam} = \frac{ \text{ECM strength} }{ \text{Sensor strength} } </math><br />
<br />
And if you use multiple jammers of same strength:<br />
<br />
:<math> \displaystyle\text{Chance to jam} = 1 - \left( 1 - \frac{ \text{ECM strength} }{ \text{Sensor strength} } \right)^{\text{Number of jammers}}</math><br />
<br />
Note that when calculating the chance to jam a single target using a rainbow fit, the above formula must be modified, considering that a rainbow fit will have different jam strengths per racial jammer.<br />
<br />
== Falloff and Optimal range ==<br />
<br />
The ECM modules have two separate range attributes: Optimal and falloff. As long as you are within your optimal range your ECM modules will work with full efficiency but once you go to your falloff the ECM module will start to lose its effectiveness.<br />
<br />
The ECM module follows same formula for range as all other modules that have a falloff mechanic:<br />
<br />
:<math> \text{Jam strength} = \text{Base} \times 0.5^{\Large \left( \frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2 } </math><br />
<br />
Going slightly beyond your optimal is not a problem but the effectiveness of ECM will degrade more rapidly as you go further away as seen in the table below.<br />
<br />
{| class="wikitable" border=0<br />
| '''Parts into Falloff''' || '''Relative jam chance'''<br />
|-<br />
| 0 || 100%<br />
|-<br />
| 0.2 || 97%<br />
|-<br />
| 0.4 || 90%<br />
|-<br />
| 0.6 ||78%<br />
|-<br />
| 0.8 ||64%<br />
|-<br />
| 1.0 || 50%<br />
|-<br />
| 1.2 || 37%<br />
|-<br />
| 1.4 || 26%<br />
|-<br />
| 1.6 || 17%<br />
|-<br />
| 1.8 || 11%<br />
|-<br />
| 2.0 || 6,3%<br />
|}<br />
<br />
As seen in the table above at range of optimal + 0.4×falloff the jammers are still 90% effective so going slightly beyond optimal is not a big problem.<br />
<br />
<br />
Here is an example:<br />
let's assume your ECM module has a 50 km range and has a 40km falloff. When your target is within optimal range you have a 20% chance to jam them per cycle of your modules.<br />
* If your target is 50 km away you will have the full 20% chance to jam <br />
* At 60 km (50 km + 10 km) you will now have 17% chance to jam (84% of 20%)<br />
* At is 90 km away (50 km + 40 km) you will now have 10% chance to jam (50% of 20%)<br />
* At 130 km away (50 km + 40 km + 40 km) you now have a 1,25% chance to jam (6,25% of 20%)<br />
<br />
== Using your ECM Modules ==<br />
<br />
The race-specific modules are not named in a way that makes it obvious what race of ships they're effective against. Remember that each race's ship's all have the same colour background in the portrait image you see when you have them targeted.<br />
<br />
* Amarr - Radar (yellow-coloured jammers)<br />
* Caldari - Gravimetric (blue-coloured jammers)<br />
* Gallente - Magnetometric (green-coloured jammers)<br />
* Minmatar - Ladar (red-coloured jammers)<br />
<br />
[[Image:JammedPostRetribution.jpg|thumb|right|In this case, the Ladar jam was successful but the Radar and Magnetometric were not.]]<br />
{| class="wikitable" border="1"<br />
|-<br />
! Your Target Ship<br />
! Which Racial Jammer To Use<br />
|-<br />
| [[Image:Punisher.jpg|150px|center]]<br />
| [[Image:Icon ecm radar.png|64px|center]] Amarr: Radar jammer<br />
|-<br />
| [[Image:Merlin.jpg|150px|center]] <br />
| [[Image:Icon ecm gravimetric.png|64px|center]] Caldari: Gravimetric jammer<br />
|-<br />
| [[Image:Incursus.jpg|150px|center]] <br />
| [[Image:Icon ecm magnetometric.png|64px|center]] Gallente: Magnetometric jammer<br />
|-<br />
| [[Image:Rifter.jpg|150px|center]] <br />
| [[Image:Icon ecm ladar.png|64px|center]] Minmatar: Ladar jammer<br />
|}<br />
<br />
If you can remember these colour match ups then you will remember exactly which module to activate on a ship you are targeting.<br />
<br />
When you have successfully jammed your target, you will see a gray circle surrounding the jammer that acquired the jam (shown below the locked ship). Hovering over this will tell you how long until the jam ends. The circle will slowly disappear as the jam ticks down. See the image below.<br />
<br />
<br />
==Examples==<br />
<br />
you are piloting a Griffin with a set of two racial gravimetric racial jammers on your griffin each giving you 8,39 jamming strength against gravimetric and 2,80 against other sensor types. your griffin also has two radar jammers with same strength but for radar. This is quite highly skilled setup.<br />
<br />
Your FC has instructed you to jam the enemy logi, whatever they may bring. The radar jammer works best against the Amarr logi ships (Augoror/Guardian) while the gravimetric is best against Caldari logi ships (Osprey/Basilisk).<br />
<br />
You end up against [[Augoror]]s with 54,2 sensor strength. With single radar jammer on an augoror the chance of successful jam is<br />
::8,39/54,2 = 0,155... = 16%<br />
16% chance of jamming the target, 84% chance of doing nothing. Doesn't look too good. Lets put rest of the jammers to work too.<br />
<br />
With two radar jammers on same Augoror the jam chance is<br />
::1 - ( 1 - 8,39/54,2 )^2 = 0,285... = 29%<br />
29% chance to jam, 69% chance to do nothing. Better jam chancce but we can do better.<br />
<br />
The two gravimetric jammers are less useful against Augorors but you still decide to put them on the same Augoror. With two radar and two gravimetric jammers on the Augoror the jam chance is<br />
::1 - ( 1 - 8,39/54,2 )^2 * ( 1 - 2,80/54,2 )^2 = 0.357 = 36%<br />
It is clear that the gravimetric jammers are not helping much against Augorors. If there are any ships with vulnerable sensors (Caldari ships in this case) on field then it may be better to jam them even if they weren't as important jamming targets.<br />
<br />
On the other hand if you had had a crystal ball with you when you fit your ship you could have fitted full rack of four radar jammers. In that case the probability to succesfully jam one enemy Augoror would have been<br />
::1 - ( 1 - 8,39/54,2 )^4 = 0,489... = 49%<br />
<br />
<br />
So far the examples have been about focusing all jams to single target. But the voice of your EWAR FC echoes in your mind ''"Spread the jams"''.<br />
<br />
If all jams are on one target you may successfully jam the target with one jam and be happy, or you may successfully jam the same target with two jammers and wonder if things could be better. If you spread the jams to one jam per target the probability to jam ''at least'' one target does not change '''but''' there is the chance to jam multiple targets.<br />
<br />
Spreading four radar jammers to four different Augorors gives you still the same 49% chance to jam at least one of them But you will also have the chance to jam two, three or four target. The jamming probabilities in this case follow [https://en.wikipedia.org/wiki/Binomial_distribution binomial distribution].<br />
<br />
{| class="wikitable" border=0<br />
| '''Numbers of targets jammed''' || '''probability'''<br />
|-<br />
| 0 || 51%<br />
|-<br />
| 1 || 37%<br />
|-<br />
| 2 || 10%<br />
|-<br />
| 3 || 1%<br />
|-<br />
| 4 || 0,06%<br />
|}<br />
<br />
== Skills to improve ECM ==<br />
<br />
As with everything in EVE there are multiple skills that will greatly increase your effectiveness when using ECM.<br />
<br />
*{{sk|Electronic Warfare}} - Reduces capacitor usage on ECM modules by 5% per level. Requirement for using ECM.<br />
*{{sk|Frequency Modulation}} - Increases the falloff distance of all EWAR modules by 10% per level.<br />
*{{sk|Long Distance Jamming}} - Increases the optimal range of all EWAR modules by 10% per level.<br />
*{{sk|Signal Dispersion}} - Increases your jam strength by 5% per level.<br />
*{{sk|Electronic Superiority Rigging}} - Reduces the drawbacks of EWAR and sensor rigs by 10% per level.<br />
<br />
Additional skills useful for ECM pilots:<br />
*{{sk|Long Range Targeting}} - 5% Bonus to targeting range per skill level.<br />
*{{sk|Caldari Frigate}} - Increases hull bonuses of Caldari EWAR frigates.<br />
*{{sk|Caldari Cruiser}} - Increases hull bonuses of Caldari EWAR cruisers.<br />
*{{sk|Caldari Battleship}} - Increases hull bonuses of Caldari EWAR battleships.<br />
<br />
== ECM equipment and ships==<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|[[File:Icon ecm ladar.png|link=|]]<br />
|'''Racial ECM jammers''' - These are the usual jammers used. Each works well against one sensor type but poorly against others.<br />
<br />
|-<br />
|[[File:Icon target max.png|link=|]]<br />
|'''Multispectral ECM Jammers''' - These modules are reasonably effective on all targets with a high capacitor cost and shorter range than the racial jammers.<br />
<br />
|-<br />
|[[File:Icon target max.png|link=|]]<br />
|'''ECM Burst Jammers''' - These are short-range high-strength area of effect jammers that work similarly to [[Smartbombs]]. On activation, they will attempt to jam ''all'' ships in range. However, they will only ''break'' all the existing target locks of affected ships, and will not block their ability to lock or re-lock new targets. Burst modules consume a high amount of capacitor and are generally only used on Battleships. Remember that ECM burst jammers will also jam your friends and will get you [[CONCORD|CONCORD'd]] if used in high security space, and thus cannot be activated in hisec if your [[Safety settings|Safety]] is not set to Red.<br />
<br />
|-<br />
|[[File:Icon target spectrum breaker.png|link=|]]<br />
|''' Target Spectrum Breaker''' - The Target Spectrum Breaker is an unusual ECM module. This module will attempt to jam all ships that are targeting you. The jam strength depends on how many ships are targeting or attempting to target you with more people targeting -> stronger jamming. This module can also jam your own ship. Only useable on battleships.<br />
|-<br />
|[[File:Icon ecm jammer burst projector.png|link=]]<br />
|'''ECM Jammer Burst Projector''' - [[Supercarriers]] can use an ECM Jammer Burst Projector to apply a 5 strength jam to all ships within a 10km radius bubble projected at a location chosen by the super pilot after a 10 second spoolup. Jams from this projector will last for 40 seconds, rather than the 20 seconds of normal jams. Ships jammed by the burst projector will not be able to target the supercarrier that generated the burst. A weapons timer is applied to the supercarrier for the duration of the Burst Projector's 300 second activation time (reducible with levels in {{Sk|Burst Projector Operation|icon=yes}}). Consumes 250 Heavy Water upon use.<br />
|-<br />
|[[File:Icon gyrostablizer.png|link=|]]<br />
|'''Signal Distortion Amplifiers''' - These low slot modules increase the strength and optimal range of your jammers.<br />
<br />
|-<br />
|[[File:Icon rig electronic superiority.png|link=|]]<br />
|'''Particle Dispersion Augmentors''' - These rigs increase the strength of your jammers.<br />
<br />
|-<br />
|[[File:Icon rig electronic superiority.png|link=|]]<br />
|'''Particle Dispersion Projectors''' - These rigs increase the optimal range of your jammers.<br />
<br />
|-<br />
|[[File:Hornet.png|link=|]]<br />
|ECM drones are useful for any pilot but are unaffected by any skills or ship bonuses. Jams only last 5 seconds, while still having a regular 20 second duration.<br />
<br />
*Hornet EC-300 - Light drone - Has a strength of 1 for all sensor types <br />
*Vespa EC-600 - Medium drone - Has a strength of 1.5 for all sensor types <br />
*Wasp EC-900 - Heavy drone - Has a strength of 2 for all sensor types<br />
<br />
|-<br />
|[[File:Dragonfly.jpg|64px|link=]]<br />
|Carriers have the option of using ECM [[Fighters|fighters]]. The {{Sh|Chimera}} and {{Sh|Wyvern}} receive bonuses to fighter ECM strength. These fighters also come in Standup versions with the same jam strengths, for use by Upwell Structures.<br />
<br />
* Scarab I - Has a strength of 1.6 for all sensor types per fighter in squadron (max 3)<br />
* Scarab II - Has a strength of 2.3 for all sensor types per fighter in squadron (max 3)<br />
|}<br />
<br />
If you know the type of fight you are heading towards you can make a tactical decision and fit full rack of specific racial jammers(or the fleet commander might make this decision before you head out). <br />
<br />
But if you do not know what kind of ships you are going to jam it is tough to choose between fitting several multispectral jammers or a variety of race specific jammers. <br />
<br />
*The practice of fitting one of each racial ECM is known as fitting a '''rainbow''' configuration. This generally gives higher jamming strength than multispectral if at least some of jams are aimed at right type of ships. If you are ever in doubt about what kind of jammers to fit, you should go with a rainbow configuration. <br />
*If you plan on fighting and jamming multiple ships then you should fit '''racial jammers'''. This will allow you as the ECM pilot to target a few different ships and have a high chance of locking them all down (i.e. jamming them). <br />
*If you plan on fighting individual ships (or very small gangs), and don't know what type of ship you will be fighting ahead of time then ECM will be more effective with '''multispectral jammers''' since you could activate more than one on a single target and have a higher chance of locking them down. <br />
*If you have intelligence about the ships being flown by your enemy you can have your pilots fit multiple jammers which match the race type of your target ship(s). It can be useful to carry a spare set of one of each of the four racial jammers in an ECM ship's hold, for refitting on the fly.<br />
<br />
=== Ships for ECM ===<br />
<br />
Since there are no stacking penalties for ECM large number of unbonused jammers will work well. But even though all types of ships can use ECM there are certain ships that have hull bonused aimed for ECM use.<br />
<br />
Tech 1 ships:<br />
* {{sh|Griffin}}<br />
** 15% bonus to ECM Target Jammer strength per caldari frigate level<br />
** - 10% bonus to ECM Target Jammers' capacitor need per caldari frigate level<br />
<br />
* {{sh|Blackbird}}<br />
** 15% bonus to ECM Target Jammer strength per caldari cruiser level<br />
** 12.5% bonus to ECM Target Jammer optimal range and falloff per caldari cruiser level<br />
<br />
* {{sh|Scorpion}}<br />
** 15% bonus to ECM Target Jammer strength per caldari battleship level<br />
** 25% bonus to ECM Target Jammer optimal and falloff range per caldari battleship level<br />
** 25% Bonus to ECM Burst Range per caldari battleship level<br />
<br />
Faction ships:<br />
* {{sh|Griffin Navy Issue}}<br />
** 20% bonus to ECM Target Jammer strength per caldari frigate level<br />
** -85% penalty to ECM optimal range and falloff<br />
** -85% reduction to ECM Jammer activation cost and CPU requirements<br />
<br />
Advanced ships:<br />
* {{sh|Kitsune}}<br />
**20% bonus to ECM target jammer strength and 10% reduction in ECM target jammers' capacitor need per caldari frigate level<br />
**15% bonus to ECM target jammer optimal range per electronic attack ships level<br />
<br />
* {{sh|Rook}}<br />
**10% Bonus to ECM Target Jammer capacitor use per caldari cruiser level<br />
**30% Bonus to ECM Target Jammer strength per recon ships level<br />
<br />
* {{sh|Falcon}}<br />
**10% Bonus to ECM Target Jammer capacitor use per caldari cruiser level<br />
**30% bonus to ECM Target Jammer strength per recon ships level<br />
<br />
* {{sh|Widow}}<br />
**30% bonus to ECM target jammer strength per black ops ships level<br />
<br />
Tech 3 ship:<br />
* {{sh|Tengu}} with Obfuscation Manifold subsystem<br />
**10% bonus to ECM target jammer optimal range and strength per Caldari core systems level<br />
<br />
== Countering ECM ==<br />
Now you should understand exactly what ECM is and how it works within Eve. How is it countered? In order to make it harder for ECM modules to jam you you simply need to increase your sensor strength. You can do this in a variety of ways:<br />
<br />
* Get a bigger ship. Bigger, more powerful ships have naturally larger sensor strength: e.g a Merlin (frigate) has a sensor strength of 11 while a Raven (battleship) has a sensor strength of 22.<br />
* Sensor Booster modules (mid slot) - These can be loaded with ECCM scripts to increase the strength against jamming. As active modules, they can also be overheated - and will normally overheat for quite some time.<br />
* Signal Amplifiers (low slot) - These modules are similar to Sensor Booster modules but use low slots and give smaller bonuses.<br />
* Remote Sensor Boosters - These allow you to remotely project ECCM script support on to your friend's ship. <br />
* Gravimetric / Magnetometric / Radar / Ladar Sensor Compensation skills - Increase sensor strength by 4% per level of their respective sensor types.<br />
<br />
Often, however, the most effective way to counter ECM is to destroy the ECM ship(s) or hurt them enough that they're forced to warp out. The Griffin, Blackbird, Kitsune and Falcon tend to be only barely tanked if they're tanked at all, while the Rook and the Scorpion can mount tanks, but usually still have unimpressive defenses for ships of their respective sizes. ECM pilots tend consequently to be fairly jittery, so even if you can't actually kill them, if you can demonstrate the ability to hurt them they often run away.<br />
<br />
A long-ranged, high-alpha weapons such as a artillery can deal an intimidating amount of damage in one volley, which is good for this. In battles which are being fought at long range anyway, damage-dealers fitted with long-range missiles are often tasked with this kind of 'anti-support' fire because by the time their missiles travel to the primary target it would be dead anyway, and volleys of heavy or cruise missiles can also persuade ECM ships to run away.<br />
<br />
Drones can also be an effective option. ECM ships often have trouble defending themselves against drones: drones keep fighting even if their parent ship is jammed and, although a single drone is easily jammed, the coordination and time required to lock onto and jam a full flight -- assuming the ECM pilot even has five jammers -- are considerable. Griffins and Kitsunes mount small weapons which can hurt drones, but usually can't tank the drones for long enough; a Blackbird fitted with Rapid Light Missile Launchers and a large plate or shield extender might be able to destroy drones, but the pilot would still be distracted.<br />
<br />
== Flying ECM ==<br />
<br />
Although flying an ECM ship can involve tough targeting decisions and complex jammer micromanagement (see below!), when you start out you can make things fairly simple for yourself. Assuming you're not flying a large, tanked ship (the Scorpion) or a ship with a covops cloak (the Falcon) -- in which case you should know what you're doing anyway -- you need to:<br />
* be near the edge of your optimal range<br />
* fight aligned<br />
* run away if you're being shot<br />
* help your fleetmates escape tackle if retreating<br />
<br />
On most ECM ships ECM's long optimal range is one of the things that keeps you out of trouble, so you should try to warp to targets at your optimal range, ''not'' at zero. (Sometimes you will have to fight at short range -- if the enemy jump into an [[Gatecamps|offensive gatecamp]], for example.)<br />
<br />
Your best way of staying alive is to warp out, and to be able to warp out quick enough if something starts attacking you you should be pre-aligned. When you arrive on-grid where a fight's happening, or when a fight starts where you are, you should quickly select a convenient celestial object (planets are good), or a bookmark, and align to it. <br />
<br />
Then, if you find yourself being targeted or if the FC orders the fleet to scatter, you can get out quickly by warping to the celestial you're aligned to. If the fight's still going on, you can then warp back in (warp at your optimal range to one of your fleetmates who was in the middle of things) and carry on jamming. Be careful when choosing an object to align to, however. If the enemy is between you and the celestial you are aligned to, your course will take you towards the fight, and your range advantage will be negated. If you align to an object in the opposite direction of the enemy, you risk straying out of your optimal range, and decreasing the likelihood of successfully jamming your opponent. Whenever possible, pick a celestial which, when aligned to, will put you on a course perpendicular to that of your foe, assuming you're near your optimal range, and the enemy isn't burning directly towards you. This will ensure that you don't rapidly get out of range, or wander into the midst of the battle.<br />
<br />
If your fleet is losing the engagement and the FC calls for a retreat take a moment to see if any of your fleetmates are tackled by the opposing fleet. If so, and their ship is more expensive than yours, a valuable tactic is to jam the ships which have points on that ship. If it's not obvious which ships to jam ask the pilot in Mumble to call out the ships with points on him. If you think you can jam out the tackle tell your fleetmate to align out (he should be already) and spam their warp-to buttom as you jam the tackle. Call out any successful jams so your fleetmate can see if they're free to warp off.<br />
<br />
With more experience you may notice situations where it might be worth staying around until you die to get a crucial jam in, but that's something you have to make a call on yourself.<br />
<br />
If you have some time (you are not about to die) you can gain a large advantage if you do not active all of your ECM modules on a target.<br />
<br />
Let's assume there are two targets attacking you and your friends. Immediately you target both of them and decide you will turn on two multispectral jammers for each (four in total). One of the targets gets lucky and avoids both of the jams and the other target gets jammed from your first ECM module. The lucky enemy (that didn't get jammed) then happily targets you and blows you up! Ouch.<br />
<br />
Now that is an unpleasant scenario we might have avoided.<br />
<br />
This time we decide to turn on one module per target.<br />
Target 1 is lucky and doesn't get jammed.<br />
Target 2 is unlucky and we jam them.<br />
<br />
At this point we have 2 more modules to work with.<br />
We attempt to jam target number 1 with another module and he is AGAIN lucky (just like in the first example)<br />
We finally turn a third module onto target 1 and this time we jam him and live to fight another day!<br />
<br />
You can see with this example that it is in your best interest to use as little number of jammers on your targets until you get an actual jam. Remember that the activation time of ECM modules is 20 seconds, which is the same length of time that the jam will last (5 seconds for ECM drones).<br />
<br />
If you want to you can turn the auto-repeat on your jammers off. This is one of the options in the menu you get when you right-click the jammer's button on your HUD when you're in space. With auto-repeat off your jammers will deactivate after every cycle, saving you the trouble of deactivating them yourself if their target is already jammed by another jammer.<br />
<br />
=== Overheating ===<br />
<br />
Like many other modules, ECM jammers can be [[Overloading|overheated]]. Overheating an ECM jammer increases its jamming strength. This can be very useful but, as with ECM in general, since it only increases your chance to jam, it's still a gamble: overheated jammers can fail to jam their targets, and when that happens you still have the heat damage from overheating. And, just like any other module that can be overheated, if you overheat too much you'll burn your jammers out. You may find it useful to persuade a fellow corpmate to be your practice dummy, letting you practice overheating and get a feel for how long you can heat your jammers before you do it in battle.<br />
<br />
== ECM targets ==<br />
<br />
Unless you only have one or two enemies, judging which enemy you should try to jam is an important decision. Your Fleet Commander may tell you to jam a particular target or even appoint an EWAR target caller, in which case you should obviously follow their orders. However, most FCs, most of the time, will not issue specific orders for their ECM ships, leaving the decision to you.<br />
<br />
Often, particularly when you're in a large fleet, the primary target called by the FC for the damage-dealers is not the best ship to jam, since hopefully it will die soon anyway. Instead you should quickly look at what the enemy have and find some good targets for ECM.<br />
<br />
If there are other ECM pilots in your fleet it can be useful to coordinate with them so that you don't waste time jamming the same target several times over. In a small fleet you might report your jams textually in the fleet chat channel, or even over Mumble on ECM subchannel. In a large fleet you could try setting up a separate EWAR chat channel for EWAR pilots.<br />
<br />
Here are some ships that often make good ECM targets.<br />
<br />
===Logistics ships===<br />
<br />
[[Cruiser#Logistics|Logistics ships]] are T1/T2 cruisers and T1/T2 Frigates which can rapidly repair their allies' shields or armor. They have high sensor strengths, so they aren't the easiest ships to jam, but if you do jam one it won't be able to heal the rest of the enemy gang for twenty seconds. Some gangs depend mostly on their logistics ship(s) for their tank, so this can be a battle-changing move.<br />
<br />
Jamming can be extra devastating if the logistic ships are running a cap chain. Jamming will disrupt the chain and in best case can cause multiple ships to cap out causing the chain to collapse.<br />
<br />
The T1 logistics frigates are the [[Inquisitor]] (Amarr), [[Bantam]] (Caldari), [[Navitas]] (Gallente), and [[Burst]] (Minmatar).<br />
<br />
The T2 logistics frigates are the [[Deacon]] (Amarr), [[Kirin]] (Caldari), [[Thalia]] (Gallente), and [[Scalpel]] (Minmatar).<br />
<br />
The T1 logistics cruisers are the [[Augoror]] (Amarr), [[Osprey]] (Caldari), [[Exequror]] (Gallente), and [[Scythe]] (Minmatar).<br />
<br />
The T2 logistics cruisers are the [[Guardian]] (Amarr), [[Basilisk]] (Caldari), [[Oneiros]] (Gallente) and [[Scimitar]] (Minmatar).<br />
<br />
===Enemy EWAR===<br />
<br />
If the enemy have their own EWAR ships it can be useful to jam them. This goes especially for enemy ECM ships. Equally, of course, electronic warfare ships and especially ECM ships have high sensor strengths for their hull size.<br />
<br />
===Damage dealers===<br />
<br />
If you don't see any stand-out targets, like logistics ships, jamming enemy damage-dealers is probably a safe decision. This usually means [[Battleship|battleships]] and [[Battlecruiser|battlecruisers]] but the enemy might field a fast-moving gang of smaller ships. The T2 cruiser-sized [[Cruiser#Heavy Assault Cruisers|heavy assault cruisers]] and frigate-sized [[Frigate#Assault Frigates|assault frigates]] are noteworthy smaller damage-dealers, and they don't have very high sensor strengths.<br />
<br />
If you're flying a Blackbird, Scorpion or Kitsune you will have a long enough range that you will be one of the few ships in the fleet that might be able to counter enemy snipers. With good ECM range skills, the Blackbird and Kitsune should have a decent chance to jam sniper HACs, and the Scorpion should have a decent chance to jam sniper battleships. (This is where a Targeting Range script can come in useful if you fitted a Sensor Booster.) Keep in mind that your jammed target can still shoot back at you if you're in range, and that damps or tracking/guidance disruptors may be more appealing, depending on the situation.<br />
<br />
=== Triglavian Ships ===<br />
Ships from the [[Triglavian Collective]] have a spooling mechanic, whereby their damage or reps get stronger the longer they're sustained on a single target. A Triglavian ship can be jammed to break its spool on a ship, reducing its potency. Like with jamming sniper damage-dealers, damps or tracking disruptors are more reliable for this purpose.<br />
<br />
=== Jamming and aggression ===<br />
<br />
Sometimes it is unwise to jam someone who is trying to play docking games with you. To win at docking games you sometimes need to rely on the fact that when your target shoots someone he starts a so-called [[Timers#Aggression Timer .28AT.29|weapons timer]] and cannot dock for 60 seconds, hopefully giving you time to kill them. If you happen to get a jam off on a person playing docking games he won't be able to get weapons timer for 20 seconds (5 seconds for ECM drones).<br />
<br />
Weapons timers also prevent pilots from jumping through stargates, and so the same principle applies if you want to keep someone aggressed on one side of a stargate.<br />
<br />
=== [[Overheating]] ===<br />
<br />
Overheating can be a powerful tool on an ECM ship, as overheating a jammer increases its jam strength by a full 20%, which can make a large difference in the odds of getting or missing the jam. However, because jammers have a fairly long cycle time (at 20 seconds), and fairly high Heat Damage (of 6.6HP) (or even more for Burst Jammers), a single overheated jam cycle from multiple jammers can build up a lot of Rack Heat, and cause a lot of collateral damage to the rack.<br />
<br />
If in doubt, don't overheat. Better to miss a few jams than to miss ''all'' the jams after the first minute because you burned your midslots out.<br />
<br />
==See also==<br />
* [[Electronic warfare]]<br />
* [https://en.wikipedia.org/wiki/Binomial_distribution Binomial distribution]<br />
<br />
[[Category:Game mechanics]]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Short_Skill_Plan&diff=166567Short Skill Plan2021-01-16T21:08:47Z<p>Fellese Ovaert: I regrouped the cruiser skillplan so that weapons went with the appropriate empire ship training (therefore unlocking ship functionality incrementally rather than all at the end).</p>
<hr />
<div>{{Template:Skillplan Navbar}}<br />
<br />
The Short Skill Plan is intended to get new players into useful ship hulls early so they can take part in EVE University fleets while they train up the more advanced skillplans.<br />
<br />
=Summary=<br />
<br />
This plan is intended for very new players. If you have been playing a while it is likely you will have most of these skills already.<br />
<br />
The skillplans are stackable, so if you train the higher levels it will include all previous levels.<br />
<br />
These skillplans will not get you into EVE University doctrine ships, but they will enable you to fly a more basic fit for the same hull, which will enable you to attend fleets while you are training the necessary skills for the doctrines.<br />
<br />
=Timescales=<br />
<br />
Training times vary depending on whether the character is Alpha or Omega, and depending on their [[attributes]], [[implants]] and any cerebral accelerators. <br />
<br />
The following are estimated timescales, with no implants or accelerators:<br />
<br><br />
<br />
'''Frigate DD Basic'''<br />
<br />
''N.B. The following timescales assume that you have Hull Upgrades III trained, as most starting characters do. However, if your character is Caldari they will not have this by default, so the plan will take a few hours longer if you have not already trained this.''<br />
<br />
{|style="text-align: center; font-size:small; width:100%; border-collapse:collapse;"<br />
|-<br />
|style="background-color:wheat;color:black;width:5%" |[[image:omega.png|32px]] <br />
|style="background-color:wheat;color:black;width:45%" |'''Omega:''' 5 hours, 58 minutes, 10 seconds<br />
|style="background-color:#ffd56f;color:black;width:45%" |'''Alpha:''' 11 hours, 56 minutes, 20 seconds <br />
|style="background-color:#ffd56f;color:black;width:5%" |[[image:alpha.png|32px]]<br />
|}<br />
<br><br />
<br />
'''Cruiser DD Basic'''<br />
<br />
{|style="text-align: center; font-size:small; width:100%; border-collapse:collapse;"<br />
|-<br />
|style="background-color:wheat;color:black;width:5%" |[[image:omega.png|32px]] <br />
|style="background-color:wheat;color:black;width:45%" |'''Omega:''' 4 days, 16 hours, 40 minutes, 46 seconds<br />
|style="background-color:#ffd56f;color:black;width:45%" |'''Alpha:''' 9 days, 9 hours, 21 minutes, 31 seconds<br />
|style="background-color:#ffd56f;color:black;width:5%" |[[image:alpha.png|32px]]<br />
|}<br />
<br><br />
<br />
=Cost=<br />
<br />
All of the skills on this plan are covered under EVE University's [[Skillbook Reimbursement Program]].<br />
<br />
The total costs for each stage of the plan are as follows (at the direct injectable price):<br />
<br />
{{Color box | color= | border=white | text= | width= |<br />
[[File:Wallet.png|right]]<br />
Frigate DD Basic: 1,716,000 ISK (if you don't buy the skills your character already has)<br><br />
Cruiser DD Basic: 6,825,000 ISK}}<br />
<br />
==Suggested shopping lists==<br />
<br />
Our suggestion for EVE University members is to spread the skillbook purchases over 3 days.<br />
<br />
''N.B. You will not need to purchase any of the skills you already have trained, which will reduce the costs. Each race starts with its own gun skill. If you have completed the tutorial you will also have your race's frigate skill.''<br />
<br />
If you have the [[Freshman]] title in EVE University you can reimburse yourself for the cost of these skills by following the instructions on the [[Skillbook Reimbursement Program]] page. You can also check in the hangars for the campus you are based in, to see whether they have any of the skill books available.<br />
<br />
If you are in EVE University but don't yet have the Freshman title you can still obtain reimbursement for the cost of the skills. You will need to copy and paste the prepared messages (below each shipping list) into the Corp channel so someone with the Freshman title or above can reimburse you from the Skillbook wallet. Remember to remove from the list any skills you already had trained.<br />
<br />
'''Day 1 - cost 1,735,500'''<br><br />
''This contains all the skills for the Frigate DD Basic skillplan and the start of the Cruiser DD basic''<br />
{{Color box | color= | border=white | text= | width= |Amarr Frigate<br><br />
Caldari Frigate<br><br />
Gallente Frigate<br><br />
Minmatar Frigate<br><br />
Small Energy Turret<br><br />
Small Hybrid Turret<br><br />
Small Projectile Turret<br><br />
Rockets<br><br />
Light Missiles<br><br />
Light Drone Operation<br><br />
Capacitor Emission Systems<br><br />
Missile Bombardment<br><br />
Repair Systems<br><br />
Shield Operation<br><br />
Weapon Upgrades<br><br />
Shield Upgrades<br><br />
Energy Pulse Weapons<br><br />
Sensor Linking<br><br />
Target Painting<br><br />
Weapon Disruption<br />
}}<br><br />
<br />
{{quote|Reimbursement request: Amarr Frigate (65k) Caldari Frigate (65k) Gallente Frigate (65k) Minmatar Frigate (65k) Small Energy Turret (39k) Small Hybrid Turret (39k) Small Projectile Turret (39k) Rockets (39k) Light Missiles (39k) Light Drone Operation (97.5k) Capacitor Emission Systems (97.5k) Missile Bombardment (130k) Repair Systems (58.5k) Shield Operation (71.5k) Weapon Upgrades (104k) Shield Upgrades (130k) Energy Pulse Weapons (169k) Sensor Linking (162.5k) Target Painting (130k) Weapon Disruption (130k) TOTAL: 1,735,500}}<br />
<br />
'''Day 2 - cost 3,450,000'''<br><br />
''This contains around half of the skills for the Cruiser DD Basic skillplan''<br />
{{Color box | color= | border=white | text= | width= |Amarr Destroyer<br><br />
Caldari Destroyer<br><br />
Amarr Cruiser<br><br />
Caldari Cruiser<br><br />
Medium Energy Turret<br><br />
Medium Hybrid Turret<br><br />
Medium Projectile Turret<br><br />
Energy Grid Upgrades <br />
}}<br><br />
<br />
{{quote|Reimbursement request: Amarr Destroyer (130k) Caldari Destroyer (130k) Amarr Cruiser (1.3m) Caldari Cruiser (1.3m) Medium Energy Turret (162.5k) Medium Hybrid Turret (162.5k) Medium Projectile Turret (162.5k) Energy Grid Upgrades (102.7k) TOTAL: 3,450,000}}<br />
<br />
'''Day 3 - cost 3,347,500'''<br><br />
''This contains the final skills needed for the Cruiser DD Basic skillplan''<br />
{{Color box | color= | border=white | text= | width= |Gallente Destroyer <br><br />
Minmatar Destroyer <br><br />
Gallente Cruiser <br><br />
Minmatar Cruiser <br><br />
Heavy Assault Missiles <br><br />
Heavy Missiles <br><br />
Medium Drone Operation<br />
}}<br><br />
<br />
{{quote|Reimbursement request: Gallente Destroyer (130k) Minmatar Destroyer (130k) Gallente Cruiser (1.3m) Minmatar Cruiser (1.3m) Heavy Assault Missiles (162.5k) Heavy Missiles ( 162.5k) Medium Drone Operation (162.5k) TOTAL: 3,347,500}}<br />
<br />
=Skill plans=<br />
<br />
These are the actual skillplans. They are set out in a particular format so that you can Copy/Paste them into your skill queue. If you are not sure how to do this there are instructions on the [[Skill Queue]] page.<br />
<br><br />
<br><br />
{{SkillQueue<br />
|name=Frigate DD Basic<br />
|width=400px<br />
|desc=This skillplan will enable you to sit in all racial T1 Frigates and put together a basic T1 fit<br />
|Amarr Frigate I<br />
Caldari Frigate I<br />
Gallente Frigate I<br />
Minmatar Frigate I<br />
Small Energy Turret I<br />
Small Hybrid Turret I<br />
Small Projectile Turret I<br />
Rockets I<br />
Missile Launcher Operation II<br />
Light Missiles I<br />
Light Drone Operation I<br />
Repair Systems I<br />
Shield Operation I<br />
Capacitor Emission Systems I<br />
Missile Bombardment I<br />
Shield Operation II<br />
Drones II<br />
Sensor Linking I<br />
Target Painting I<br />
Weapon Disruption I<br />
Hull Upgrades III<br />
}}<br />
<br><br />
<br><br />
{{SkillQueue<br />
|name=Cruiser DD Basic<br />
|width=400px<br />
|desc=This skillplan will enable you to sit in all racial T1 Cruisers and put together a basic T1 fit<br />
|Capacitor Emission Systems I<br />
Capacitor Emission Systems II<br />
Missile Bombardment I<br />
Energy Pulse Weapons I<br />
Energy Grid Upgrades II<br />
Repair Systems I<br />
Shield Operation I<br />
Sensor Linking I<br />
Target Painting I<br />
Weapon Disruption I<br />
Shield Operation II<br />
Hull Upgrades III<br />
Amarr Frigate I<br />
Small Energy Turret I<br />
Small Energy Turret II<br />
Small Energy Turret III<br />
Amarr Frigate II<br />
Amarr Frigate III<br />
Amarr Destroyer I<br />
Amarr Destroyer II<br />
Amarr Destroyer III<br />
Amarr Cruiser I<br />
Medium Energy Turret I<br />
Caldari Frigate I<br />
Missile Launcher Operation II<br />
Missile Launcher Operation III<br />
Light Missiles I<br />
Light Missiles II<br />
Light Missiles III<br />
Caldari Frigate II<br />
Caldari Frigate III<br />
Caldari Destroyer I<br />
Caldari Destroyer II<br />
Caldari Destroyer III<br />
Caldari Cruiser I<br />
Heavy Assault Missiles I<br />
Heavy Missiles I<br />
Gallente Frigate I<br />
Drones II<br />
Drones III<br />
Light Drone Operation I<br />
Small Hybrid Turret I<br />
Small Hybrid Turret II<br />
Small Hybrid Turret III<br />
Gallente Frigate II<br />
Gallente Frigate III<br />
Gallente Destroyer I<br />
Gallente Destroyer II<br />
Gallente Destroyer III<br />
Gallente Cruiser I<br />
Medium Drone Operation I<br />
Medium Hybrid Turret I<br />
Minmatar Frigate I<br />
Small Projectile Turret I<br />
Small Projectile Turret II<br />
Small Projectile Turret III<br />
Minmatar Frigate II<br />
Minmatar Frigate III<br />
Minmatar Destroyer I<br />
Minmatar Destroyer II<br />
Minmatar Destroyer III<br />
Minmatar Cruiser I<br />
Medium Projectile Turret I<br />
}}<br />
<br />
=Ships=<br />
<br />
Once you have trained these skillplans you will be able to fly a basic version of the same ship hulls most Uni fleets use, including:<br />
<br />
===Frigates===<br />
<br />
* [[Atron]]<br />
* [[Executioner]]<br />
* [[Kestrel]]<br />
* [[Punisher]]<br />
* [[Rifter]]<br />
* [[Slasher]]<br />
* [[Tormentor]]<br />
<br />
===Cruisers===<br />
<br />
* [[Thorax]]<br />
* [[Caracal]]<br />
* [[Moa]]<br />
* [[Rupture]]<br />
* [[Stabber]]<br />
<br />
Some ideas for ship fits you will be able to fly are on the [[User:Laura_Karpinski/Short_skill_plan_ships|Short Skill Plan Suggested Fits]] page. These are ''not'' EVE University doctrine ships, but they will allow you to fly the correct hull and join the fleet while you are training the more advanced skills required for the doctrine ships.</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Pyramid_Skill_Plan&diff=166168Pyramid Skill Plan2021-01-07T00:21:16Z<p>Fellese Ovaert: Updated range of costs for missile launchers based on different costs of specializations (1.3M -3.9M) where 1.3M is less than the skillbook reimbursement rate.</p>
<hr />
<div>{{Template:Skillplan Navbar}}<br />
<br />
[[File:Eve Module.png|950x504px|frameless|center|Pyramid Skill Plan]]<br />
<br />
=Summary=<br />
<br />
This plan is intended for players looking to increase their knowledge and skill set beyond the Short Skill Plan. If you have completed the Short Skill Plan you are ready to move on to the Pyramid Skill Plan and the diverse world of ships and weapons that New Eden offers.<br />
<br />
The first level of the Pyramid needs to be completed in its entirety and acts as the keystone that supports and ties together what follows; however, after this each level allows for specializations if so desired. For example, on Level-2 of the Pyramid you could choose to focus on T2 Logi and then move to Level-3 to work on T2 Command Boost Support & T2 Boosts without having completed T2 EWAR. This would benefit an Incursion runner interested in logistics and boosting as well as anyone looking to provide fleet support functions in any other kind of fleet. Some careful consideration will be required at each level to ensure you are gaining the skills needed to do the activities you are interested in. <br />
<br />
Completing all specializations in each level will make a more complete pilot out of you but it will also take significantly longer to reach the highest levels of any given specialization. It is recommended that you focus on a specific role and work it through to the end and then return to a lower level of the pyramid and develop another specialization through to the end before repeating the cycle again.<br />
<br />
In this way you will become an expert pilot that can provide unique capabilities in fleets and over time expand your portfolio of functions at this higher level.<br />
<br />
Level-4 of the pyramid has no specific skill plans associated with it at this time. It is assumed that by the time you reach this level you would have a solid understanding of the requirements needed to specialize and choose a class of hulls and role within it.<br />
<br />
=Cost=<br />
<br />
Please note that NOT ALL of the skills on this plan are covered under EVE University's [[Skillbook Reimbursement Program]] Particularly those in Pyramid Level-4. The majority of skillbooks are covered but because this is a more advanced skill plan you will want to verify the individual skill book cost before assuming EVE University will reimburse you for it per the program guidelines.<br />
<br />
The total costs for each stage of the plan are as follows (at the direct injectable price):<br />
<br />
{{Color box | color= | border=white | text= | width= |<br />
[[File:Wallet.png|right]]<br />
<big>Pyramid Level-1: 4.5M ISK</big><br><br />
<big>Pyramid Level-2: 1 or 7M ISK per focus (10M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-3: 1M, 1.5M, or 52M ISK per focus (54.5M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-4:</big> ??? ISK<br><br />
<br><br />
(All prices were Jita Buy at time of documentation and are subject to change with the market; does not include skills previously injected for Short Skill Plan)}}<br />
<br />
==Suggested shopping lists==<br />
<br />
If you have the [[Freshman]] title in EVE University you can reimburse yourself for the cost of these skills by following the instructions on the [[Skillbook Reimbursement Program]] page. You can also check in the hangars for the campus you are based in, to see whether they have any of the skill books available.<br />
<br />
If you are in EVE University but don't yet have the Freshman title you can still obtain reimbursement for the cost of the skills. You will need to copy and paste the prepared messages (below each shopping list) into the Corp channel so someone with the Freshman title or above can reimburse you from the Skillbook Wallet. Remember to remove from the list any skills you already had trained.<br />
<br />
=Skill plans=<br />
<br />
==Level-1 Fitting==<br />
<br />
[[File:Level-1 Pyramid Skill Plan.png|238x142px|frameless|right|Level-1 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-1 - Fitting Basic - cost 4.5M ISK</big>'''<br />
''This contains all the skills for Level-1 of the Pyramid Skill Plan - Fitting Basic''<br />
{{alpha|skill plan}}<br />
{{SkillQueue<br />
|name=Fitting Basic<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-1<br />
|Thermodynamics I<br />
Shield Upgrades II<br />
Thermodynamics II<br />
Mechanics III<br />
Jury Rigging I<br />
Jury Rigging II<br />
Weapon Upgrades III<br />
Shield Upgrades III<br />
Jury Rigging III<br />
Armor Rigging I<br />
Astronautics Rigging I<br />
Drones Rigging I<br />
Electronic Superiority Rigging I<br />
Energy Weapon Rigging I<br />
Hybrid Weapon Rigging I<br />
Launcher Rigging I<br />
Projectile Weapon Rigging I<br />
Shield Rigging I<br />
Armor Rigging II<br />
Astronautics Rigging II<br />
Drones Rigging II<br />
Electronic Superiority Rigging II<br />
Energy Weapon Rigging II<br />
Hybrid Weapon Rigging II<br />
Launcher Rigging II<br />
Projectile Weapon Rigging II<br />
Shield Rigging II<br />
Thermodynamics III<br />
Armor Rigging III<br />
Astronautics Rigging III<br />
Drones Rigging III<br />
Electronic Superiority Rigging III<br />
Energy Weapon Rigging III<br />
Hybrid Weapon Rigging III<br />
Launcher Rigging III<br />
Projectile Weapon Rigging III<br />
Shield Rigging III<br />
Weapon Upgrades IV<br />
Advanced Weapon Upgrades I<br />
Advanced Weapon Upgrades II<br />
Advanced Weapon Upgrades III<br />
Shield Upgrades IV<br />
Thermodynamics IV<br />
CPU Management V<br />
Power Grid Management V<br />
}}<br />
<br />
{{quote|Completion of the above set of skills enhances the Short Skill Plan and provides the keystone that supports and ties together the higher levels of the Pyramid Skill Pan. From this point forward choosing a specific focus and completing it should be your goal. It is not necessary to complete all focus areas in a given level before moving on to the next level. Make good decisions based on what you want to do in game. You can always return to a previous level and work on a new focus area in the future. This is not a linear skill plan; however, there is a progression in ability from one level to the next.}}<br />
<br />
==Level-2 T2 Equipment==<br />
<br />
[[File:Level-2 Pyramid Skill Plan.png|422x105px|frameless|right|Level-2 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tank) - cost 0 ISK; 37.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tank Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tank<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tank Focus<br />
|Repair Systems II<br />
Shield Upgrades II<br />
Shield Management II<br />
Tactical Shield Manipulation II<br />
Mechanics III<br />
Armor Layering I<br />
Shield Operation III<br />
Shield Compensation I<br />
Shield Compensation II<br />
Repair Systems III<br />
Shield Upgrades III<br />
Energy Grid Upgrades III<br />
Shield Compensation III<br />
Shield Management III<br />
Tactical Shield Manipulation III<br />
Mechanics IV<br />
Shield Operation IV<br />
EM Shield Compensation I<br />
Explosive Shield Compensation I<br />
Kinetic Shield Compensation I<br />
Thermal Shield Compensation I<br />
EM Shield Compensation II<br />
Explosive Shield Compensation II<br />
Kinetic Shield Compensation II<br />
Thermal Shield Compensation II<br />
Repair Systems IV<br />
Hull Upgrades IV<br />
EM Armor Compensation I<br />
Explosive Armor Compensation I<br />
Kinetic Armor Compensation I<br />
Thermal Armor Compensation I<br />
EM Armor Compensation II<br />
Explosive Armor Compensation II<br />
Kinetic Armor Compensation II<br />
Thermal Armor Compensation II<br />
Shield Upgrades IV<br />
Energy Grid Upgrades IV<br />
Shield Compensation IV<br />
Shield Management IV<br />
Tactical Shield Manipulation IV<br />
Mechanics V<br />
Repair Systems V<br />
Hull Upgrades V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tackle) - cost 0 ISK; 8.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tackle Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tackle<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tackle Focus<br />
|Acceleration Control I<br />
Evasive Maneuvering II<br />
Propulsion Jamming II<br />
Acceleration Control II<br />
High Speed Maneuvering II<br />
Warp Drive Operation III<br />
Signature Analysis III<br />
Evasive Maneuvering III<br />
Long Range Targeting III<br />
Propulsion Jamming III<br />
Acceleration Control III<br />
Navigation IV<br />
Spaceship Command IV<br />
High Speed Maneuvering III<br />
Target Management IV<br />
Propulsion Jamming IV<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Logistics) - cost 1M ISK; 32 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Logistics Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Logi<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Logistics Equipment Focus<br />
|Shield Emission Systems I<br />
Gravimetric Sensor Compensation I<br />
Ladar Sensor Compensation I<br />
Magnetometric Sensor Compensation I<br />
Radar Sensor Compensation I<br />
Repair Systems II<br />
Shield Emission Systems II<br />
Gravimetric Sensor Compensation II<br />
Ladar Sensor Compensation II<br />
Magnetometric Sensor Compensation II<br />
Radar Sensor Compensation II<br />
Mechanics III<br />
Remote Armor Repair Systems I<br />
Remote Armor Repair Systems II<br />
Signature Analysis III<br />
Long Range Targeting III<br />
Energy Grid Upgrades III<br />
Capacitor Emission Systems III<br />
Remote Armor Repair Systems III<br />
Shield Emission Systems III<br />
Gravimetric Sensor Compensation III<br />
Ladar Sensor Compensation III<br />
Magnetometric Sensor Compensation III<br />
Radar Sensor Compensation III<br />
Capacitor Systems Operation IV<br />
Target Management IV<br />
Signature Analysis IV<br />
Long Range Targeting IV<br />
Energy Grid Upgrades IV<br />
Capacitor Emission Systems IV<br />
Remote Armor Repair Systems IV<br />
Shield Emission Systems IV<br />
Capacitor Management IV<br />
Capacitor Systems Operation V<br />
Target Management V<br />
Advanced Target Management I<br />
Signature Analysis V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 EWAR) - cost 1M ISK; 26.5 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 EWAR Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 EWAR<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 EWAR Focus<br />
|Electronic Warfare II<br />
Frequency Modulation I<br />
Sensor Linking II<br />
Target Painting II<br />
Weapon Disruption II<br />
Frequency Modulation II<br />
Electronic Warfare III<br />
Long Distance Jamming I<br />
Long Distance Jamming II<br />
Long Range Targeting III<br />
Capacitor Emission Systems III<br />
Sensor Linking III<br />
Target Painting III<br />
Weapon Disruption III<br />
Frequency Modulation III<br />
Long Distance Jamming III<br />
Target Management IV<br />
Electronic Warfare IV<br />
Signal Dispersion I<br />
Signal Dispersion II<br />
Signal Dispersion III<br />
Long Range Targeting IV<br />
Capacitor Emission Systems IV<br />
Sensor Linking IV<br />
Signal Suppression I<br />
Signal Suppression II<br />
Signal Suppression III<br />
Target Painting IV<br />
Signature Focusing I<br />
Signature Focusing II<br />
Signature Focusing III<br />
Weapon Disruption IV<br />
Weapon Destabilization I<br />
Weapon Destabilization II<br />
Weapon Destabilization III<br />
Target Management V<br />
Advanced Target Management I<br />
}}<br />
<br />
{{quote|Specialization is the key to being good in EVE. In level-2 you should have completed at least one focus area before moving up to the next Pyramid Level. You may complete more than one focus area but realize that each focus should be completed in order to enable its follow on counterpart in the next level. For example, if you chose to focus on T2 Logistics in Level-2 you now have the ability to utilize T2 Logistics modules. To complete the goal of flying T2 Logistics Cruisers in Level-4 your next step would be to focus on T2 Drones in Level-3 thus creating a path through the pyramid to reach your desired goal.}}<br />
<br />
==Level-3 T2 Weapon & Support==<br />
<br />
[[File:Level-3 Pyramid Skill Plan.png|607x110px|frameless|right|Level-3 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Turrets & Gunnery) - cost 0 ISK; 22.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Turrets & Gunnery and related support skills''<br />
{{SkillQueue<br />
|name=T2 Turrets & Gunnery<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Turrets & Gunnery Focus<br />
|Surgical Strike I<br />
Controlled Bursts II<br />
Surgical Strike II<br />
Trajectory Analysis II<br />
Motion Prediction III<br />
Rapid Firing III<br />
Sharpshooter III<br />
Controlled Bursts III<br />
Surgical Strike III<br />
Trajectory Analysis III<br />
Motion Prediction IV<br />
Rapid Firing IV<br />
Sharpshooter IV<br />
Controlled Bursts IV<br />
Surgical Strike IV<br />
Gunnery V<br />
Trajectory Analysis IV<br />
<br />
Weapon Turret V<br />
Weapon Turret Specialization III<br />
}}<br />
where "Weapon Turret" and "Weapon Turret Specialization" are from the following list:<br />
* Small Energy Turret <br />
** Small Pulse Laser Specialization <br />
** Small Beam Laser Specialization <br />
<br />
* Small Hybrid Turret <br />
** Small Blaster Specialization <br />
** Small Railgun Specialization <br />
<br />
* Small Projectile Turret <br />
** Small Autocannon Specialization <br />
** Small Artillery Specialization <br />
<br />
* Medium Energy Turret <br />
** Medium Pulse Laser Specialization <br />
** Medium Beam Laser Specialization <br />
<br />
* Medium Hybrid Turret <br />
** Medium Blaster Specialization <br />
** Medium Railgun Specialization <br />
<br />
* Medium Projectile Turret <br />
** Medium Autocannon Specialization <br />
** Medium Artillery Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Launchers & Missiles) - cost 0-3.9M ISK; 12 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Launchers & Missiles and related support skills''<br />
{{SkillQueue<br />
|name=T2 Launchers & Missiles<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Launchers & Missiles Focus<br />
|Rapid Launch I<br />
Target Navigation Prediction I<br />
Missile Bombardment II<br />
Rapid Launch II<br />
Target Navigation Prediction II<br />
Missile Projection I<br />
Missile Projection II<br />
Missile Bombardment III<br />
Rapid Launch III<br />
Target Navigation Prediction III<br />
Missile Launcher Operation IV<br />
Guided Missile Precision I<br />
Warhead Upgrades I<br />
Guided Missile Precision II<br />
Warhead Upgrades II<br />
Guided Missile Precision III<br />
Warhead Upgrades III<br />
Missile Bombardment IV<br />
Rapid Launch IV<br />
Missile Launcher Operation V<br />
<br />
Weapon Launcher V<br />
Weapon Launcher Specialization III<br />
}}<br />
where "Weapon Launcher" and "Weapon Launcher Specialization" are from the following list:<br />
* Rockets <br />
** Rocket Specialization <br />
<br />
* Light Missiles <br />
** Light Missile Specialization <br />
<br />
* Heavy Assault Missiles <br />
** Heavy Assault Missile Specialization <br />
<br />
* Heavy Missiles <br />
** Heavy Missile Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Drones) - cost 52M ISK; 43 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Drones and related support skills''<br />
{{SkillQueue<br />
|name=T2 Drones<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Drones Focus<br />
|Drone Avionics II<br />
Light Drone Operation II<br />
Medium Drone Operation II<br />
Drone Avionics III<br />
Light Drone Operation III<br />
Medium Drone Operation III<br />
Drones IV<br />
Drone Navigation I<br />
Drone Durability I<br />
Drone Navigation II<br />
Drone Durability II<br />
Drone Navigation III<br />
Drone Durability III<br />
Drone Avionics IV<br />
Drone Navigation IV<br />
Light Drone Operation IV<br />
Medium Drone Operation IV<br />
Drone Durability IV<br />
Drones V<br />
Drone Sharpshooting I<br />
Drone Interfacing I<br />
Heavy Drone Operation I<br />
Drone Sharpshooting II<br />
Drone Interfacing II<br />
Heavy Drone Operation II<br />
Drone Sharpshooting III<br />
Drone Interfacing III<br />
Heavy Drone Operation III<br />
Drone Sharpshooting IV<br />
Drone Interfacing IV<br />
Heavy Drone Operation IV<br />
Light Drone Operation V<br />
Medium Drone Operation V<br />
Amarr Drone Specialization<br />
Caldari Drone Specialization<br />
Gallente Drone Specialization<br />
Minmatar Drone Specialization<br />
}}<br />
Given the higher price of empire-specific drone specialization skills - newer pilots may want to select 1 or 2 skills to start, based on the tier 2 drone types they plan to use most frequently.<br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Command Bursts) - cost 1M ISK; 49 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Command Bursts support skills''<br />
{{SkillQueue<br />
|name=T2 Command Bursts<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Command Bursts Focus<br />
|Leadership I<br />
Armored Command I<br />
Information Command I<br />
Shield Command I<br />
Skirmish Command I<br />
Armored Command II<br />
Information Command II<br />
Shield Command II<br />
Skirmish Command II<br />
Armored Command III<br />
Information Command III<br />
Shield Command III<br />
Skirmish Command III<br />
Armored Command IV<br />
Information Command IV<br />
Shield Command IV<br />
Skirmish Command IV<br />
Armored Command V<br />
Armored Command Specialist I<br />
Information Command V<br />
Information Command Specialist I<br />
Shield Command V<br />
Shield Command Specialist I<br />
Skirmish Command V<br />
Skirmish Command Specialist I<br />
}}<br />
<br />
{{quote|If you've made it this far in the Pyramid give yourself a pat on the back! You now have formidable skills that can be utilized in a variety of fleet types. You can make use of T2 modules and equipment effectively on T1 hulls. To maximize those skills you'll want to consider stepping into T2 hulls and specializations however. T2 hulls provide unique bonuses that can exponentially multiply your skills making you a much more valuable fleet member. The diversity represented in Pyramid Level-4 is vast. Use the same focus and attention to detail you used to get this far as you consider what to focus on in Level-4. Complete all of a chosen focus before either returning to a lower Pyramid level, or selecting another area for specialization. You should have a good enough understanding at this point to make these choices on your own; however, skill plans and training are always great subjects for live discussion on Mumble! So get into your local campus chat and theorize with your fellow Unistas! Congratulations on your excellent progress thus far capsuleer!}}<br />
<br />
==Level-4 T2 Ships & Specialization==<br />
{{omega|level of specialization}}<br />
'''<big>Pyramid Level-4 - T2 Ships & Specialization - cost ??? ISK; ?? Days for Omega</big>'''<br />
<br />
''No Skill Plan is being provided for this level of the pyramid as this is where massive divergence and serious investment of training time will need to occur to achieve the desired end state.''<br />
<br />
[[File:Level-4 Pyramid Skill Plan.png|730x160px|frameless|right|Level-4 Pyramid Skill Plan]]<br />
<br />
{{Color box | color= | border=white | text= | width=400px | T2 Ships & Specialization<br />
'''T2 FRIGATES'''<br><br />
Assault Frigate<br><br />
Interceptor<br><br />
Covert Ops<br><br />
Stealth Bomber<br><br />
Electronic Attack Ship<br><br />
Logistics Frigate<br />
<br />
'''T2/T3 DESTROYERS'''<br><br />
Interdictor<br><br />
Command Destroyer<br><br />
Tactical Destroyer<br />
<br />
'''T2/T3 CRUISERS'''<br><br />
Heavy Assault Cruiser<br><br />
Heavy Interdiction Cruiser<br><br />
Recon Ship<br><br />
Logistics Cruiser<br><br />
Strategic Cruiser<br />
<br />
'''T2 BATTLECRUISERS'''<br><br />
Command Ship}}</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Pyramid_Skill_Plan&diff=166167Pyramid Skill Plan2021-01-07T00:10:49Z<p>Fellese Ovaert: Updated costs on T2 Armor and T2 Tackling plans to reflect that all skills are now covered by the skill book plan.</p>
<hr />
<div>{{Template:Skillplan Navbar}}<br />
<br />
[[File:Eve Module.png|950x504px|frameless|center|Pyramid Skill Plan]]<br />
<br />
=Summary=<br />
<br />
This plan is intended for players looking to increase their knowledge and skill set beyond the Short Skill Plan. If you have completed the Short Skill Plan you are ready to move on to the Pyramid Skill Plan and the diverse world of ships and weapons that New Eden offers.<br />
<br />
The first level of the Pyramid needs to be completed in its entirety and acts as the keystone that supports and ties together what follows; however, after this each level allows for specializations if so desired. For example, on Level-2 of the Pyramid you could choose to focus on T2 Logi and then move to Level-3 to work on T2 Command Boost Support & T2 Boosts without having completed T2 EWAR. This would benefit an Incursion runner interested in logistics and boosting as well as anyone looking to provide fleet support functions in any other kind of fleet. Some careful consideration will be required at each level to ensure you are gaining the skills needed to do the activities you are interested in. <br />
<br />
Completing all specializations in each level will make a more complete pilot out of you but it will also take significantly longer to reach the highest levels of any given specialization. It is recommended that you focus on a specific role and work it through to the end and then return to a lower level of the pyramid and develop another specialization through to the end before repeating the cycle again.<br />
<br />
In this way you will become an expert pilot that can provide unique capabilities in fleets and over time expand your portfolio of functions at this higher level.<br />
<br />
Level-4 of the pyramid has no specific skill plans associated with it at this time. It is assumed that by the time you reach this level you would have a solid understanding of the requirements needed to specialize and choose a class of hulls and role within it.<br />
<br />
=Cost=<br />
<br />
Please note that NOT ALL of the skills on this plan are covered under EVE University's [[Skillbook Reimbursement Program]] Particularly those in Pyramid Level-4. The majority of skillbooks are covered but because this is a more advanced skill plan you will want to verify the individual skill book cost before assuming EVE University will reimburse you for it per the program guidelines.<br />
<br />
The total costs for each stage of the plan are as follows (at the direct injectable price):<br />
<br />
{{Color box | color= | border=white | text= | width= |<br />
[[File:Wallet.png|right]]<br />
<big>Pyramid Level-1: 4.5M ISK</big><br><br />
<big>Pyramid Level-2: 1 or 7M ISK per focus (10M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-3: 1M, 1.5M, or 52M ISK per focus (54.5M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-4:</big> ??? ISK<br><br />
<br><br />
(All prices were Jita Buy at time of documentation and are subject to change with the market; does not include skills previously injected for Short Skill Plan)}}<br />
<br />
==Suggested shopping lists==<br />
<br />
If you have the [[Freshman]] title in EVE University you can reimburse yourself for the cost of these skills by following the instructions on the [[Skillbook Reimbursement Program]] page. You can also check in the hangars for the campus you are based in, to see whether they have any of the skill books available.<br />
<br />
If you are in EVE University but don't yet have the Freshman title you can still obtain reimbursement for the cost of the skills. You will need to copy and paste the prepared messages (below each shopping list) into the Corp channel so someone with the Freshman title or above can reimburse you from the Skillbook Wallet. Remember to remove from the list any skills you already had trained.<br />
<br />
=Skill plans=<br />
<br />
==Level-1 Fitting==<br />
<br />
[[File:Level-1 Pyramid Skill Plan.png|238x142px|frameless|right|Level-1 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-1 - Fitting Basic - cost 4.5M ISK</big>'''<br />
''This contains all the skills for Level-1 of the Pyramid Skill Plan - Fitting Basic''<br />
{{alpha|skill plan}}<br />
{{SkillQueue<br />
|name=Fitting Basic<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-1<br />
|Thermodynamics I<br />
Shield Upgrades II<br />
Thermodynamics II<br />
Mechanics III<br />
Jury Rigging I<br />
Jury Rigging II<br />
Weapon Upgrades III<br />
Shield Upgrades III<br />
Jury Rigging III<br />
Armor Rigging I<br />
Astronautics Rigging I<br />
Drones Rigging I<br />
Electronic Superiority Rigging I<br />
Energy Weapon Rigging I<br />
Hybrid Weapon Rigging I<br />
Launcher Rigging I<br />
Projectile Weapon Rigging I<br />
Shield Rigging I<br />
Armor Rigging II<br />
Astronautics Rigging II<br />
Drones Rigging II<br />
Electronic Superiority Rigging II<br />
Energy Weapon Rigging II<br />
Hybrid Weapon Rigging II<br />
Launcher Rigging II<br />
Projectile Weapon Rigging II<br />
Shield Rigging II<br />
Thermodynamics III<br />
Armor Rigging III<br />
Astronautics Rigging III<br />
Drones Rigging III<br />
Electronic Superiority Rigging III<br />
Energy Weapon Rigging III<br />
Hybrid Weapon Rigging III<br />
Launcher Rigging III<br />
Projectile Weapon Rigging III<br />
Shield Rigging III<br />
Weapon Upgrades IV<br />
Advanced Weapon Upgrades I<br />
Advanced Weapon Upgrades II<br />
Advanced Weapon Upgrades III<br />
Shield Upgrades IV<br />
Thermodynamics IV<br />
CPU Management V<br />
Power Grid Management V<br />
}}<br />
<br />
{{quote|Completion of the above set of skills enhances the Short Skill Plan and provides the keystone that supports and ties together the higher levels of the Pyramid Skill Pan. From this point forward choosing a specific focus and completing it should be your goal. It is not necessary to complete all focus areas in a given level before moving on to the next level. Make good decisions based on what you want to do in game. You can always return to a previous level and work on a new focus area in the future. This is not a linear skill plan; however, there is a progression in ability from one level to the next.}}<br />
<br />
==Level-2 T2 Equipment==<br />
<br />
[[File:Level-2 Pyramid Skill Plan.png|422x105px|frameless|right|Level-2 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tank) - cost 0 ISK; 37.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tank Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tank<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tank Focus<br />
|Repair Systems II<br />
Shield Upgrades II<br />
Shield Management II<br />
Tactical Shield Manipulation II<br />
Mechanics III<br />
Armor Layering I<br />
Shield Operation III<br />
Shield Compensation I<br />
Shield Compensation II<br />
Repair Systems III<br />
Shield Upgrades III<br />
Energy Grid Upgrades III<br />
Shield Compensation III<br />
Shield Management III<br />
Tactical Shield Manipulation III<br />
Mechanics IV<br />
Shield Operation IV<br />
EM Shield Compensation I<br />
Explosive Shield Compensation I<br />
Kinetic Shield Compensation I<br />
Thermal Shield Compensation I<br />
EM Shield Compensation II<br />
Explosive Shield Compensation II<br />
Kinetic Shield Compensation II<br />
Thermal Shield Compensation II<br />
Repair Systems IV<br />
Hull Upgrades IV<br />
EM Armor Compensation I<br />
Explosive Armor Compensation I<br />
Kinetic Armor Compensation I<br />
Thermal Armor Compensation I<br />
EM Armor Compensation II<br />
Explosive Armor Compensation II<br />
Kinetic Armor Compensation II<br />
Thermal Armor Compensation II<br />
Shield Upgrades IV<br />
Energy Grid Upgrades IV<br />
Shield Compensation IV<br />
Shield Management IV<br />
Tactical Shield Manipulation IV<br />
Mechanics V<br />
Repair Systems V<br />
Hull Upgrades V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tackle) - cost 0 ISK; 8.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tackle Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tackle<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tackle Focus<br />
|Acceleration Control I<br />
Evasive Maneuvering II<br />
Propulsion Jamming II<br />
Acceleration Control II<br />
High Speed Maneuvering II<br />
Warp Drive Operation III<br />
Signature Analysis III<br />
Evasive Maneuvering III<br />
Long Range Targeting III<br />
Propulsion Jamming III<br />
Acceleration Control III<br />
Navigation IV<br />
Spaceship Command IV<br />
High Speed Maneuvering III<br />
Target Management IV<br />
Propulsion Jamming IV<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Logistics) - cost 1M ISK; 32 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Logistics Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Logi<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Logistics Equipment Focus<br />
|Shield Emission Systems I<br />
Gravimetric Sensor Compensation I<br />
Ladar Sensor Compensation I<br />
Magnetometric Sensor Compensation I<br />
Radar Sensor Compensation I<br />
Repair Systems II<br />
Shield Emission Systems II<br />
Gravimetric Sensor Compensation II<br />
Ladar Sensor Compensation II<br />
Magnetometric Sensor Compensation II<br />
Radar Sensor Compensation II<br />
Mechanics III<br />
Remote Armor Repair Systems I<br />
Remote Armor Repair Systems II<br />
Signature Analysis III<br />
Long Range Targeting III<br />
Energy Grid Upgrades III<br />
Capacitor Emission Systems III<br />
Remote Armor Repair Systems III<br />
Shield Emission Systems III<br />
Gravimetric Sensor Compensation III<br />
Ladar Sensor Compensation III<br />
Magnetometric Sensor Compensation III<br />
Radar Sensor Compensation III<br />
Capacitor Systems Operation IV<br />
Target Management IV<br />
Signature Analysis IV<br />
Long Range Targeting IV<br />
Energy Grid Upgrades IV<br />
Capacitor Emission Systems IV<br />
Remote Armor Repair Systems IV<br />
Shield Emission Systems IV<br />
Capacitor Management IV<br />
Capacitor Systems Operation V<br />
Target Management V<br />
Advanced Target Management I<br />
Signature Analysis V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 EWAR) - cost 1M ISK; 26.5 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 EWAR Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 EWAR<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 EWAR Focus<br />
|Electronic Warfare II<br />
Frequency Modulation I<br />
Sensor Linking II<br />
Target Painting II<br />
Weapon Disruption II<br />
Frequency Modulation II<br />
Electronic Warfare III<br />
Long Distance Jamming I<br />
Long Distance Jamming II<br />
Long Range Targeting III<br />
Capacitor Emission Systems III<br />
Sensor Linking III<br />
Target Painting III<br />
Weapon Disruption III<br />
Frequency Modulation III<br />
Long Distance Jamming III<br />
Target Management IV<br />
Electronic Warfare IV<br />
Signal Dispersion I<br />
Signal Dispersion II<br />
Signal Dispersion III<br />
Long Range Targeting IV<br />
Capacitor Emission Systems IV<br />
Sensor Linking IV<br />
Signal Suppression I<br />
Signal Suppression II<br />
Signal Suppression III<br />
Target Painting IV<br />
Signature Focusing I<br />
Signature Focusing II<br />
Signature Focusing III<br />
Weapon Disruption IV<br />
Weapon Destabilization I<br />
Weapon Destabilization II<br />
Weapon Destabilization III<br />
Target Management V<br />
Advanced Target Management I<br />
}}<br />
<br />
{{quote|Specialization is the key to being good in EVE. In level-2 you should have completed at least one focus area before moving up to the next Pyramid Level. You may complete more than one focus area but realize that each focus should be completed in order to enable its follow on counterpart in the next level. For example, if you chose to focus on T2 Logistics in Level-2 you now have the ability to utilize T2 Logistics modules. To complete the goal of flying T2 Logistics Cruisers in Level-4 your next step would be to focus on T2 Drones in Level-3 thus creating a path through the pyramid to reach your desired goal.}}<br />
<br />
==Level-3 T2 Weapon & Support==<br />
<br />
[[File:Level-3 Pyramid Skill Plan.png|607x110px|frameless|right|Level-3 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Turrets & Gunnery) - cost 0 ISK; 22.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Turrets & Gunnery and related support skills''<br />
{{SkillQueue<br />
|name=T2 Turrets & Gunnery<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Turrets & Gunnery Focus<br />
|Surgical Strike I<br />
Controlled Bursts II<br />
Surgical Strike II<br />
Trajectory Analysis II<br />
Motion Prediction III<br />
Rapid Firing III<br />
Sharpshooter III<br />
Controlled Bursts III<br />
Surgical Strike III<br />
Trajectory Analysis III<br />
Motion Prediction IV<br />
Rapid Firing IV<br />
Sharpshooter IV<br />
Controlled Bursts IV<br />
Surgical Strike IV<br />
Gunnery V<br />
Trajectory Analysis IV<br />
<br />
Weapon Turret V<br />
Weapon Turret Specialization III<br />
}}<br />
where "Weapon Turret" and "Weapon Turret Specialization" are from the following list:<br />
* Small Energy Turret <br />
** Small Pulse Laser Specialization <br />
** Small Beam Laser Specialization <br />
<br />
* Small Hybrid Turret <br />
** Small Blaster Specialization <br />
** Small Railgun Specialization <br />
<br />
* Small Projectile Turret <br />
** Small Autocannon Specialization <br />
** Small Artillery Specialization <br />
<br />
* Medium Energy Turret <br />
** Medium Pulse Laser Specialization <br />
** Medium Beam Laser Specialization <br />
<br />
* Medium Hybrid Turret <br />
** Medium Blaster Specialization <br />
** Medium Railgun Specialization <br />
<br />
* Medium Projectile Turret <br />
** Medium Autocannon Specialization <br />
** Medium Artillery Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Launchers & Missiles) - cost 1.5M ISK; 12 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Launchers & Missiles and related support skills''<br />
{{SkillQueue<br />
|name=T2 Launchers & Missiles<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Launchers & Missiles Focus<br />
|Rapid Launch I<br />
Target Navigation Prediction I<br />
Missile Bombardment II<br />
Rapid Launch II<br />
Target Navigation Prediction II<br />
Missile Projection I<br />
Missile Projection II<br />
Missile Bombardment III<br />
Rapid Launch III<br />
Target Navigation Prediction III<br />
Missile Launcher Operation IV<br />
Guided Missile Precision I<br />
Warhead Upgrades I<br />
Guided Missile Precision II<br />
Warhead Upgrades II<br />
Guided Missile Precision III<br />
Warhead Upgrades III<br />
Missile Bombardment IV<br />
Rapid Launch IV<br />
Missile Launcher Operation V<br />
<br />
Weapon Launcher V<br />
Weapon Launcher Specialization III<br />
}}<br />
where "Weapon Launcher" and "Weapon Launcher Specialization" are from the following list:<br />
* Rockets <br />
** Rocket Specialization <br />
<br />
* Light Missiles <br />
** Light Missile Specialization <br />
<br />
* Heavy Assault Missiles <br />
** Heavy Assault Missile Specialization <br />
<br />
* Heavy Missiles <br />
** Heavy Missile Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Drones) - cost 52M ISK; 43 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Drones and related support skills''<br />
{{SkillQueue<br />
|name=T2 Drones<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Drones Focus<br />
|Drone Avionics II<br />
Light Drone Operation II<br />
Medium Drone Operation II<br />
Drone Avionics III<br />
Light Drone Operation III<br />
Medium Drone Operation III<br />
Drones IV<br />
Drone Navigation I<br />
Drone Durability I<br />
Drone Navigation II<br />
Drone Durability II<br />
Drone Navigation III<br />
Drone Durability III<br />
Drone Avionics IV<br />
Drone Navigation IV<br />
Light Drone Operation IV<br />
Medium Drone Operation IV<br />
Drone Durability IV<br />
Drones V<br />
Drone Sharpshooting I<br />
Drone Interfacing I<br />
Heavy Drone Operation I<br />
Drone Sharpshooting II<br />
Drone Interfacing II<br />
Heavy Drone Operation II<br />
Drone Sharpshooting III<br />
Drone Interfacing III<br />
Heavy Drone Operation III<br />
Drone Sharpshooting IV<br />
Drone Interfacing IV<br />
Heavy Drone Operation IV<br />
Light Drone Operation V<br />
Medium Drone Operation V<br />
Amarr Drone Specialization<br />
Caldari Drone Specialization<br />
Gallente Drone Specialization<br />
Minmatar Drone Specialization<br />
}}<br />
Given the higher price of empire-specific drone specialization skills - newer pilots may want to select 1 or 2 skills to start, based on the tier 2 drone types they plan to use most frequently.<br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Command Bursts) - cost 1M ISK; 49 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Command Bursts support skills''<br />
{{SkillQueue<br />
|name=T2 Command Bursts<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Command Bursts Focus<br />
|Leadership I<br />
Armored Command I<br />
Information Command I<br />
Shield Command I<br />
Skirmish Command I<br />
Armored Command II<br />
Information Command II<br />
Shield Command II<br />
Skirmish Command II<br />
Armored Command III<br />
Information Command III<br />
Shield Command III<br />
Skirmish Command III<br />
Armored Command IV<br />
Information Command IV<br />
Shield Command IV<br />
Skirmish Command IV<br />
Armored Command V<br />
Armored Command Specialist I<br />
Information Command V<br />
Information Command Specialist I<br />
Shield Command V<br />
Shield Command Specialist I<br />
Skirmish Command V<br />
Skirmish Command Specialist I<br />
}}<br />
<br />
{{quote|If you've made it this far in the Pyramid give yourself a pat on the back! You now have formidable skills that can be utilized in a variety of fleet types. You can make use of T2 modules and equipment effectively on T1 hulls. To maximize those skills you'll want to consider stepping into T2 hulls and specializations however. T2 hulls provide unique bonuses that can exponentially multiply your skills making you a much more valuable fleet member. The diversity represented in Pyramid Level-4 is vast. Use the same focus and attention to detail you used to get this far as you consider what to focus on in Level-4. Complete all of a chosen focus before either returning to a lower Pyramid level, or selecting another area for specialization. You should have a good enough understanding at this point to make these choices on your own; however, skill plans and training are always great subjects for live discussion on Mumble! So get into your local campus chat and theorize with your fellow Unistas! Congratulations on your excellent progress thus far capsuleer!}}<br />
<br />
==Level-4 T2 Ships & Specialization==<br />
{{omega|level of specialization}}<br />
'''<big>Pyramid Level-4 - T2 Ships & Specialization - cost ??? ISK; ?? Days for Omega</big>'''<br />
<br />
''No Skill Plan is being provided for this level of the pyramid as this is where massive divergence and serious investment of training time will need to occur to achieve the desired end state.''<br />
<br />
[[File:Level-4 Pyramid Skill Plan.png|730x160px|frameless|right|Level-4 Pyramid Skill Plan]]<br />
<br />
{{Color box | color= | border=white | text= | width=400px | T2 Ships & Specialization<br />
'''T2 FRIGATES'''<br><br />
Assault Frigate<br><br />
Interceptor<br><br />
Covert Ops<br><br />
Stealth Bomber<br><br />
Electronic Attack Ship<br><br />
Logistics Frigate<br />
<br />
'''T2/T3 DESTROYERS'''<br><br />
Interdictor<br><br />
Command Destroyer<br><br />
Tactical Destroyer<br />
<br />
'''T2/T3 CRUISERS'''<br><br />
Heavy Assault Cruiser<br><br />
Heavy Interdiction Cruiser<br><br />
Recon Ship<br><br />
Logistics Cruiser<br><br />
Strategic Cruiser<br />
<br />
'''T2 BATTLECRUISERS'''<br><br />
Command Ship}}</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Skills:Drones&diff=166110Skills:Drones2021-01-03T17:58:02Z<p>Fellese Ovaert: Updated racial drone specialization prices to [skillbook-direct injectable prices]</p>
<hr />
<div>{{Skills Links}}<br />
=Overview=<br />
:''See also: [[Drones#Skills|Drone skills]]''<br />
Some training in the Drones category is essential for most PvE and PvP combat. Drones are a useful source of additional DPS, and they are also a key defence against small ships for large ships.<br />
<br />
Almost every ship larger than a destroyer has a dronebay. Caldari ships tend to have the smallest dronebays, but even Caldari pilots should aim to be able to field a full flight of five light drones when they start flying battlecruisers.<br />
<br />
Memory and perception are important in learning how to operate drones.<br />
<br />
The following are the skills in the Drones section (in alphabetical order):<br />
<br />
{| class="wikitable"<br />
!Skill<br />
!Purpose<br />
|-<br />
|{{sk|Advanced Drone Avionics}}<br />
|Allows control of [[Drones#Electronic warfare drones|EWAR drones]]. Bonus to drone control range.<br />
|-<br />
|{{sk|Amarr Drone Specialization}}<br />
|Allows control of T2 Amarr drones. <br />
|-<br />
|{{sk|Caldari Drone Specialization}}<br />
|Allows control of T2 Caldari drones.<br />
|-<br />
|{{sk|Drone Avionics}}<br />
|Bonus to drone control range. <br />
|-<br />
|{{sk|Drone Durability}}<br />
|Bonus to drone shield, armor, structure. <br />
|-<br />
|{{sk|Drone Interfacing}}<br />
|Bonus to drone damage and mining amount. <br />
|-<br />
|{{sk|Drone Navigation}}<br />
|Bonus to drone microwarpdrive speed <br />
|-<br />
|{{sk|Drone Sharpshooting}}<br />
|Bonus to drone optimal range. <br />
|-<br />
|{{sk|Drones}}<br />
|Allows control of drones.<br />
|-<br />
|{{sk|Fighter Hangar Management}}<br />
|Increases fighter hangar size.<br />
|-<br />
|{{sk|Fighters}}<br />
|Allows control of Fighters.<br />
|-<br />
|{{sk|Gallente Drone Specialization}}<br />
|Allows control of T2 Gallente drones. <br />
|-<br />
|{{sk|Heavy Drone Operation}}<br />
|Allows control of Heavy Drones. Bonus to Heavy Drone damage.<br />
|-<br />
|{{sk|Heavy Fighters}}<br />
|Allows control of Heavy Fighters.<br />
|-<br />
|{{sk|Ice Harvesting Drone Operation}}<br />
|Allows control of Ice Harvesting Drones.<br />
|-<br />
|{{sk|Ice Harvesting Drone Specialization}}<br />
|Allows control of advanced Ice Harvesting Drones.<br />
|-<br />
|{{sk|Light Drone Operation}}<br />
|Allows control of Light Drones. Bonus to Light Drone damage.<br />
|-<br />
|{{sk|Light Fighters}}<br />
|Allow control of Light Fighters.<br />
|-<br />
|{{sk|Medium Drone Operation}}<br />
|Allows control of Medium Drones. Bonus to Medium Drone damage. <br />
|-<br />
|{{sk|Mining Drone Operation}}<br />
|Allows control of Mining Drones. Bonus to Mining Drone Yield.<br />
|-<br />
|{{sk|Mining Drone Specialization}}<br />
|Allows control of advanced Mining Drones.<br />
|-<br />
|{{sk|Minmatar Drone Specialization}}<br />
|Allows control of T2 Minmatar drones. <br />
|-<br />
|{{sk|Repair Drone Operation}}<br />
|Allows control of Repair Drones. Bonus to Repair Drone amount. <br />
|-<br />
|{{sk|Salvage Drone Operation}}<br />
|Allows control of Salvage Drones. Bonus to drone salvage chance.<br />
|-<br />
|{{sk|Salvage Drone Specialization}}<br />
|Allows control of T2 Salvage Drones. Bonus to drone velocity and salvage chance.<br />
|-<br />
|{{sk|Sentry Drone Interfacing}}<br />
|Allows control of Sentry Drones. Bonus to sentry drone damage.<br />
|-<br />
|{{sk|Support Fighters}}<br />
|Allows control of Support Fighters.<br />
|}<br />
<br />
=Combat Drone Control Skills=<br />
{{Skill<br />
|skill=Drones<br />
|desc=Skill at remote controlling drones. Can operate 1 drone per skill level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=1x<br />
|price=20K<br />
|pre=None<br />
|reqI=Tech 1 and Faction Drone Damage Amplifiers; Tech 1, 'Integrated', and Empire Faction Light Drones; Mining Drones; Ice Harvesting Drones; {{sk|Drone Avionics|icon=yes}}; {{sk|Light Drone Operation|icon=yes}}; {{sk|Mining Drone Operation|icon=yes}}; {{sk|Ice Harvesting Drone Operation|icon=yes}}<br />
|reqIII=Tech 1, 'Integrated', and Empire Faction Medium Drones; {{sk|Amarr Offensive Systems|icon=yes}}; {{sk|Gallente Offensive Systems|icon=yes}}; {{sk|Medium Drone Operation|icon=yes}}<br />
|reqIV=Drone Damage Amplifier II; Salvage Drone I; {{sk|Drone Durability|icon=yes}}; {{sk|Salvage Drone Operation|icon=yes}}; {{sk|Drone Navigation|icon=yes}}<br />
|reqV=Heavy Drones; EWAR Drones; Shield Maintenance Bots; Armor Maintenance Bots; Hull Maintenance Bots; 'Augmented' Drones; {{sk|Advanced Drone Avionics|icon=yes}}; {{sk|Drone Interfacing|icon=yes}}, {{sk|Drone Sharpshooting|icon=yes}}; {{sk|Repair Drone Operation|icon=yes}}; {{sk|Heavy Drone Operation|icon=yes}}; {{sk|Amarr Drone Specialization|icon=yes}}; {{sk|Caldari Drone Specialization|icon=yes}}; {{sk|Gallente Drone Specialization|icon=yes}}; {{sk|Minmatar Drone Specialization|icon=yes}}<br />
|notes=The basic skill of the Drones category. Prerequisite for most other drone skills and an essential skill to train to level V for any pilot who flies anything with a 25m3 or larger dronebay.<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Light Drone Operation<br />
|desc=Skill at controlling light [[Drones#Subcapital combat drones|combat drones]]. 5% Bonus to damage of light drones per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=1x<br />
|price=50K<br />
|pre={{sk|Drones|I}}<br />
|reqI=Tech 1, 'Integrated', and Empire Faction Light Drones<br />
|reqV=Tech 2 and 'Augmented' Light Drones<br />
|notes=A 5% drone damage bonus is not to be sniffed at, and most combat pilots should train this skill to IV.<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Medium Drone Operation<br />
|desc=Skill at controlling medium [[Drones#Subcapital combat drones|combat drones]]. 5% Bonus to damage of light drones per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=2x<br />
|price=100K<br />
|pre={{sk|Drones|III}}<br />
|reqI=Tech 1, 'Integrated', and Empire Faction Medium Drones<br />
|reqV=Tech 2 and 'Augmented' Medium Drones<br />
|notes=A 5% drone damage bonus is not to be sniffed at, and most combat pilots should train this skill to IV.<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Heavy Drone Operation<br />
|desc=Skill at controlling heavy [[Drones#Subcapital combat drones|combat drones]]. 5% Bonus to heavy drone damage per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=342K<br />
|pre={{sk|Drones|V}}<br />
|reqI=Tech 1, 'Integrated', and Empire Faction Heavy Drones; Gecko<br />
|reqV=Tech 2 and 'Augmented' Heavy Drones<br />
|notes=Not all races have subcapital ships with big enough dronebays to justify using heavy drones, but Gallente battleship pilots, Amarr pilots who fly the Armageddon and Minmatar pilots who fly the Typhoon should train for them.<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Sentry Drone Interfacing<br />
|desc=Skill at controlling [[Drones#Sentry Drones|sentry drones]]. 5% bonus to Sentry Drone damage per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=405K<br />
|pre={{sk|Drone Interfacing|IV}}; {{sk|Drone Sharpshooting|IV}}<br />
|reqI=Tech 1 and Faction Sentry Drones<br />
|reqV=Tech 2 Sentry Drones<br />
|notes=Sentry drones are specialised, and large, and so like heavy drones they're mostly of interest to pilots who can fly ships with 125m3 or more of space in their dronebay. Level V lets you use T2 sentry drones.<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Advanced Drone Avionics<br />
|desc=This skill is required for the operation of [[Drones#Electronic warfare drones|Electronic Warfare Drones]] but also gives a bonus to the control range of all drones.<br><br />
<br><br />
3,000m bonus drone control range per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=360K<br />
|pre={{sk|Drones|V}}; {{sk|Electronic Warfare|IV}}<br />
|reqI=Small EWAR Drones<br />
|reqII=Medium EWAR Drones<br />
|reqIII=Large EWAR Dones<br />
|notes=The drone control range bonus applies to '''all''' types of drones, not just electronic warfare drones. ECM drones are a useful ace-in-the-hole in PvP.<br><br />
}}<br />
<br />
=Racial Drone Specializations=<br />
{{Skill<br />
|skill=Amarr Drone Specialization<br />
|desc=Specialization in the operation of advanced Amarr drones. 2% bonus to advanced Amarr drone damage per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=10-13M<br />
|pre={{sk|Drones|V}}<br />
|reqI=Tech 2 and 'Augmented' Amarr Drones<br />
|notes=This skill is not seeded in NPC stations so prices will vary widely.<br />
}}<br />
<br />
{{Skill<br />
|skill=Caldari Drone Specialization<br />
|desc=Specialization in the operation of advanced Caldari drones. 2% bonus to advanced Caldari drone damage per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=10-13M<br />
|pre={{sk|Drones|V}}<br />
|reqI=Tech 2 and 'Augmented' Caldari Drones<br />
|notes=This skill is not seeded in NPC stations so prices will vary widely.<br />
}}<br />
<br />
{{Skill<br />
|skill=Gallente Drone Specialization<br />
|desc=Specialization in the operation of advanced Gallente drones. 2% bonus to advanced Gallente drone damage per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=10-13M<br />
|pre={{sk|Drones|V}}<br />
|reqI=Tech 2 and 'Augmented' Gallente Drones<br />
|notes=This skill is not seeded in NPC stations so prices will vary widely. Gallente drones are very popular because they have good damage modifiers, and a damage type (thermal) which is reliably useful against most PvE and PvP enemies.<br />
}}<br />
<br />
{{Skill<br />
|skill=Minmatar Drone Specialization<br />
|desc=Specialization in the operation of advanced Minmatar drones. 2% bonus to advanced Minmatar drone damage per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=10-13M<br />
|pre={{sk|Drones|V}}<br />
|reqI=Tech 2 and 'Augmented' Minmatar Drones<br />
|notes=This skill is not seeded in NPC stations so prices will vary widely. Minmatar drones are very popular for PvP because they are the fastest drones and although they don't do as much raw damage as Gallente drones they do explosive damage, which hits most armor tanks hard.<br />
}}<br />
<br />
=Drone Support Skills=<br />
{{Skill<br />
|skill=Drone Avionics<br />
|desc=Skill at control range for all drones.<br><br />
<br><br />
Bonus: drone control range increased by 5000 meters per skill level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=1x<br />
|price=40K<br />
|pre={{sk|Drones|I}}<br />
|reqIII=Tech 1 and Officer Drone Link Augmentors<br />
|reqIV=Black Eagle Drone Link Augmentor<br />
|reqV=Drone Link Augmentor II<br />
|notes=A useful skill to allow drones to attack targets farther from your ship.<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Drone Durability<br />
|desc=Increases drone hit points. 5% bonus to drone shield, armor and hull hit points per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=50K<br />
|pre={{sk|Drones|IV}}<br />
|reqI={{sk|Repair Drone Operation|icon=yes}}<br />
|notes=Increasing drone hit points decreases the chance of losing drones, and thus saves money by reducing the number of drones you need to replace.<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Drone Interfacing<br />
|desc=Allows a captain to better maintain its drones. 10% bonus to drone damage, drone mining yield per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=500K<br />
|pre={{sk|Drones|V}}<br />
|reqIV={{sk|Sentry Drone Interfacing|icon=yes}}<br />
|reqV={{sk|Fighters|icon=yes}}; {{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}}<br />
|notes=Each level of Drone Interfacing is like having half of another drone. Excellent support skill.<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Drone Navigation<br />
|desc=Skill at controlling drones at high speeds. 5% increase in drone MicroWarpdrive speed per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=1x<br />
|price=100K<br />
|pre={{sk|Drones|IV}}<br />
|reqI=Warrior SW-300<br />
|reqII=Valkyrie SW-600<br />
|reqIII=Tech 1 and Faction Drone Navigation Computers; Berserker SW-900<br />
|reqV=Drone Navigation Computer II<br />
|notes=Faster drones means they get to the target and deal damage, and then return to you when you need them back, quicker. High levels in Drone Navigation also help your drones chase fast PvP targets like interceptors. <br><br />
}}<br />
<br />
{{Skill<br />
|skill=Drone Sharpshooting<br />
|desc=Increases drone optimal range.<br />
|1=Memory<br />
|2=Perception<br />
|mult=1x<br />
|price=150K<br />
|pre={{sk|Drones|V}}<br />
|reqI=Tech 1 Omnidirectional Tracking Links/Enhancers<br />
|reqIV=Omnidirectional Tracking Enhancer II; {{sk|Sentry Drone Interfacing|icon=yes}}<br />
|reqV=Omnidirectional Tracking Link II<br />
|notes=5% optimal range per level. Possibly not so important for normal combat drones, which can move around on their own. If you rely on long-ranged, stationary sentry drones then this skill will help them.<br><br />
}}<br />
<br />
=Non-Combat Drone Control Skills=<br />
{{Skill<br />
|skill=Ice Harvesting Drone Operation<br />
|desc=Skill at controlling [[Drones#Ice Harvesting Drones|ice harvesting drones]]. 5% reduction in ice harvesting drone cycle time per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=2x<br />
|price=80K<br />
|pre={{sk|Ice Harvesting|II}}; {{sk|Drones|I}}<br />
|reqI=Ice Harvesting Drone I<br />
|reqV=Tech 2, 'Excavator', and 'Augmented' Ice Harvesting Drones; {{sk|Ice Harvesting Drone Specialization|icon=yes}}<br />
|notes=<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Ice Harvesting Drone Specialization<br />
|desc=Advanced proficiency at controlling [[Drones#Ice Harvesting Drones|ice harvesting drones]]. 2% reduction in cycle time and bonus to max velocity of drones requiring Ice Harvesting Drone Specialization per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=18M<br />
|pre={{sk|Ice Harvesting Drone Operation|V}}; {{sk|Ice Harvesting|IV}}<br />
|reqI=Tech 2, 'Excavator', and 'Augmented' Ice Harvesting Drones<br />
|notes=Required for advanced ice harvester drone use.<br />
}}<br />
<br />
{{Skill<br />
|skill=Mining Drone Operation<br />
|desc=Skill at controlling [[Drones#Mining drones|mining drones]]. 5% Bonus to mining drone yield per skill level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=2x<br />
|price=40K<br />
|pre={{sk|Drones|I}}; {{sk|Mining|II}}<br />
|reqI=Tech 1, Harvester, and 'Excavator' Mining Drones<br />
|reqV=Tech 2 and 'Augmented' Mining Drones; {{sk|Mining Drone Specialization|icon=yes}}<br />
|notes=A useful support skill for miners.<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Mining Drone Specialization<br />
|desc=Advanced proficiency at controlling [[Drones#Mining drones|mining drones]]. 2% bonus to the mining yield and max velocity of drones requiring Mining Drone Specialization per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=9M<br />
|pre={{sk|Mining Drone Operation|V}}; {{sk|Mining|IV}}<br />
|reqI='Excavator' and 'Augmented' Mining Drones<br />
|notes=Required for advanced mining drone use. Currently the T2 mining drone does not require or benefit from this skill, but that is scheduled to change.<ref>https://community.eveonline.com/news/dev-blogs/mining-foreman-revolution/#DRONES</ref><br />
}}<br />
<br />
{{Skill<br />
|skill=Repair Drone Operation<br />
|desc=Allows operation of [[Drones#Logistics drones|logistic drones]]. 5% increased repair amount per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=3x<br />
|price=200K<br />
|pre={{sk|Drones|V}}; {{sk|Drone Durability|I}}<br />
|reqI=Tech 1 Light Armor/Shield/Hull Maintenance Bots<br />
|reqII=Tech 1 Medium Armor/Shield/Hull Maintenance Bots<br />
|reqIII=Tech 1 Heavy Armor/Shield/Hull Maintenance Bots<br />
|reqV=Tech 2 Armor/Shield/Hull Maintenance Bots<br />
|notes=Repair drones can be a useful augmentation to a remote repair effort, but don't expect them to perform nearly as well as a properly fitted and piloted logistics ship. Remember that you can't order your drones to repair yourself.<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Salvage Drone Operation<br />
|desc=Skill at controlling [[Drones#Salvage drones|salvage drones]]. 2% (2 percentage point) increased salvage chance per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=4x<br />
|price=220K<br />
|pre={{sk|Drones|IV}}; {{sk|Salvaging|II}}<br />
|reqI=Salvage Drone I<br />
|notes=Salvage drones can recover salvage from wrecks and bring them to your cargo hold.<br>Note that this bonus is percentage ''point'' increase, not percentage increase. For example a drone with base access difficulty bonus of 3% will have access difficulty bonus of 11% at level IV (3%+4×2%=11%)<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Salvage Drone Specialization<br />
|desc=Advanced proficiency at controlling [[Drones#Salvage drones|salvage drones]]. 2% bonus to the max velocity and salvage chance of drones requiring Salvage Drone Specialization per level. <br />
|1=Memory<br />
|2=Perception<br />
|mult=5x<br />
|price=13M<br />
|pre={{sk|Salvage Drone Operation|V}}; {{sk|Salvaging|IV}}<br />
|reqI=Salvage Drone II<br />
|notes=Improves salvage drone efficiency. Note that this time the bonus is real percentage bonuss and not percentage point bonus.<br><br />
}}<br />
<br />
=Fighter Skills=<br />
{{Skill<br />
|skill=Fighters<br />
|desc=Allows operation of fighter craft. 5% increase in fighter damage per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=12x<br />
|price=50M<br />
|pre={{sk|Drone Interfacing|V}}; {{sk|Leadership|V}}<br />
|reqI=Tech 1 Light/Heavy/Support Fighters; Shadow; {{sk|Fighter Hangar Management|icon=yes}}; {{sk|Heavy Fighters|icon=yes}}; {{sk|Light Fighters|icon=yes}}; {{sk|Support Fighters|icon=yes}}<br />
|reqV=Tech 2 Light/Heavy/Support Fighters<br />
|notes=Only carriers and supercarriers can use fighters.<br><br />
}}<br />
<br />
{{Skill<br />
|skill=Light Fighters<br />
|desc=Allows operation of light fighter craft. 5% increase in light fighter velocity per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=12x<br />
|price=100M<br />
|pre={{sk|Fighters|I}}<br />
|reqI=Tech 1 Light Fighters<br />
|reqIV=Tech 2 Light Fighters<br />
|notes=Light fighters can be used by both carriers and supercarriers. Before the Citadel expansion, these were known simply as "fighters".<br />
}}<br />
<br />
{{Skill<br />
|skill=Heavy Fighters<br />
|desc=Allows operation of heavy fighter craft. 5% increase in heavy fighter damage per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=12x<br />
|price=100M<br />
|pre={{sk|Fighters|I}}<br />
|reqI=Tech 1 Heavy Fighters; Shadow<br />
|reqIV=Tech 2 Heavy Fighters<br />
|notes=Only of interest to supercarrier pilots, since only supercarriers can use heavy fighters. Before the Citadel expansion, these were known as "fighter bombers".<br />
}}<br />
<br />
{{Skill<br />
|skill=Support Fighters<br />
|desc=Allows operation of support fighter craft. 5% increase in support fighter hit-points per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=12x<br />
|price=100M<br />
|pre={{sk|Fighters|I}}<br />
|reqI=Tech 1 Support Fighters<br />
|reqIV=Tech 2 Support Fighters<br />
|notes=Support fighters can be used by both carriers and supercarriers. They were introduced in the Citadel expansion.<br />
}}<br />
<br />
{{Skill<br />
|skill=Fighter Hangar Management<br />
|desc=5% bonus to Fighter Hangar size per level.<br />
|1=Memory<br />
|2=Perception<br />
|mult=8x<br />
|price=15M<br />
|pre={{sk|Fighters|I}}<br />
|reqI=Tech 1 and Faction Fighter Support Units; Networked Sensor Array<br />
|reqIV=Fighter Support Unit II<br />
|notes=<br><br />
}}<br />
<br />
==References==<br />
<references/><br />
<br />
[[Category:Skills]]</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Pyramid_Skill_Plan&diff=166109Pyramid Skill Plan2021-01-03T16:52:07Z<p>Fellese Ovaert: Three updates to the drone section - [1] The empire drone specialization skills are now 1 skillbook (not broken into 2), so I deleted the secondary ones [2] The price for empire drone specializations has gone up to 13M per skillbook (direct injectable), so I updated the overall price of the specialization [3[ Since these skillbooks are pricy and only help T2 drones, I moved them to the end of the T2 queue</p>
<hr />
<div>{{Template:Skillplan Navbar}}<br />
<br />
[[File:Eve Module.png|950x504px|frameless|center|Pyramid Skill Plan]]<br />
<br />
=Summary=<br />
<br />
This plan is intended for players looking to increase their knowledge and skill set beyond the Short Skill Plan. If you have completed the Short Skill Plan you are ready to move on to the Pyramid Skill Plan and the diverse world of ships and weapons that New Eden offers.<br />
<br />
The first level of the Pyramid needs to be completed in its entirety and acts as the keystone that supports and ties together what follows; however, after this each level allows for specializations if so desired. For example, on Level-2 of the Pyramid you could choose to focus on T2 Logi and then move to Level-3 to work on T2 Command Boost Support & T2 Boosts without having completed T2 EWAR. This would benefit an Incursion runner interested in logistics and boosting as well as anyone looking to provide fleet support functions in any other kind of fleet. Some careful consideration will be required at each level to ensure you are gaining the skills needed to do the activities you are interested in. <br />
<br />
Completing all specializations in each level will make a more complete pilot out of you but it will also take significantly longer to reach the highest levels of any given specialization. It is recommended that you focus on a specific role and work it through to the end and then return to a lower level of the pyramid and develop another specialization through to the end before repeating the cycle again.<br />
<br />
In this way you will become an expert pilot that can provide unique capabilities in fleets and over time expand your portfolio of functions at this higher level.<br />
<br />
Level-4 of the pyramid has no specific skill plans associated with it at this time. It is assumed that by the time you reach this level you would have a solid understanding of the requirements needed to specialize and choose a class of hulls and role within it.<br />
<br />
=Cost=<br />
<br />
Please note that NOT ALL of the skills on this plan are covered under EVE University's [[Skillbook Reimbursement Program]] Particularly those in Pyramid Level-4. The majority of skillbooks are covered but because this is a more advanced skill plan you will want to verify the individual skill book cost before assuming EVE University will reimburse you for it per the program guidelines.<br />
<br />
The total costs for each stage of the plan are as follows (at the direct injectable price):<br />
<br />
{{Color box | color= | border=white | text= | width= |<br />
[[File:Wallet.png|right]]<br />
<big>Pyramid Level-1: 4.5M ISK</big><br><br />
<big>Pyramid Level-2: 1 or 7M ISK per focus (10M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-3: 1M, 1.5M, or 52M ISK per focus (54.5M ISK to complete the entire level)</big><br><br />
<big>Pyramid Level-4:</big> ??? ISK<br><br />
<br><br />
(All prices were Jita Buy at time of documentation and are subject to change with the market; does not include skills previously injected for Short Skill Plan)}}<br />
<br />
==Suggested shopping lists==<br />
<br />
If you have the [[Freshman]] title in EVE University you can reimburse yourself for the cost of these skills by following the instructions on the [[Skillbook Reimbursement Program]] page. You can also check in the hangars for the campus you are based in, to see whether they have any of the skill books available.<br />
<br />
If you are in EVE University but don't yet have the Freshman title you can still obtain reimbursement for the cost of the skills. You will need to copy and paste the prepared messages (below each shopping list) into the Corp channel so someone with the Freshman title or above can reimburse you from the Skillbook Wallet. Remember to remove from the list any skills you already had trained.<br />
<br />
=Skill plans=<br />
<br />
==Level-1 Fitting==<br />
<br />
[[File:Level-1 Pyramid Skill Plan.png|238x142px|frameless|right|Level-1 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-1 - Fitting Basic - cost 4.5M ISK</big>'''<br />
''This contains all the skills for Level-1 of the Pyramid Skill Plan - Fitting Basic''<br />
{{alpha|skill plan}}<br />
{{SkillQueue<br />
|name=Fitting Basic<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-1<br />
|Thermodynamics I<br />
Shield Upgrades II<br />
Thermodynamics II<br />
Mechanics III<br />
Jury Rigging I<br />
Jury Rigging II<br />
Weapon Upgrades III<br />
Shield Upgrades III<br />
Jury Rigging III<br />
Armor Rigging I<br />
Astronautics Rigging I<br />
Drones Rigging I<br />
Electronic Superiority Rigging I<br />
Energy Weapon Rigging I<br />
Hybrid Weapon Rigging I<br />
Launcher Rigging I<br />
Projectile Weapon Rigging I<br />
Shield Rigging I<br />
Armor Rigging II<br />
Astronautics Rigging II<br />
Drones Rigging II<br />
Electronic Superiority Rigging II<br />
Energy Weapon Rigging II<br />
Hybrid Weapon Rigging II<br />
Launcher Rigging II<br />
Projectile Weapon Rigging II<br />
Shield Rigging II<br />
Thermodynamics III<br />
Armor Rigging III<br />
Astronautics Rigging III<br />
Drones Rigging III<br />
Electronic Superiority Rigging III<br />
Energy Weapon Rigging III<br />
Hybrid Weapon Rigging III<br />
Launcher Rigging III<br />
Projectile Weapon Rigging III<br />
Shield Rigging III<br />
Weapon Upgrades IV<br />
Advanced Weapon Upgrades I<br />
Advanced Weapon Upgrades II<br />
Advanced Weapon Upgrades III<br />
Shield Upgrades IV<br />
Thermodynamics IV<br />
CPU Management V<br />
Power Grid Management V<br />
}}<br />
<br />
{{quote|Completion of the above set of skills enhances the Short Skill Plan and provides the keystone that supports and ties together the higher levels of the Pyramid Skill Pan. From this point forward choosing a specific focus and completing it should be your goal. It is not necessary to complete all focus areas in a given level before moving on to the next level. Make good decisions based on what you want to do in game. You can always return to a previous level and work on a new focus area in the future. This is not a linear skill plan; however, there is a progression in ability from one level to the next.}}<br />
<br />
==Level-2 T2 Equipment==<br />
<br />
[[File:Level-2 Pyramid Skill Plan.png|422x105px|frameless|right|Level-2 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tank) - cost 1M ISK; 37.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tank Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tank<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tank Focus<br />
|Repair Systems II<br />
Shield Upgrades II<br />
Shield Management II<br />
Tactical Shield Manipulation II<br />
Mechanics III<br />
Armor Layering I<br />
Shield Operation III<br />
Shield Compensation I<br />
Shield Compensation II<br />
Repair Systems III<br />
Shield Upgrades III<br />
Energy Grid Upgrades III<br />
Shield Compensation III<br />
Shield Management III<br />
Tactical Shield Manipulation III<br />
Mechanics IV<br />
Shield Operation IV<br />
EM Shield Compensation I<br />
Explosive Shield Compensation I<br />
Kinetic Shield Compensation I<br />
Thermal Shield Compensation I<br />
EM Shield Compensation II<br />
Explosive Shield Compensation II<br />
Kinetic Shield Compensation II<br />
Thermal Shield Compensation II<br />
Repair Systems IV<br />
Hull Upgrades IV<br />
EM Armor Compensation I<br />
Explosive Armor Compensation I<br />
Kinetic Armor Compensation I<br />
Thermal Armor Compensation I<br />
EM Armor Compensation II<br />
Explosive Armor Compensation II<br />
Kinetic Armor Compensation II<br />
Thermal Armor Compensation II<br />
Shield Upgrades IV<br />
Energy Grid Upgrades IV<br />
Shield Compensation IV<br />
Shield Management IV<br />
Tactical Shield Manipulation IV<br />
Mechanics V<br />
Repair Systems V<br />
Hull Upgrades V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Tackle) - cost 7k ISK; 8.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Tackle Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Tackle<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Tackle Focus<br />
|Acceleration Control I<br />
Evasive Maneuvering II<br />
Propulsion Jamming II<br />
Acceleration Control II<br />
High Speed Maneuvering II<br />
Warp Drive Operation III<br />
Signature Analysis III<br />
Evasive Maneuvering III<br />
Long Range Targeting III<br />
Propulsion Jamming III<br />
Acceleration Control III<br />
Navigation IV<br />
Spaceship Command IV<br />
High Speed Maneuvering III<br />
Target Management IV<br />
Propulsion Jamming IV<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 Logistics) - cost 1M ISK; 32 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Logistics Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 Logi<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 Logistics Equipment Focus<br />
|Shield Emission Systems I<br />
Gravimetric Sensor Compensation I<br />
Ladar Sensor Compensation I<br />
Magnetometric Sensor Compensation I<br />
Radar Sensor Compensation I<br />
Repair Systems II<br />
Shield Emission Systems II<br />
Gravimetric Sensor Compensation II<br />
Ladar Sensor Compensation II<br />
Magnetometric Sensor Compensation II<br />
Radar Sensor Compensation II<br />
Mechanics III<br />
Remote Armor Repair Systems I<br />
Remote Armor Repair Systems II<br />
Signature Analysis III<br />
Long Range Targeting III<br />
Energy Grid Upgrades III<br />
Capacitor Emission Systems III<br />
Remote Armor Repair Systems III<br />
Shield Emission Systems III<br />
Gravimetric Sensor Compensation III<br />
Ladar Sensor Compensation III<br />
Magnetometric Sensor Compensation III<br />
Radar Sensor Compensation III<br />
Capacitor Systems Operation IV<br />
Target Management IV<br />
Signature Analysis IV<br />
Long Range Targeting IV<br />
Energy Grid Upgrades IV<br />
Capacitor Emission Systems IV<br />
Remote Armor Repair Systems IV<br />
Shield Emission Systems IV<br />
Capacitor Management IV<br />
Capacitor Systems Operation V<br />
Target Management V<br />
Advanced Target Management I<br />
Signature Analysis V<br />
}}<br />
<br />
'''<big>Pyramid Level-2 - T2 Equipment (T2 EWAR) - cost 1M ISK; 26.5 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 EWAR Modules and related support skills''<br />
{{SkillQueue<br />
|name=T2 EWAR<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-2 / T2 EWAR Focus<br />
|Electronic Warfare II<br />
Frequency Modulation I<br />
Sensor Linking II<br />
Target Painting II<br />
Weapon Disruption II<br />
Frequency Modulation II<br />
Electronic Warfare III<br />
Long Distance Jamming I<br />
Long Distance Jamming II<br />
Long Range Targeting III<br />
Capacitor Emission Systems III<br />
Sensor Linking III<br />
Target Painting III<br />
Weapon Disruption III<br />
Frequency Modulation III<br />
Long Distance Jamming III<br />
Target Management IV<br />
Electronic Warfare IV<br />
Signal Dispersion I<br />
Signal Dispersion II<br />
Signal Dispersion III<br />
Long Range Targeting IV<br />
Capacitor Emission Systems IV<br />
Sensor Linking IV<br />
Signal Suppression I<br />
Signal Suppression II<br />
Signal Suppression III<br />
Target Painting IV<br />
Signature Focusing I<br />
Signature Focusing II<br />
Signature Focusing III<br />
Weapon Disruption IV<br />
Weapon Destabilization I<br />
Weapon Destabilization II<br />
Weapon Destabilization III<br />
Target Management V<br />
Advanced Target Management I<br />
}}<br />
<br />
{{quote|Specialization is the key to being good in EVE. In level-2 you should have completed at least one focus area before moving up to the next Pyramid Level. You may complete more than one focus area but realize that each focus should be completed in order to enable its follow on counterpart in the next level. For example, if you chose to focus on T2 Logistics in Level-2 you now have the ability to utilize T2 Logistics modules. To complete the goal of flying T2 Logistics Cruisers in Level-4 your next step would be to focus on T2 Drones in Level-3 thus creating a path through the pyramid to reach your desired goal.}}<br />
<br />
==Level-3 T2 Weapon & Support==<br />
<br />
[[File:Level-3 Pyramid Skill Plan.png|607x110px|frameless|right|Level-3 Pyramid Skill Plan]]<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Turrets & Gunnery) - cost 0 ISK; 22.5 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Turrets & Gunnery and related support skills''<br />
{{SkillQueue<br />
|name=T2 Turrets & Gunnery<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Turrets & Gunnery Focus<br />
|Surgical Strike I<br />
Controlled Bursts II<br />
Surgical Strike II<br />
Trajectory Analysis II<br />
Motion Prediction III<br />
Rapid Firing III<br />
Sharpshooter III<br />
Controlled Bursts III<br />
Surgical Strike III<br />
Trajectory Analysis III<br />
Motion Prediction IV<br />
Rapid Firing IV<br />
Sharpshooter IV<br />
Controlled Bursts IV<br />
Surgical Strike IV<br />
Gunnery V<br />
Trajectory Analysis IV<br />
<br />
Weapon Turret V<br />
Weapon Turret Specialization III<br />
}}<br />
where "Weapon Turret" and "Weapon Turret Specialization" are from the following list:<br />
* Small Energy Turret <br />
** Small Pulse Laser Specialization <br />
** Small Beam Laser Specialization <br />
<br />
* Small Hybrid Turret <br />
** Small Blaster Specialization <br />
** Small Railgun Specialization <br />
<br />
* Small Projectile Turret <br />
** Small Autocannon Specialization <br />
** Small Artillery Specialization <br />
<br />
* Medium Energy Turret <br />
** Medium Pulse Laser Specialization <br />
** Medium Beam Laser Specialization <br />
<br />
* Medium Hybrid Turret <br />
** Medium Blaster Specialization <br />
** Medium Railgun Specialization <br />
<br />
* Medium Projectile Turret <br />
** Medium Autocannon Specialization <br />
** Medium Artillery Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Launchers & Missiles) - cost 1.5M ISK; 12 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Launchers & Missiles and related support skills''<br />
{{SkillQueue<br />
|name=T2 Launchers & Missiles<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Launchers & Missiles Focus<br />
|Rapid Launch I<br />
Target Navigation Prediction I<br />
Missile Bombardment II<br />
Rapid Launch II<br />
Target Navigation Prediction II<br />
Missile Projection I<br />
Missile Projection II<br />
Missile Bombardment III<br />
Rapid Launch III<br />
Target Navigation Prediction III<br />
Missile Launcher Operation IV<br />
Guided Missile Precision I<br />
Warhead Upgrades I<br />
Guided Missile Precision II<br />
Warhead Upgrades II<br />
Guided Missile Precision III<br />
Warhead Upgrades III<br />
Missile Bombardment IV<br />
Rapid Launch IV<br />
Missile Launcher Operation V<br />
<br />
Weapon Launcher V<br />
Weapon Launcher Specialization III<br />
}}<br />
where "Weapon Launcher" and "Weapon Launcher Specialization" are from the following list:<br />
* Rockets <br />
** Rocket Specialization <br />
<br />
* Light Missiles <br />
** Light Missile Specialization <br />
<br />
* Heavy Assault Missiles <br />
** Heavy Assault Missile Specialization <br />
<br />
* Heavy Missiles <br />
** Heavy Missile Specialization <br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Drones) - cost 52M ISK; 43 Days for Omega</big>'''<br />
{{alpha|skill plan}}<br />
''This contains the final skills needed for T2 Drones and related support skills''<br />
{{SkillQueue<br />
|name=T2 Drones<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Drones Focus<br />
|Drone Avionics II<br />
Light Drone Operation II<br />
Medium Drone Operation II<br />
Drone Avionics III<br />
Light Drone Operation III<br />
Medium Drone Operation III<br />
Drones IV<br />
Drone Navigation I<br />
Drone Durability I<br />
Drone Navigation II<br />
Drone Durability II<br />
Drone Navigation III<br />
Drone Durability III<br />
Drone Avionics IV<br />
Drone Navigation IV<br />
Light Drone Operation IV<br />
Medium Drone Operation IV<br />
Drone Durability IV<br />
Drones V<br />
Drone Sharpshooting I<br />
Drone Interfacing I<br />
Heavy Drone Operation I<br />
Drone Sharpshooting II<br />
Drone Interfacing II<br />
Heavy Drone Operation II<br />
Drone Sharpshooting III<br />
Drone Interfacing III<br />
Heavy Drone Operation III<br />
Drone Sharpshooting IV<br />
Drone Interfacing IV<br />
Heavy Drone Operation IV<br />
Light Drone Operation V<br />
Medium Drone Operation V<br />
Amarr Drone Specialization<br />
Caldari Drone Specialization<br />
Gallente Drone Specialization<br />
Minmatar Drone Specialization<br />
}}<br />
Given the higher price of empire-specific drone specialization skills - newer pilots may want to select 1 or 2 skills to start, based on the tier 2 drone types they plan to use most frequently.<br />
<br />
<br />
'''<big>Pyramid Level-3 - T2 Weapon & Support (T2 Command Bursts) - cost 1M ISK; 49 Days for Omega</big>'''<br />
{{omega|skill plan}}<br />
''This contains the final skills needed for T2 Command Bursts support skills''<br />
{{SkillQueue<br />
|name=T2 Command Bursts<br />
|width=400px<br />
|desc=Pyramid Skill Plan Level-3 / T2 Command Bursts Focus<br />
|Leadership I<br />
Armored Command I<br />
Information Command I<br />
Shield Command I<br />
Skirmish Command I<br />
Armored Command II<br />
Information Command II<br />
Shield Command II<br />
Skirmish Command II<br />
Armored Command III<br />
Information Command III<br />
Shield Command III<br />
Skirmish Command III<br />
Armored Command IV<br />
Information Command IV<br />
Shield Command IV<br />
Skirmish Command IV<br />
Armored Command V<br />
Armored Command Specialist I<br />
Information Command V<br />
Information Command Specialist I<br />
Shield Command V<br />
Shield Command Specialist I<br />
Skirmish Command V<br />
Skirmish Command Specialist I<br />
}}<br />
<br />
{{quote|If you've made it this far in the Pyramid give yourself a pat on the back! You now have formidable skills that can be utilized in a variety of fleet types. You can make use of T2 modules and equipment effectively on T1 hulls. To maximize those skills you'll want to consider stepping into T2 hulls and specializations however. T2 hulls provide unique bonuses that can exponentially multiply your skills making you a much more valuable fleet member. The diversity represented in Pyramid Level-4 is vast. Use the same focus and attention to detail you used to get this far as you consider what to focus on in Level-4. Complete all of a chosen focus before either returning to a lower Pyramid level, or selecting another area for specialization. You should have a good enough understanding at this point to make these choices on your own; however, skill plans and training are always great subjects for live discussion on Mumble! So get into your local campus chat and theorize with your fellow Unistas! Congratulations on your excellent progress thus far capsuleer!}}<br />
<br />
==Level-4 T2 Ships & Specialization==<br />
{{omega|level of specialization}}<br />
'''<big>Pyramid Level-4 - T2 Ships & Specialization - cost ??? ISK; ?? Days for Omega</big>'''<br />
<br />
''No Skill Plan is being provided for this level of the pyramid as this is where massive divergence and serious investment of training time will need to occur to achieve the desired end state.''<br />
<br />
[[File:Level-4 Pyramid Skill Plan.png|730x160px|frameless|right|Level-4 Pyramid Skill Plan]]<br />
<br />
{{Color box | color= | border=white | text= | width=400px | T2 Ships & Specialization<br />
'''T2 FRIGATES'''<br><br />
Assault Frigate<br><br />
Interceptor<br><br />
Covert Ops<br><br />
Stealth Bomber<br><br />
Electronic Attack Ship<br><br />
Logistics Frigate<br />
<br />
'''T2/T3 DESTROYERS'''<br><br />
Interdictor<br><br />
Command Destroyer<br><br />
Tactical Destroyer<br />
<br />
'''T2/T3 CRUISERS'''<br><br />
Heavy Assault Cruiser<br><br />
Heavy Interdiction Cruiser<br><br />
Recon Ship<br><br />
Logistics Cruiser<br><br />
Strategic Cruiser<br />
<br />
'''T2 BATTLECRUISERS'''<br><br />
Command Ship}}</div>Fellese Ovaerthttps://wiki.eveuniversity.org/index.php?title=Corporation_diplomacy&diff=166035Corporation diplomacy2020-12-31T15:51:40Z<p>Fellese Ovaert: Fixed a spelling mistake "eith" -> "with"</p>
<hr />
<div>Corporations generally build up relationships with other corporations, whether good or bad. A corporation will generally have one or more Diplomats whose job is to deal with third parties on behalf of the corporation and to come to diplomatic agreements.<br />
<br />
{{euninote|See [[Diplomacy Department]] for information on our Diplomats and non-aggression pacts with EVE University}}<br />
{{Corplinks}}<br />
<br />
=Standings=<br />
<br />
Generally diplomatic agreements involve corporations (or alliances) setting "standings" towards one another. Standings can be set either on a personal level (so only you can see them), a corporation level or at an alliance level. Standing can be set for individual players, for corporations and for alliances.<br />
<br />
Standings are a way of indicating to your corporation members how a third party is viewed by the corporation. The standings will show up in the overview of members of the corporation as follows:<br />
<br />
{| class="wikitable"<br />
|-<br />
! style="background:#222222;" | Icon <br />
!! style="background:#222222;" | Status <br />
!! style="background:#222222;" | Standing<br />
|-<br />
| {{icon|tag 10|9}} || Excellent || +10<br />
|-<br />
| {{icon|tag 5|9}} || Good || +5<br />
|-<br />
| {{icon|tag no standing|9}}|| Neutral || 0<br />
|-<br />
| {{icon|tag -5|9}} || Bad || -5<br />
|-<br />
| {{icon|tag -10|9}} || Terrible || -10<br />
|}<br />
<br />
In terms of rules of engagement, most corporations fall into one of two categories:<br />
<br />
{{Color box | border=#3498DB | '''{{co|#E74C3C|NRDS - Not red, don't shoot}}: This means that members can only aggress other players who have 'red' standing (i.e. -5 or -10).'''<br /><br />
'''{{co|#3498DB|NBSI - Not blue, shoot it}}: This means that members can aggress any other players aside from those who has 'blue' standing (i.e. +5 or +10).''' }}<br /><br />
<br />
{{euninote|For EVE University's rules of engagement see [[EVE University Rules]]}}<br />
<br />
==Checking standings==<br />
<br />
You can view corporation standings under [[Image:CorporationIcon.png|30px]]{{co|yellow|Corporation}} window, {{co|cyan|Standings}} tab, {{co|cyan|Corporate Contacts}} tab. There is a search box that allows you to search for a person or corporation:<br />
<br />
[[File:Corpstandings1.png]]<br />
<br />
You can view alliance standings under [[Image:CorporationIcon.png|30px]]{{co|yellow|Corporation}} window, {{co|cyan|Alliances}} tab, {{co|cyan|Alliance Contacts}} tab. Again there is a search bar to allow you to filter the results:<br />
<br />
[[File:Alliancestandings.png]]<br />
<br />
==Setting standings==<br />
<br />
To set corporation or alliance standings towards a player, corporation or alliance, either right click their name in chat or a mail, and choose {{co|cyan|Add Corporation Contact}} or {{co|cyan|Add Alliance Contact}}. You can also open their information sheet, click the four bars the the top left and choose the same options.<br />
<br />
{|<br />
|-<br />
| [[File:Corpstandings2.png]]<br />
|| You will then get a pop up window which enables you to set the standings, either by selecting one of the statuses set out in the table above, or by using the sliding scale to select values in between. You can also add a label, which may be useful in informing your corporation members why a particular standing has been set.<br />
|}<br />
<br />
Once you have set standings, you can edit or remove them by right clicking their name in chat or a mail, and choose {{co|cyan|Edit Corporation Contact}} or {{co|cyan|Remove Corporation Contact}}. You can also open their information sheet, click the four bars the the top left and choose the same options.<br />
<br />
{{Color box | border=red | {{co|red|Note:}} Standings are one-way only. The player, corporation or alliance will not see what standings you have set for them, and will not automatically set your corporation at the same standings. If you have come to an agreement with another corporation or alliance it is important to ensure that they have also set the appropriate standings towards your corporation or alliance, to avoid any misunderstandings later on.}}<br />
<br />
=Wars=<br />
<br />
War is a game mechanic which allows corporations and/or alliances to fight in high or low security space without [[CONCORD]] intervention or [[security status]] loss. <br />
<br />
==Eligibility==<br />
<br />
Not all corporations can engage in wars. Only those that own either a [[Upwell structures|structure]] or a [[Player Owned Customs Office|customs office]] can declare war or have war declared on them. This automatically excludes NPC corporations since they do not have any such structures.<br />
<br />
==Declaring war==<br />
<br />
To initiate a war, a corporation/alliance must pay a fee to CONCORD. To declare war on another corporation/alliance you must have the director or CEO role in your current corporation.<br />
<br />
The CEO or a director of the corporation (which must be the executor corporation if the corporation is part of an alliance) must go to the [[Image:CorporationIcon.png|30px]]{{co|yellow|Corporation}} window, {{co|cyan|Alliances}} tab (if the corporation is part of an alliance), then the {{co|cyan|Home}} tab. At the bottom of the window is button labelled {{co|cyan|Declare War}}. The CEO must push the button and enter the name of the target corporation or alliance, then press search. Once he or she has confirmed the selected alliance is the correct one, war is immediately declared {{co|red|with no confirmation of the fee}}.<br />
<br />
Once war is declared, there is a 24 hour startup period in which fighting cannot occur, to give both sides a chance to get ready for the war. Once the war is active, there will be a period of one week where any aggression can occur between the two sides without CONCORD intervention.<br />
<br />
==Costs of war declarations== <br />
<br />
It costs a flat fee of 100 million ISK per week to issue and maintain a war declaration.<br />
<br />
If the receiver of the war declaration chooses, they can make the war mutual. Mutual wars do not cost the aggressor the usual weekly fee and won't expire unless the war is manually retracted or the mutual status is revoked. Any allies in a war that has been made mutual will be dropped from the war and no side in a mutual war is able to accept or receive allies.<br />
<br />
==Ending a war==<br />
<br />
Wars can end in one of several ways:<br />
<br />
* If the week ends without a renewal fee paid for the war, then CONCORD will declare the war invalid. This notification looks like this:<br />
<br />
[[File:Warinvalidation.png]]<br />
<br />
* War can be surrendered by a corporation's CEO or a Director. The other side is given the option to accept or decline it. The surrender option can involve a payment of ISK in return for acceptance. It also means these entities cannot declare war on each other for the following two weeks.<br />
<br />
* The attacker's war headquarters [[Upwell structures|upwell structure]] is destroyed.<br />
<br />
* In the case where a defender has made the war mutual, the original aggressor can retract the war and it will end after the 24 hour cool down.<br />
<br />
However a war ends, there will be a 24 hour cooldown period where fighting can still occur. This prevents ending a war to avoid a particular engagement. After this cooldown, normal CONCORD services will resume.<br />
<br />
==Checking the status of a war==<br />
<br />
Go to [[Image:CorporationIcon.png|30px]]{{co|yellow|Corporation}} window, select the {{co|cyan|Wars}} tab and then the {{co|cyan|Our Wars}} tab. This tells you when the war started. You can also use the "Show Info" on any given corporation or alliance and go to the War tab and you can see the history of finished wars, current wars, and pending wars.<br />
<br />
The {{co|cyan|Our Wars}} tab allows the CEO or director to do the following:<br />
<br />
* Open for Allies<br />
* View Allies (if there are any)<br />
* Declare Mutual<br />
* Send Surrender Offer<br />
* Open War Report<br />
<br />
==Allies==<br />
<br />
Third parties are able to join in a war as an 'ally', which allows them to fight in the war also with the same lack of CONCORD intervention. Allies can only join on the side of the defender, not the attacker. You can have an unlimited number of allies, though the allies are for that individual war. If you want them to help in other wars also they will need to become allies for the other wars as well. Allies cannot join a war if they are already at war with the attacker.<br />
<br />
Requests to become allies can be submitted at any time, but if you are a defender a director or CEO can flag your corporation as specifically being open for ally requests. To do this, go to [[Image:CorporationIcon.png|30px]]{{co|yellow|Corporation}} window, select the {{co|cyan|Wars}} tab and then the {{co|cyan|Our Wars}} tab, find the particular war you want to open for allies and click the four bars to the right. There will be an option to {{co|cyan|Open for Allies}}. What this does is puts a flag by your corporation in the list of wars in the {{co|cyan|All Wars}} tab, which looks like: [[File:Mercenaryadd.png|30px]] Corporations who are interested in becoming allies can filter the {{co|cyan|All Wars}} tab by those who have {{co|cyan|Assistance requests only}}.<br />
<br />
[[File:Allies1.png]]<br />
<br />
Only the CEO or Director of a corporation can make an ally offer. To offer to become an ally in someone else's war, select the four bars next to the war details and select {{co|cyan|Offer Assistance}}. You will be presented with a pop-up window which will allow you to include a message to the defender and also specify an amount of ISK you would like them to pay your corporation for your assistance. It is not necessary to enter an ISK value or message.<br />
<br />
When a corporation offers to ally with yours, you will receive a notification informing you of the ally request. You can view the request under [[Image:CorporationIcon.png|30px]]{{co|yellow|Corporation}} window, select the {{co|cyan|Wars}} tab and then the {{co|cyan|Our Wars}} tab. There will be a new icon next to the war details: [[File:Mercenaryattention.png|30px]]. If you select the ally request you will have the option to {{co|cyan|Accept}} of {{co|cyan|Reject}} the offer. If an ISK value is agreed, this will be taken from the Master Wallet. It is a one-off payment, and will not reoccur if the war continues for more than the first week.<br />
<br />
If an ally request is accepted, there is again a 24 hour period for them to prepare before they can start fighting. After 24 hours they will be able to fight the attackers (but not the defenders).<br />
<br />
==War Report==<br />
<br />
You can view a report of any particular war either by going to [[Image:CorporationIcon.png|30px]]{{co|yellow|Corporation}} window, select the {{co|cyan|Wars}} tab and then the {{co|cyan|Our Wars}} tab, clicking the four bars next to the war and selecting {{co|cyan|Open War Report}}, or looking up the details of the corporation, going to the {{co|cyan|War History}} tab, clicking the four bars next to the war and selecting {{co|cyan|Open War Report}}. The War Report is visible to anybody.<br />
<br />
The war report contains information about the number of ships killed for each side and the ISK value of those ships. It also contains links to the lossmails for every ship, which you can filter by the attacker and the defender. You can also view information on the types of ships lost in a graph.<br />
<br />
[[File:WarReport.png]]<br />
<br />
[[Category:Corporations]]</div>Fellese Ovaert