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Incursion fitting principles: Difference between revisions

From EVE University Wiki
Undo revision 147045 by Arexand oskold (talk) Yes, either do a proper swap and fix formatting, or don't change it at all. Don't leave it half-broken with different sized icons.
m Shield vs armour doctrines: After several years, things have changed, both slot layouts, price differences etc has left the difference mostly to skill requirements and immediate reps vs delayed reps.
Line 9: Line 9:
Incursions can be done with both armour and shield doctrines, but there is a certain game design bias towards shield ships and fits.
Incursions can be done with both armour and shield doctrines, but there is a certain game design bias towards shield ships and fits.


* Shield tanking modules are more cost effective and stronger than their armour variants. Invulnerability fields for example are much stronger and cheaper than adaptive platings or membranes, especially when playing around with deadspace modules. They are also much less skill-dependant compared to armour, since the passive armour modules require high armour compensation skills to function effectively.
* Shield tanking modules are less skill-dependant compared to armour, since the passive armour modules require high armour compensation skills to function effectively.
* Shield ships usually have better slot layouts, allowing them to fit both utility midslots and fill the lows with damage augmenting modules to a much higher degree than their armour brethren.
* Armour tanking modules have much stronger passive resists, allowing them to ensure high resists despite being neuted out. This is more of a benefit for headquarter sites as there are more neuting capable ships there, unlike vanguards where the neuting risk can be removed reliably.
* Shield ships and fits are faster and more mobile compared to armour ships and fits.
* Remote shield booster modules apply their repairs at the beginning of the cycle, while remote armour repairers apply their repairs at the end of the cycle. This makes it easier to manage sudden aggro-shifts with shield logistics.
* Remote shield booster modules apply their repairs at the beginning of the cycle, while remote armour repairers apply their repairs at the end of the cycle. This makes it easier to manage sudden aggro-shifts with shield logistics.


The above mentioned bias in favour of shield ships and fits means that most communities run exclusively shield fleets. While there are some armour communities, they often have trouble competing against shield fleets.
In the [[EVE University Incursion Community]] we run almost exclusively shield fleets due to the fact that it's slightly faster to train the shield skills.
 
In the [[EVE University Incursion Community]] we run almost exclusively shield fleets, primarily due to the fact that it's slightly faster to train the shield skills but also because we want our pilots to be able to fly with the majority of the public communities as well. In a perfect world we'd do both, but due to training and logistical difficulties in maintaining two doctrines we chose to use the more efficient and common shield doctrine.


== Omni damage and resists ==
== Omni damage and resists ==