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Incursion fitting principles: Difference between revisions

From EVE University Wiki
m Drone choice: Alpha Clone drone note added.
m Faction and deadspace modules: Removed old comparison table due to being inaccurate with the new patch and I didn't deem it worth keeping.
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== Faction and deadspace modules ==
== Faction and deadspace modules ==
First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the '''Federation Navy Stasis Webifier''' and '''tech two weapons''', it is recommended that you get a better hull long before you look into upgrading modules.
First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the '''Federation Navy''' or '''Serpentis Stasis Webifier''' and '''tech two weapons''', it is recommended that you get a better hull long before you look into upgrading modules.


The best module to start upgrading is usually the '''Invulnerability Field''', as it frees up additional mid-slots which can be used to further augment your applied damage. See [[Ship_progression_in_Incursions#Fit_progression|fit progression]] for examples of how Pithum deadspace variants changes your fit.
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot. But even though a faction tracking computer or a sensor booster might make sense for public fleets built to compete, for our community that isn't going to be as worthwhile of an investment as we usually don't compete.
 
After that there are still many ways to use faction or deadspace modules to vastly improve the efficiency of your incursion ship. Some of these modules are cheap and might not be too much of a concern, but others are worth quite a bit of ISK and a second thought is warranted if you consider getting them. The cost of improving your efficiency rises exponentially as well, so while the first round of upgrades might be very cost-efficient, taking it one step further will quickly put you in a position where you're literally throwing ISK away for minor improvements.
 
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot (or two) and potentially a lowslot as well. But a faction tracking computer or a sensor booster might make sense for public fleets built to compete, but for our community that is hardly a worthwhile investment.  
==== What do you get in return? ====
==== What do you get in return? ====
To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.
To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.
==== Worthwhile investments ====
 
Here's a list of some modules that are worth upgrading. While some give a larger effect, they all contribute enough to warrant their cost. That said, just because the A-type is very efficient doesn't mean everyone should get one, as you can often get by with a B- or even a C-type for certain fits. At the same time, even though faction damage modules give a relatively small increase, they are often worth it because there is nothing better to use and every scrap of increased damage helps.
{| class="wikitable" style="font-size:90%;"
! style="background-color:#222222;" | Module
! style="background-color:#222222;" | Benefit
|-
| style="padding:0px;" | [[image:Icon_hardener_adaptive_deadspace.png|64px|link=]]
| 1 x {{co|mediumslateblue|Pithum C-Type Adaptive Invulnerability Field}} is {{co|lightgreen|35,42%}} stronger than an {{co|grey|Adaptive Invulnerability Field II}} (top of the hierarchy<small>&nbsp;<ref name="top">The modules are on the top, meaning the first module gets 100% effect, second 86,9%, third 57,1% all according to normal [[stacking penalties|stacking penalty rules]].</ref></small>)<br>1 x {{co|mediumslateblue|Pithum B-Type Adaptive Invulnerability Field}} is {{co|lightgreen|45,83%}} stronger than an {{co|grey|Adaptive Invulnerability Field II}} (top of the hierarchy<small>&nbsp;<ref name="top"></ref></small>)<br>1 x {{co|mediumslateblue|Pithum A-Type Adaptive Invulnerability Field}} is {{co|lightgreen|46,875%}} stronger than an {{co|grey|Adaptive Invulnerability Field II}} (top of the hierarchy<small>&nbsp;<ref name="top"></ref></small>)
|-
| style="padding:0px;" | [[image:Icon_tracking_computer_faction.png|64px|link=]]
| 1 x {{co|mediumslateblue|Federation Navy Tracking Computer}} is {{co|lightgreen|3,85%}} stronger than a {{co|grey|Tracking Computer II}}.<br>2 x {{co|mediumslateblue|Federation Navy Tracking Computers}} are {{co|lightgreen|7,43%}} stronger (top of the hierarchy<small>&nbsp;<ref name="top"></ref></small>).<br>2 x {{co|mediumslateblue|Federation Navy Tracking Computers}} are {{co|lightgreen|5,97%}} stronger (if you get a link<small>&nbsp;<ref name="link">Remote tracking computers, remote sensor boosters and tech two burst rigs are stronger and thus pushes the modules down to 2nd and 3rd (etc) in the hierarchy, meaning they are both penalized and working at 86,9% and 57,1% respectively (or more if you stack more modules).</ref></small>).
|-
| style="padding:0px;" | [[image:Icon_sensor_booster_faction.png|64px|link=]]
| 1 x {{co|mediumslateblue|Serpentis Sensor Booster}} is {{co|lightgreen|3,12%}} stronger than a {{co|grey|Sensor Booster II}}.<br>2 x {{co|mediumslateblue|Serpentis Sensor Boosters}} are {{co|lightgreen|6,07%}} stronger (top of the hierarchy<small>&nbsp;<ref name="top"></ref></small>).<br>2 x {{co|mediumslateblue|Serpentis Sensor Boosters}} are {{co|lightgreen|5,04%}} stronger (if you get a resebo<small>&nbsp;<ref name="link"></ref></small>).
|-
| style="padding:0px;" | https://image.eveonline.com/Type/15895_64.png
| 1 x {{co|mediumslateblue|Federation Navy Magnetic Field Stabilizer}} is {{co|lightgreen|2,27%}} more effective compared to {{co|grey|Magnetic Field Stabilizer II}}<small>&nbsp;<ref>The same applies to '''Gyrostabilizer II''' and '''Heat Sink II''' modules and their relative strength compared to their faction counterparts.</ref></small><br>4 x {{co|mediumslateblue|Federation Navy Magnetic Field Stabilizers}} are {{co|lightgreen|6,45%}} stronger (top of the hierarchy<small>&nbsp;<ref name="top"></ref></small>).<br>4 x {{co|mediumslateblue|Federation Navy Magnetic Field Stabilizers}} are {{co|lightgreen|4,36%}} stronger (if you have a T2 burst rig)<small>&nbsp;<ref name="link"></ref></small>).
|}
<small><references/></small>
==== Module variants and price deviations ====
==== Module variants and price deviations ====
{|
{|
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| valign="top" style="padding-top:12px;" | When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the {{co|coral|Federation Navy Tracking Computer}} is identical in all but the name to the {{co|coral|Shadow Serpentis Tracking Computer}} and their prices fluctuate over time, so use the [[Show Info and Compare]]-feature ingame to find potential alternatives and you might save millions.
| valign="top" style="padding-top:12px;" | When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the {{co|coral|Federation Navy Tracking Computer}} is identical in all but the name to the {{co|coral|Shadow Serpentis Tracking Computer}} and their prices fluctuate over time, so use the [[Show Info and Compare]]-feature ingame to find potential alternatives and you might save millions.
|}
|}
==== Questionable investments ====
These modules fall into the category of ''"more ISK than sense"'', as they give very little or in some cases no actual improvement.
{| class="wikitable" style="font-size:90%;"
! style="background-color:#222222;" | Module
! style="background-color:#222222;" | Benefit
|-
| style="padding:0px;" | https://image.eveonline.com/Type/15965_64.png
| 1 x {{co|mediumslateblue|Republic Fleet Tracking Enhancer}} is only {{co|crimson|0,46%}} stronger than a {{co|grey|Tracking Enhancer II}}.<br>2 x {{co|mediumslateblue|Republic Fleet Tracking Enhancers}} are only {{co|crimson|0,67%}} stronger (2nd and 3rd in the hierarchy<small>&nbsp;<ref name="stack">'''Tracking Computer''', both local and remote ones from scimitars, that are scripted for tracking are stronger than the tracking bonus from tracking enhancers. So if you have a tracking computer, or two, or an incoming link, the small bonus will be 2nd and 3rd, 3rd and 4th or even 5th and 6th (suffering harsh [[stacking penalties]]).</ref></small>).<br>2 x {{co|mediumslateblue|Republic Fleet Tracking Enhancers}} are only {{co|crimson|0,41%}} stronger (3rd and 4th in the hierarchy)<small>&nbsp;<ref name="stack"></ref></small>).
|}
<small><references/></small>


== Injecting implants ==
== Injecting implants ==