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Drebin 679 (talk | contribs) →Fit progression: Re-added one mid tank, which was put back on the menu in June 2020 after I forgot about the torp sigtanking. |
m Bot: Automated text replacement (-[[campuses +[[communities); cosmetic changes |
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==== Scimitar ==== | ==== Scimitar ==== | ||
{| style="padding:0px;" | {| style="padding:0px;" | ||
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[ | | nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[File:Scimitar.jpg|128px|link=]]</div> | ||
| valign="top" style="padding:4px;" | The {{ship|scimitar|tooltip}} is cap stable on its own and does not require a cap chain to run all its remote shield boosters. That and the bonus to '''remote tracking computers''' means it's favoured in any fleet that either doesn't need utility cap or has it covered already. | | valign="top" style="padding:4px;" | The {{ship|scimitar|tooltip}} is cap stable on its own and does not require a cap chain to run all its remote shield boosters. That and the bonus to '''remote tracking computers''' means it's favoured in any fleet that either doesn't need utility cap or has it covered already. | ||
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==== Basilisk ==== | ==== Basilisk ==== | ||
{| style="padding:0px;" | {| style="padding:0px;" | ||
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[ | | nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|caldari|48}}</div>[[File:Basilisk.jpg|128px|link=]]</div> | ||
| valign="top" style="padding:4px;" | The {{ship|Basilisk|tooltip}} relies on establishing a cap chain in order to run all its remote shield boosters. The extra high slots allow for either more remote shield boosters or extra utility cap for the fleet. It is often used to ensure enough utility cap for the more difficult incursion sites featuring heavy neuting. | | valign="top" style="padding:4px;" | The {{ship|Basilisk|tooltip}} relies on establishing a cap chain in order to run all its remote shield boosters. The extra high slots allow for either more remote shield boosters or extra utility cap for the fleet. It is often used to ensure enough utility cap for the more difficult incursion sites featuring heavy neuting. | ||
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The '''Machariel''', '''Nightmare''' and '''Vindicator''' hulls are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts. | The '''Machariel''', '''Nightmare''' and '''Vindicator''' hulls are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts. | ||
Some of these have a natural progression, like the [[ | Some of these have a natural progression, like the [[Vanguard Incursion fits#Maelstrom|Maelstrom]] pilot only needing {{sk|Gallente Battleship}} to move into a '''Machariel''' and a [[Vanguard Incursion fits#Hyperion|Hyperion]] pilot only needing to train {{sk|Minmatar Battleship}} to get into the '''Vindicator'''. Left a bit on the side is the [[Vanguard Incursion fits#Rokh|Rokh]] with a low priority synergy with the '''Nightmare''' given the {{sk|Caldari Battleship}} skill and a slightly stronger synergy with the '''Vindicator''' given that they both use the {{sk|Large Hybrid Turret}} skill for their guns. | ||
Training up a racial battleship skill from scratch to III takes less than four days and training a new racial turret skill to III is about a day and a half, so even if some of these ships have natural progression; don't feel like you're a slave to your initial choice of ship or weaponry. | Training up a racial battleship skill from scratch to III takes less than four days and training a new racial turret skill to III is about a day and a half, so even if some of these ships have natural progression; don't feel like you're a slave to your initial choice of ship or weaponry. | ||
==== Nightmare ==== | ==== Nightmare ==== | ||
{| style="padding:0px;" | {| style="padding:0px;" | ||
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[ | | nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|sansha's nation|48}}</div>[[File:Nightmare.jpg|128px|link=]]</div> | ||
| valign="top" style="padding:4px;" | The {{ship|Nightmare|tooltip}} has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues putting some pressure on good cap skills. | | valign="top" style="padding:4px;" | The {{ship|Nightmare|tooltip}} has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues putting some pressure on good cap skills. | ||
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==== Machariel ==== | ==== Machariel ==== | ||
{| style="padding:0px;" | {| style="padding:0px;" | ||
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[ | | nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|angel cartel|48}}</div>[[File:Machariel.jpg|128px|link=]]</div> | ||
| valign="top" style="padding:4px;" | The {{ship|Machariel|tooltip}} combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched, although it does suffer comparably with lower overall dps. It also has enough midslots to fit for any occasion. | | valign="top" style="padding:4px;" | The {{ship|Machariel|tooltip}} combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched, although it does suffer comparably with lower overall dps. It also has enough midslots to fit for any occasion. | ||
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small> <ref name="galmin">{{sk|Gallente Battleship}} and {{sk|Minmatar Battleship}} are shared between both the [[Machariel]] and the [[Vindicator]], so if you like flying multiple hulls you'd have the ship skills covered and you'd only need to train a new racial turret skill.</ref></small> (increases turret falloff)<br> | {{icon|gallente2|28}}{{sk|Gallente Battleship}}<small> <ref name="galmin">{{sk|Gallente Battleship}} and {{sk|Minmatar Battleship}} are shared between both the [[Machariel]] and the [[Vindicator]], so if you like flying multiple hulls you'd have the ship skills covered and you'd only need to train a new racial turret skill.</ref></small> (increases turret falloff)<br> | ||
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small> <ref name="galmin" | {{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small> <ref name="galmin"/></small> (highest priority increases turret damage)<br> | ||
{{icon|large autocannon|28}}{{sk|Large Projectile Turret}} | {{icon|large autocannon|28}}{{sk|Large Projectile Turret}} | ||
|} | |} | ||
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==== Vindicator ==== | ==== Vindicator ==== | ||
{| style="padding:0px;" | {| style="padding:0px;" | ||
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[ | | nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|serpentis|48}}</div>[[File:Vindicator.jpg|128px|link=]]</div> | ||
| valign="top" style="padding:4px;" | The {{ship|Vindicator|tooltip}} is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range. | | valign="top" style="padding:4px;" | The {{ship|Vindicator|tooltip}} is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range. | ||
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small> <ref name="galmin" | {{icon|gallente2|28}}{{sk|Gallente Battleship}}<small> <ref name="galmin"/></small> (increases turret tracking speed)<br> | ||
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small> <ref name="galmin" | {{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small> <ref name="galmin"/></small> (highest priority as it increases webifier effectiveness)<br> | ||
{{icon|large blaster|28}}{{sk|Large Hybrid Turret}} | {{icon|large blaster|28}}{{sk|Large Hybrid Turret}} | ||
|} | |} | ||
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===== Accepted in the EVE University Incursion Community ===== | ===== Accepted in the EVE University Incursion Community ===== | ||
In the [[EVE University Incursion Community]] we have no real reason to casually bar these ships as regular damage dealers, since properly fitted with long range medium turrets they can often perform similar to or slightly better than our tech one minimum fits. They can also be used effectively for [[Nation Consolidation Network]] assault sites. Since we have some members who spend the majority of their time in other [[ | In the [[EVE University Incursion Community]] we have no real reason to casually bar these ships as regular damage dealers, since properly fitted with long range medium turrets they can often perform similar to or slightly better than our tech one minimum fits. They can also be used effectively for [[Nation Consolidation Network]] assault sites. Since we have some members who spend the majority of their time in other [[communities]] flying smaller ships, this allows us to include more people into our community. | ||
While we accept them, they are still '''not recommended''' for the majority of players as they require very high skills and tech two weapons to perform. They should only be used for very specific reasons when other alternatives are much less desirable. | While we accept them, they are still '''not recommended''' for the majority of players as they require very high skills and tech two weapons to perform. They should only be used for very specific reasons when other alternatives are much less desirable. | ||
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See [[Incursion fitting principles#Upgrade priorities|upgrade priorities]] for more information and remember that your options are highly limited by your [[Incursion fitting principles#Rigging choice|choice of rigs]]. That choice also heavily influences the amount of ISK you need to front to make the fit work. The examples below will use the more common setups, so will not include specialized fits such as the '''warp speed''' variant. | See [[Incursion fitting principles#Upgrade priorities|upgrade priorities]] for more information and remember that your options are highly limited by your [[Incursion fitting principles#Rigging choice|choice of rigs]]. That choice also heavily influences the amount of ISK you need to front to make the fit work. The examples below will use the more common setups, so will not include specialized fits such as the '''warp speed''' variant. | ||
== Cheap == | == Cheap == | ||
If you're not entirely sure how you want to fit your ship in the end, the same principle that we follow to fit our [[Incursion fitting principles#Minimum setup|minimum fits]] can be applied to pirate faction ships as well. Practically you can fit a '''Vindicator''' more or less the same way you'd fit a [[ | If you're not entirely sure how you want to fit your ship in the end, the same principle that we follow to fit our [[Incursion fitting principles#Minimum setup|minimum fits]] can be applied to pirate faction ships as well. Practically you can fit a '''Vindicator''' more or less the same way you'd fit a [[Vanguard Incursion fits#Hyperion|Hyperion]]. The same goes for fitting a '''Machariel''' similar to how you fit a [[Vanguard Incursion fits#Maelstrom|Maelstrom]]. | ||
Here's an example of a '''Nightmare''' fit according to our principles, with only a minor change to rigs since their increased stats make shield extender rigs superfluous. | Here's an example of a '''Nightmare''' fit according to our principles, with only a minor change to rigs since their increased stats make shield extender rigs superfluous. | ||
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= Skill progression = | = Skill progression = | ||
For the most part skill progression is as simple as just topping off the '''minimum''' skills you needed to get ready and perhaps train a couple of new skills to be able to use a different set of drones or a situational module. There are however some differences between skill progression for logistics and damage dealers. | For the most part skill progression is as simple as just topping off the '''minimum''' skills you needed to get ready and perhaps train a couple of new skills to be able to use a different set of drones or a situational module. There are however some differences between skill progression for logistics and damage dealers. | ||
== Logistics == | == Logistics == | ||
Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like {{sk|Logistics Cruisers|V}} and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank. | Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like {{sk|Logistics Cruisers|V}} and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank. | ||
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See [[Preparing for Incursions#Minimum skills for logistics|minimum]] and [[Preparing for Incursions#Recommended skills for logistics|recommended skills]] for a list of specific skills to train early on to quickly move into the '''recommended''' and '''advanced''' logistics fits. | See [[Preparing for Incursions#Minimum skills for logistics|minimum]] and [[Preparing for Incursions#Recommended skills for logistics|recommended skills]] for a list of specific skills to train early on to quickly move into the '''recommended''' and '''advanced''' logistics fits. | ||
{| | {| | ||
| valign="top" | [[ | | valign="top" | [[File:icon_implant_hardwiring.png|64px|link=]] | ||
| {{co|coral|Implants}} | | {{co|coral|Implants}} | ||
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There are several drone-related skills to help improve your performance. First training into '''medium drones''' and improving drone control range, then general '''drone support''' and '''specialization''' skills. Later on you might train '''heavy drones''' for headquarter sites or '''sentry drones''' for vanguard sites. | There are several drone-related skills to help improve your performance. First training into '''medium drones''' and improving drone control range, then general '''drone support''' and '''specialization''' skills. Later on you might train '''heavy drones''' for headquarter sites or '''sentry drones''' for vanguard sites. | ||
|- | |- | ||
| valign="top" | [[ | | valign="top" | [[File:icon_cogs.png|64px|link=]] | ||
| {{co|coral|Capacitor management}} | | {{co|coral|Capacitor management}} | ||
Some skills improve basic capacitor regeneration, others reduce capacitor usage instead. Some ships will have little to no issues with cap, while others are much more subject to it and require very high skills. Implants play a small role in this as well, so your mileage will vary here depending on your skills, ship, fit and implants. | Some skills improve basic capacitor regeneration, others reduce capacitor usage instead. Some ships will have little to no issues with cap, while others are much more subject to it and require very high skills. Implants play a small role in this as well, so your mileage will vary here depending on your skills, ship, fit and implants. | ||
|- | |- | ||
| valign="top" | [[ | | valign="top" | [[File:icon_cog.png|64px|link=]] | ||
| {{co|coral|Fitting skills}} | | {{co|coral|Fitting skills}} | ||
Long range weapons and propulsion modules in particular put a lot of strain on your '''power grid''' while tech two weapons and damage upgrades require a lot of '''CPU'''. This is not an issue early on, but as you move into assaults and headquarters, you might need to train skills that reduce the power grid and CPU requirements as well as improving the base output of your ship. | Long range weapons and propulsion modules in particular put a lot of strain on your '''power grid''' while tech two weapons and damage upgrades require a lot of '''CPU'''. This is not an issue early on, but as you move into assaults and headquarters, you might need to train skills that reduce the power grid and CPU requirements as well as improving the base output of your ship. | ||
|} | |} | ||
[[Category:Incursions]] | [[Category:Incursions]] | ||