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FC VG Cribsheet: Difference between revisions

From EVE University Wiki
m Remove Introduction heading to move it above the TOC to the wiki intro position. Format usibg numbered (#) and unnumbered (*) lists. Unify Logi and combat comms capitalization.
m Implementing a few suggestions from another incursion FC
 
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* 4 Waves (Sansha's Nation Commander in 3rd wave)
* 4 Waves (Sansha's Nation Commander in 3rd wave)
* 1st wave has frigates and Romi, 2nd wave has frigates and Auga, 3rd wave Nation Commander, 4th wave all frigs.
* 1st wave has frigates and Romi, 2nd wave has frigates and Auga, 3rd wave Nation Commander, 4th wave all frigs.
* Core Priorities: 1. Nation Commander, 2. Niarja, 3. Tama.
* Core Priorities: Sansha's Nation Commander when it is on grid, otherwise Niarja then Tama.
** Secondary Priorities: Romi or Auga for snipers; 4. Schmaeel, 5. Renyn, 6. Eystur for blasters.
** Secondary Priorities: Auga or Romi for snipers; Schmaeel, then Renyn, then Eystur for blasters.
* Beware high initial DPS, particularly on first wave as fleet enters site.
* Beware high initial DPS, particularly on first wave as fleet enters site.
* Payout as soon as the last rat dies in the last wave.
* Payout as soon as the last rat dies in the last wave.
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* 3 Waves. Cloaky dropper begin run once initial aggro is settled, non-cloaky dropper begin run on 3rd wave.
* 3 Waves. Cloaky dropper begin run once initial aggro is settled, non-cloaky dropper begin run on 3rd wave.
* 1st wave has the Mara, 2nd has no Auga, 3rd does have Auga.
* 1st wave has the Mara, 2nd has no Auga, 3rd does have Auga.
* Core Priorities: 1. Niarja, 2. Mara, 3. Tama.
* Core Priorities: Mara when it is on grid, otherwise Niarja then Tama.
** Secondary Priorities: Romi for snipers; 4. Schmaeel, 5. Eystur for blasters.
** Secondary Priorities: Auga then Romi for snipers; Schmaeel then Eystur for blasters.
* If the fleet is full of snipers (preferably marauders) with few blasters, consider prioritizing Eysturs before Romis in first wave.
* If the fleet is full of snipers (preferably marauders) with few blasters, consider prioritizing Eysturs before Romis in first wave.
* If another fleet is following you into the site to contest, consider leaving Mara until that fleet lands in the site for extra damage done. (Mara reps)
* If another fleet is following you into the site to contest, consider leaving Mara until that fleet lands in the site for extra damage done. (Mara reps)
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* All waves the same. Count Deltole wrecks in DScan. 1 means 2nd wave, 2 means 3rd wave.
* All waves the same. Count Deltole wrecks in DScan. 1 means 2nd wave, 2 means 3rd wave.
* Core Priorities: 1. Niarja, 2. Tama, 3. Auga, 4. Deltole
* Core Priorities: 1. Niarja, 2. Tama, 3. Auga, 4. Deltole
* In a contest, consider shooting Auga and Deltole first, and shooting Eysturs for blasters that cannot apply to anything else.
* In a contest, consider advising blaster ships to shoot Eysturs if they cannot apply proper DPS to any other ships.
* Payout is 4 seconds after last non-Eystur rat dies. Warp when 2nd wing of Eysturs enters warp at the end of the site.
* Payout is 4 seconds after last non-Eystur rat dies. Warp when 2nd wing of Eysturs enters warp at the end of the site.


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# Auto Target Back to 0, Auto Reject Duel Invitations.
# Auto Target Back to 0, Auto Reject Duel Invitations.
# Drones on passive & focus fire. (Auto attack off, Focus fire on in Photon UI)
# Drones on passive & focus fire. (Auto attack off, Focus fire on in Photon UI)
# Watch list: Recommend Logi, Booster and FC at the top.
# Watch list: Recommend Logi, Booster and FC at the top, followed by the rest of the on grid members of the fleet.
# Broadcasting? (Broadcast “need shields”, once each wave, as soon as yellow boxed. Broadcast "in position" when no longer boxed.)
# Broadcasting? (Broadcast “need shields”, once each wave, as soon as yellow boxed. Broadcast "in position" when no longer boxed.)
# History tab in fleet window. (Align to the broadcast).
# History tab in fleet window. (Align to the broadcast).
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# Combat comms when on gate (no talking). (Open mic at other times).
# Combat comms when on gate (no talking). (Open mic at other times).
# Red/Green gate. Lock as soon as possible, "On Grid and Locking" for the very late pilot.
# Red/Green gate. Lock as soon as possible, "On Grid and Locking" for the very late pilot.
# Joining a fleet in progress - warp to FC twice, ask for gate status with Natural Phenomena.
# Joining a fleet in progress - warp to FC twice, ask for gate status with Natural Phenomena. NEVER take a gate without FC's permission.




== Taking A Contest ==
== Taking A Contest ==


# If a site is dirty, use DScan to determine if a contest is viable. If so, enter the site.
# If a site is dirty, use DScan to determine if a contest is viable.  
## How far into the site is the other fleet? DScan for wrecks. Pay attention to Romis and Deltoles - what wave is the other fleet on?
## Look at the composition of the other fleet? Which fleet has more DPS?
## If a fleet decides to contest you, will they out-DPS your fleet? Do you have enough of a headstart?
# Prioritize higher HP targets. Augas, Romis, Deltoles as primary.
# Prioritize higher HP targets. Augas, Romis, Deltoles as primary.
# Ignore Niarjas unless they target a member of your fleet.
# Ignore Niarjas unless they target a member of your fleet.
# Consider heating guns, particularly for armor shots on Cruisers and Deltoles.
# Consider heating guns, particularly for armor shots on Cruisers and Deltoles.
# Consider engagement range. If your fleet is better at long range, shoot the frigates before they burn in.
# Don't be afraid to cut your losses if it is clear that the contest is lost. Ensure that the fleet all gets out safely when bouncing.
# Don't be afraid to cut your losses if it is clear that the contest is lost. Ensure that the fleet all gets out safely when bouncing.