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Roles in Incursions: Difference between revisions

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* Drone skills for tech two drones (increase drone damage) and maintenance bots (as backup).
* Drone skills for tech two drones (increase drone damage) and maintenance bots (as backup).
* {{sk|Cybernetics}} to be able to use implants to improve performance.
* {{sk|Cybernetics}} to be able to use implants to improve performance.
* ''Optional:'' In some extreme cases {{sk|Biology}} is trained to be able to use drugs.
* {{co|plum|(Optional)}} In some extreme cases {{sk|Biology}} is trained to increase the duration of drugs.
* See [[Preparing_for_Incursions#Honing_your_skills|honing your skills]] for more information.
* See [[Preparing_for_Incursions#Honing_your_skills|honing your skills]] for more information.
''Ships & modules:''
''Ships & modules:''
* Trade in your old ship for a better one (look for ships with two damage bonuses).
* Trade in your old ship for a better one (look for ships with two damage bonuses).
* Upgrade tech two damage and utility mods to faction mods (improve efficiency).
* Upgrade tech two damage and utility mods to faction mods (improve efficiency).
''Gameplay:''
''Gameplay:''
* Listen to the fleet commander and target caller (follow tags and target calls).
* Listen to the fleet commander and target caller (follow tags and target calls).
* Lock up all primary and secondary targets as you land on grid (figure out order after).
* Lock up all primary and secondary targets as you land on grid (figure out order after).
* Set your drones to assist the dronebunny as quickly as possible, they usually type 'DDD' when ready. This can often be done while you're waiting for the locks to land.
* Set your drones to assist the dronebunny as quickly as possible, they usually type {{co|coral|"DDD"}} when ready. This can often be done while you're waiting for the locks to land.
** Make sure your drones are properly set to assist the dronebunny (hover over them in the drone window, says ''"assisting"'' in addition to whether they are idle or fighting something).
** Make sure your drones are properly set to assist the dronebunny (hover over them in the drone window, says {{co|coral|"assisting"}} in addition to whether they are idle or fighting something).
** Let the dronebunny know if your drones are idle (ask them to cycle guns).
** Let the [[Roles in Incursions#Dronebunny|dronebunny]] know if your drones are idle (ask them to cycle guns).
* Keep pre-locking targets throughout the site (always have max number of enemies locked).
* Improving your [[image:icon_gunnery_turret.png|18px|link=|Applied damage]]'''applied damage'''.
* Past four webs or painters (alternatively two bonused webs or painters) on a single target, the returns are largely wasted.
** Keep pre-locking targets throughout the site (always have max number of enemies locked). This way you'll be able to have ''incoming'' locks filling up your maximum locks all the time and never have to wait for targets to lock before shooting.
** In general, if you have two webs put one on the primary and one on the secondary target.
** If you're unable to shoot the primary target due to range, shoot the next best thing until the primary target gets into range.
** If your primary target is already sufficiently webbed down, put your webs on the secondary or tertiary target. That way they will already be webbed down by the time you finish your primary target, speeding up the process considerably.
** Add the {{co|coral|"Angular velocity"}} columns to your overview. This value won't take into consideration the signature of the Sansha, but it will show you what targets are easier to hit (the ones with a lower angular velocity). So if you don't have tags to follow and the commander calls for '''Niarjas''' and '''Tamas''' first, you can kill the Niarjas in order of angular velocity, then the Tamas in order of angular velocity. This will result in much better applied dps.
*** This is especially useful in {{co|coral|"free fire"}} mode when you're supposed to shoot all the remaining ships and you have no tags, just shoot them in order of how easy they are to hit for greater efficiency.
** When the Sansha rats spawn at a distance, they'll use their microwarpdrives to burn straight at you until they hit their preferred orbit. If you can lock them fast enough while they are doing so, you'll have a ship with a blown up signature and no transversal (very easy to hit even for battleships).
** Note that the best targets to shoot might not necessarily coincide with the targets you're webbing. Sometimes it's more ideal to web something else, which means you'll have a different set of targets for shooting and webbing.
* Improving your usage of [[image:icon_target_painter_i.png|18px|link=|Target Painter]]'''target painters''':
** Generally target paint what you shoot, we normally don't have enough painters to worry about spreading them around. The same goes if you only have one web, put it on the target you're shooting.
* Improving your usage of [[image:icon_stasis_webifier_i.png|18px|link=|Stasis Webifier]]'''webs''':
** A simple but surprisingly effective method of utilizing your webs is just to put your web on whatever you're shooting. If you have multiple webs, spread them out on the secondary and tertiary targets. That way they are slowed down before you start shooting them and you'll land much better hits on them.
** A more advanced method is to add the {{co|coral|"Velocity"}} column to your overview and web the primary targets that aren't slowed down yet. This requires a lot more from the pilot, but will improve the damage output of the entire fleet better, as no webs are being wasted on already webbed down targets.
*** There's one exception to this, the '''Schameels''' and '''Renyns''' are much harder to hit and benefit from being double-webbed even by Vindicators.
** You can also keep an eye on whatever target the drones are shooting at and apply your webs on that.
** You can also keep an eye on whatever target the drones are shooting at and apply your webs on that.
** In short, an unused module is a wasted module, so make sure yours is put to good use.
** Either way, an unused module is a wasted module, so make sure yours is put to use.
* When the Sansha rats spawn at a distance, they'll use their microwarpdrives to burn straight at you until they hit their preferred orbit. If you can lock them fast enough while they are doing so, you'll have a ship with a blown up signature and no transversal (very easy to hit even for battleships).
* If you cannot hit the primary target (due to range issues or tracking issues), let the fleet commander know (mostly they'll tell you to hit secondary targets until the primary is within range or dead already).
* Add ''"Angular velocity"'' and/or ''"Velocity"'' columns to your overview, so you can sort by that and name (will sort primarily by name, then velocity).
* When in doubt what to shoot, look at the velocity columns and shoot whatever has the lowest velocity (it will be the target that is already webbed). This is especially useful in ''"free fire"'' mode when you're supposed to shoot all the remaining ships and you have no tags, just shoot them in order of velocity for greater efficiency.
<div style="clear: both"></div>
<div style="clear: both"></div>


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* Consider faction power diagnostic system modules, they have increased powergrid bonuses and shield hit point bonuses.
* Consider faction power diagnostic system modules, they have increased powergrid bonuses and shield hit point bonuses.
''Gameplay:''
''Gameplay:''
* As soon as you enter a site, start orbiting the beacon that sits in the middle of the fleet (for vanguards), or the anchor (assaults and up).
* As soon as you enter a site, start orbiting the beacon that sits in the middle of the fleet (for vanguards; note that the beacon may not be visible if you use a custom Overview-setup), or the anchor (assaults and up).  
** For vanguards, set a manual orbit range of 4,000 m - 4,500 m so that you orbit just outside the cluster of friendly ships.
** For vanguards, set a manual orbit range of 4,000 m - 4,500 m so that you orbit just outside the cluster of friendly ships. Have your afterburner on, if you have it.
*** With this orbit you won't risk bumping your fellow fleet members.
*** With this orbit you won't risk bumping your fellow fleet members.
*** You'll be close enough to the fleet's emergency remote shield boosters and capacitor transmitters.
*** You'll be close enough to the fleet's emergency remote shield boosters and capacitor transmitters.
*** If the enemies orbit you, they will only marginally be pushed out a little further in their far orbit, instead of potentially being pushed out several kilometers away from the fleet and outside web range, which would be the case if you set your orbit too wide.
*** If the enemies orbit you, they will only marginally be pushed out a little further in their far orbit, instead of potentially being pushed out several kilometers away from the fleet and outside web range, which would be the case if you set your orbit too wide.
** For assaults and up you can allow yourself some further range, up to 7,500 - 10,000 m orbits to take full advantage of your speed.
** For assaults and up you can allow yourself some further range, up to 7,500 - 10,000 m orbits to take full advantage of your speed.
* Keep in mind some people might call capacitor transmitters (CT) ''"energy transfers"'' or ''"ET"'' for short, as that was the name of those modules prior to the Odyssey expansion.
* Keep in mind some people might call capacitor transmitters (CT) {{co|coral|"energy transfers"}} or {{co|coral|"ET"}} for short, as that was the name of those modules prior to the Odyssey expansion.
* Remember that your ship warps much faster than battleships, so remain stationary when you land on gates, don't align with the battleships. Just remember to align with the rest of the fleet when leaving the site.
* Remember that your ship warps much faster than battleships, so remain stationary when you land on gates, don't align with the battleships. Just remember to align with the rest of the fleet when leaving the site.
* Make sure your logi buddy is always next to you landing on a gate, or arriving on a site.
* Make sure your logi buddy is always next to you landing on a gate, or arriving on a site.
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** Once the reps are under control, start taking reps off if they are no longer needed, but continue to fully repair all damage. This will allow you to quickly change repair focus without leaving your former recipient with unrepaired damage.
** Once the reps are under control, start taking reps off if they are no longer needed, but continue to fully repair all damage. This will allow you to quickly change repair focus without leaving your former recipient with unrepaired damage.
** Drop reps at the end of each wave, don't tie them up on someone who isn't taking damage anymore. This helps to avoid pulling aggro from the new wave as well.
** Drop reps at the end of each wave, don't tie them up on someone who isn't taking damage anymore. This helps to avoid pulling aggro from the new wave as well.
* If you are jammed, always call out ''"<name> jammed, CT down"'' (leave out the CT down part if you don't have one).
* If you are jammed, always call out {{co|coral|"<name> jammed, CT down"}} (leave out the CT down part if you don't have one).
* Keep an eye on the jamming icon over your hud-display, you're not always jammed until all Niarjas are dead, sometimes it's only one of them who are jamming you and you get unjammed long before all Niarjas are down.
* Keep an eye on the jamming icon over your hud-display, you're not always jammed until all Niarjas are dead, sometimes it's only one of them who are jamming you and you get unjammed long before all Niarjas are down.
* Always turn off your capacitor transmitters if your energy transfer buddy is jammed and pending on the situation request backup cap from your damage dealers.
* Always turn off your capacitor transmitters if your energy transfer buddy is jammed and pending on the situation request backup cap from your damage dealers.
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<p>'''<font size=2>Ways to improve</font>'''</p>
<p>'''<font size=2>Ways to improve</font>'''</p>
''Gameplay:''
''Gameplay:''
* Some fleets will have a single anchor, usually called ''"AAA"'' while other fleets might have additional anchors, separating them into sniper anchors called ''"AAA"''' and brawler anchors called ''"VVV"'' (based on the popular use of '''Vinicators''' as brawlers).
* Some fleets will have a single anchor, usually called {{co|coral|"AAA"}} while other fleets might have additional anchors, separating them into sniper anchors called {{co|coral|"AAA"}} and brawler anchors called {{co|coral|"VVV"}} (based on the popular use of '''Vindicators''' as brawlers).
* Learn where to go so you can move on your own, but always check your current fleet commander's preference.
* Learn where to go so you can move on your own, but always check your current fleet commander's preference.
** It helps to post ''"AAA"''' or ''"VVV"'' in fleet at the start of the site or when you start moving after having stood still for a while. That way you remind people who the anchor is and that you're moving.
** It helps to post {{co|coral|"AAA"}} or {{co|coral|"VVV"}} in fleet at the start of the site or when you start moving after having stood still for a while. That way you remind people who the anchor is and that you're moving.
** For ''"VVV"'' brawling anchors, it helps to call the number of cycles you burn on coms.
** For {{co|coral|"VVV"}} brawling anchors, it helps to call the number of cycles you burn on coms.
** Adjust your speed so as not to outrun the fleet if you're in a fast ship.
** Adjust your speed so as not to outrun the fleet if you're in a fast ship.
* If you see someone not following you, call them out and get them moving.
* If you see someone not following you, call them out and get them moving.
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* Never down-ship or compromise your ship's combat effectiveness in an attempt to be a better dronebunny (the [[#Ongrid booster|ongrid booster]] is a good choice for dronebunny).
* Never down-ship or compromise your ship's combat effectiveness in an attempt to be a better dronebunny (the [[#Ongrid booster|ongrid booster]] is a good choice for dronebunny).
''Gameplay:''
''Gameplay:''
* In vanguards you'll only have one dronebunny, but in assaults and headquarter sites you'll need to use multiple dronebunnies. It is common for a normal dronebunny to be called ''"DDD"'' while the dronebunny handling heavy drones is often called ''"HHH"''.
* In vanguards you'll only have one dronebunny, but in assaults and headquarter sites you'll need to use multiple dronebunnies. It is common for a normal dronebunny to be called {{co|coral|"DDD"}} while the dronebunny handling heavy drones is often called {{co|coral|"HHH"}}.
* Post {{co|coral|"DDD"}} or {{co|coral|"HHH"}} (common tags for dronebunny) in fleet chat when it's time for people to launch their drones and assist them to you.
** Post {{co|coral|"DDD"}} or {{co|coral|"HHH"}} in fleet chat when it's time for people to launch their drones and assist them to you.
** In [[Override Transfer Array]]s you should wait until all the eysturs have spawned before you call it. Perhaps even call out on mumble when it's time, since you delay in launching drones for that site.
** In [[Override Transfer Array]]s you should wait until all the eysturs have spawned before you call it. Perhaps even call out on mumble when it's time, since you delay in launching drones for that site.
** In the other sites, just post {{co|coral|"DDD"}} or {{co|coral|"HHH"}} when you land on grid and start locking things up (not before, as you cannot assist drones to someone who isn't on grid).
** In the other sites, just post {{co|coral|"DDD"}} or {{co|coral|"HHH"}} when you land on grid and start locking things up (not before, as you cannot assist drones to someone who isn't on grid).
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* Repeat important commands.
* Repeat important commands.
* Require confirmation for separate commands (like ore runner, specific drone targets etc).
* Require confirmation for separate commands (like ore runner, specific drone targets etc).
* Always know your fleet composition (engagement range, emergency energy transfers and maintenance drones, offgrid boosts etc) so you can make educated decisions.
* Always know your fleet composition (engagement range, emergency energy transfers and maintenance drones, boosts, etc.) so you can make educated decisions.
* Know your enemy (differences between the NPCs, what they can do, what danger they pose).
* Know your enemy (differences between the NPCs, what they can do, what danger they pose).
* Some ships are easier to hit than others (signature, resists, speed and prefered orbit). Tamas for example as much easier to hit than Schmaeels, Renyns and Eysturs. Romis, while having higher resists, are easier to hit than the close orbiting Augas, but at the same time the Augas come closer and if sufficiently webbed can be taken down much faster.
* Some ships are easier to hit than others (signature, resists, speed and prefered orbit). Tamas for example as much easier to hit than Schmaeels, Renyns and Eysturs. Romis, while having higher resists, are easier to hit than the close orbiting Augas, but at the same time the Augas come closer and if sufficiently webbed can be taken down much faster.
* Decide whether you want to reduce the DPS as soon as possible or if you'd rather want each ship to fire at the most suitable ship in order to be as effective as possible in the long run.
* Decide whether you want to reduce the DPS as soon as possible or if you'd rather want each ship to fire at the most suitable ship in order to be as effective as possible in the long run.
* Don't forget the broadcast target functionality for when you want people to focus on a specific target with short notice or out of sequence. It is usually faster and easier to do it like that, instead of (re)tagging.
* Don't forget the broadcast target functionality for when you want people to focus on a specific target with short notice or out of sequence. It is usually faster and easier to do it like that, instead of (re)tagging.
** A good example of that is the ''"Slave"'' or ''"Citizen"'' NPC in the last wave of the assault-site [[Nation Commander Stronghold]].
** A good example of that is the '''Slave''' or '''Citizen''' NPC in the last wave of the assault-site [[Nation Commander Stronghold]].
* For a more comprehensive guide to leading an incursion fleet, see [[Anatomy of Incursions]].
* For a more comprehensive guide to leading an incursion fleet, see [[Anatomy of Incursions]].


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''Primary function:''
''Primary function:''
* Find empty sites and broadcast them for the fleet before they finish their current site.
* Find empty sites and broadcast them for the fleet before they finish their current site.
* Hack the logistics tower in the [[Override Transfer Array]] sites.
* Hack the logistics tower in the [[Override Transfer Array#Hacking|Override Transfer Array]] sites.
''Requirements:''
''Requirements:''
* Able to operate the onboard [[Directional Scanner|directional scanner]].
* Knowing how to use the onboard [[Directional Scanner|directional scanner]].
* Data Analyzer I or II and a Microwarpdrive fitted ([[Preparing_for_Incursions#Hacker_.2F_Scout|minimum skills]] required)
* {{co|coral|Data Analyzer I}} (or II) and a {{co|coral|Microwarpdrive}} fitted ([[Preparing_for_Incursions#Hacker_.2F_Scout|minimum skills]] required)


<p>'''<font size=2>Ways to improve</font>'''</p>
<p>'''<font size=2>Ways to improve</font>'''</p>
''Skills:''
''Skills:''
* Train Hacking to IV or V (to improve hacking chance).
* Train Hacking to IV or V (to improve Virus Coherence and enable the use of Data Analyzer II at Hacking V).
''Ships & modules:''
''Ships & modules:''
* Try to fit as many Data Analyzer I or II modules as you can (it doesn't use the normal [[Exploration#Hacking_Minigame|minigame]] mechanics but a chance based one, see [[Override_Transfer_Array#Hacking|hacking in OTA]] for details).
* While you need a {{co|coral|Data Analyzer I}} (to start the [[Hacking| hacking minigame]], see [[Override_Transfer_Array#Hacking|hacking in OTA]] for details), you should use a {{co|coral|Data Analyzer II}} if you can (more Virus Strength simplifies the minigame by a lot).
* You gain very little by excessively fitting a hacker/scout, use a cheap ship like the [[Vanguard_Incursion_fits#Heron|Heron]] (alternatively the [[Vanguard_Incursion_fits#Venture|Venture]] for Alpha clones).
* Fitting 2x {{co|coral|Small Memetic Algorithm Bank I}} in your rig slots is a cost efficient way to gain 20 Virus Coherence.  
* You gain very little by excessively fitting a hacker/scout, use a cheap [[Frigates#Exploration| Exploration Frigate]] like the [[Vanguard_Incursion_fits#Heron|Heron]].
''Scout gameplay:''
''Scout gameplay:''
* Remember that scouting is done from outside the actual site, by scanning where the beacon and acceleration gate is. You only go into the actual sites when you perform the hack, see ''Hacking gameplay'' below.
* Remember that scouting is done from outside the actual site, by scanning where the beacon and acceleration gate is. You only go into the actual sites when you perform the hack, see ''Hacking gameplay'' below.
* Bounce between sites and actively use your directional scanner, often referred to as ''"d-scan"'', to scan down the sites to see if they are available.
* Bounce between sites and actively use your directional scanner, often referred to as {{co|coral|"d-scan"}}, to scan down the sites to see if they are available.
** A convenient setup is to set your distance to 100 000 - 200 000 km and 360 degrees angle. This will allow you to scan down even the larger multi-room headquarter sites without risking overlap with nearby objects or sites.
** A convenient setup is to set your distance to 100 000 - 200 000 km and 360 degrees angle. This will allow you to scan down even the larger multi-room headquarter sites without risking overlap with nearby objects or sites.
** Be sure to uncheck the ''"Use active overview settings"'' box or use an overview tab with ships and wrecks visible.
** Be sure to check the {{co|coral|"All"}} box or use an overview tab with ships and wrecks visible.
** With this setup, ships on the directional scanner means there's either a fleet inside or one just about to land on the beacon. If there are wrecks on the scan, that means at least some of the Sansha has been killed already.
** With this setup, ships on the directional scanner means there's either a fleet inside or one just about to land on the beacon. If there are wrecks on the scan, that means at least some of the Sansha has been killed already.
** While the beacon disappears when a site is finished, the gate always remain. So if you see wrecks but no ships on a site, double-check the beacon.
** While the beacon disappears when a site is finished, the gate always remain. So if you see wrecks but no ships on a site, double-check the beacon.
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* Wait until the fleet has taken the site and engaged before activating the gate, then as soon as you land in the pocket start burning to the tower and hack it.
* Wait until the fleet has taken the site and engaged before activating the gate, then as soon as you land in the pocket start burning to the tower and hack it.
** The fleet commander can tell you when to come in, or you could wait for the logistics pilots to jump into the site before taking the gate from a stand-still.
** The fleet commander can tell you when to come in, or you could wait for the logistics pilots to jump into the site before taking the gate from a stand-still.
** Remember to turn off the microwarpdrive once you reach the tower (usually one cycle is enough). 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 capping out before you can finish hacking the tower.
** Remember to turn off the microwarpdrive once you reach the tower (usually one cycle is enough). Right-clicking your microwarpdrive and selecting the option {{co|coral|"Set auto-repeat off"}} is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding capping out before you can finish hacking the tower.
* The control tower to hack will be available as an interactive object (much like a mission container) in a repeating clockwise-pattern starting with the left-most tower. See the [[Override_Transfer_Array#Hacking|hacking]] portion of the '''Override Transfer Array''' page for more information.
* The control tower to hack will be available as an interactive object (much like a mission container) in a repeating clockwise-pattern starting with the left-most tower. See the [[Override_Transfer_Array#Hacking|hacking]] portion of the '''Override Transfer Array''' page for more information.
** Completing the hack adds a graphical glow on the remote logistics station and a popup saying ''"Local Sansha logistics systems subverted. Hostile logistics disabled."''
** Completing the hack adds a graphical glow on the remote logistics station and a popup saying {{co|coral|"Local Sansha logistics systems subverted. Hostile logistics disabled."}}
** Warp out as soon as you've hacked the tower to avoid being targeted by the next wave.
** Warp out as soon as you've hacked the tower to avoid being targeted by the next wave.
* The hack lasts for about six minutes and is usually more than enough for a decent fleet to finish the site. Fly back to the gate in case the fleet isn't fast enough to finish the site before the tower becomes functional again. Otherwise proceed and scout for the next site.
* The hack lasts for about six minutes and is usually more than enough for a decent fleet to finish the site. Fly back to the gate in case the fleet isn't fast enough to finish the site before the tower becomes functional again. Otherwise proceed and scout for the next site.
* This role isn't paid by game mechanics, but rely on [[Roles_in_Incursions#Unpaid_roles_and_tipping|tips]] to be compensated for their work.
* This role isn't paid by game mechanics, but rely on [[Roles_in_Incursions#Unpaid roles and manual payouts to offgrid roles|manual payouts]] to be compensated for their work.


== Ongrid booster ==
== Ongrid booster ==
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* Minmatar Command Ship (preferably the [[Sleipnir]]).
* Minmatar Command Ship (preferably the [[Sleipnir]]).
* {{sk|Command Ships|IV}} (for the command burst strength).
* {{sk|Command Ships|IV}} (for the command burst strength).
* {{co|coral|Republic Fleet Mindlink Implant}} (requires {{sk|Cybernetics|V}})).
* {{co|coral|Republic Fleet Command Mindlink}} implant (requires {{sk|Cybernetics|V}})).
* 4 command burst links (2 skirmish + 2 shield).
* 4 command burst links (2 skirmish + 2 shield).
* See the [[Anatomy_of_Incursions#Ongrid_boosts|ongrid boosts]] section on '''Anatomy of Incursions''' for more details.
* See the [[Vanguard_Incursion_fits#Ongrid_booster|vanguard incursion fits]] page for the specific fit we use and the [[Anatomy_of_Incursions#Ongrid_boosts|ongrid boosts]] section on '''Anatomy of Incursions''' for more details.
<p>'''<font size=2>Ways to improve</font>'''</p>
<p>'''<font size=2>Ways to improve</font>'''</p>
''Skills:''
''Skills:''
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''Gameplay:''
''Gameplay:''
* Ensure that boosts are active.
* Ensure that boosts are active.
** Stop your command burst at the end of the site, so you can be ready to manually turn them back on as you land on the next gate. That way you'll ensure everyone have fresh boosts starting the site.
** Stop your command burst at the end of the site, so you can be ready to manually turn them back on as you land on the next gate. That way you'll ensure everyone have fresh boosts starting the site. Call out {{co|coral|"Boosts are good!"}} after you've verified that the boosts hit everyone in fleet (you get a message saying how many fleet members it affected).
** Coordinate with the fleet commander when people come ongrid late, so you can stop and apply the boosts again once they are ongrid and locked. Just be sure not to wait too long, leaving the rest of the fleet without boosts.
** Coordinate with the fleet commander when people come ongrid late, so you can stop and be ready to apply the boosts again once they are ongrid and locked. Just be sure not to wait too long, leaving the rest of the fleet without boosts.
* Combines well with the role of [[#Dronebunny|dronebunny]].
* Combines well with the role of [[#Dronebunny|dronebunny]].


== Ore runner ==
== Ore runner (Dropper) ==
''Primary function:''
''Primary function:''
* Carry out your primary role (usually a logistics).
* Carry out your primary role (usually a logistics).
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{{note box|This role is only needed when the university is at war; public communities don't have anyone picketing.}}
{{note box|This role is only needed when the university is at war; public communities don't have anyone picketing.}}
''Primary function:''
''Primary function:''
* Warn the fleet about the presence of {{icon|tag war|9|War target}} '''war targets''' and individuals with {{icon|tag -10|9|Terrible standing}} '''terrible standing''' (-10) to the uni.
* Warn the fleet about the presence of [[image:ColorTag-StarRed9.gif|9px|link=|War target]] '''war targets''' and individuals with [[image:ColorTag-MinusRed9.gif|9px|link=|Terrible standing]] '''terrible standing''' (-10) to the uni.
* Warn the fleet about the presence of griefers, suicide gankers, etc. (groups of [[catalyst]]s, [[thrasher]]s, [[tornado]]es or similar ships)
* Warn the fleet about the presence of griefers, suicide gankers, etc (groups of [[catalyst]]s, [[thrasher]]s, [[hecate]]s, [[vexor]]s, [[talos]]es, [[tornado]]es, [[stealth bomber]]s or similar ships).
''Requirements:''
''Requirements:''
* Ability to maintain uninterrupted concentration for long periods of time (several hours) and have a reliable connection to Mumble
* A microphone and the ability to maintain focus on local.


<p>'''<font size=2>Ways to improve</font>'''</p>
<p>'''<font size=2>Ways to improve</font>'''</p>
''Ships & modules:''
''Ships & modules:''
* Any ship can be used, including a rookie ship.  
* Keep the ship cheap (shuttle, rookie ship, cheap frigate at the most).
* Best picket ship is the Heron, fit for the Scout role. Picket and Scout roles can not be done simultaneously, but having a Heron makes you a more flexible fleet member should a need arise.
* Fit a cheap cloak if you have the skills, to allow you to sit cloaked on the gate.
* An inexpensive cloak on your ship is not necessary but increases your value to the fleet and makes your job much more fun.
* The recommended {{sh|Heron}} for the [[Roles_in_Incursions#Hacker.2FScout|hacker/scout]] role can be fitted with a cloak for increased flexibility.
* As Picket gains experience, Picket may be asked to multi-task and cover Waitlist Manager and Fleet Boss.


''Gameplay:''
''Gameplay:''
* Pay attention, without exception. Picket must watch the their assigned region of space constantly, and without fail.
* Pay attention and promptly report any war target or large group of gankers coming through.
* "Tear" your Local Window away from other communications windows. Make the Local Window tall and thin, it must be watched at all times. Set the Local Window to "Compact View" when in a busy system. 
** Should you find yourself losing focus, just say so and remove yourself. No harm, no foul. It's just that we'll count on you looking at local. If you just need a temporary break, or something came up in real life, notify the [[Roles in Incursions#Fleet Commander|fleet commander]]. Someone can man your post for a few minutes until you return, but it's important that you don't leave without the commander acknowledging that they heard you or you leave the fleet open to war target attacks.
* If you must go away from keyboard even for a moment, notify the Fleet Commander. Request relief from the Scout. Scout can man your post for a few minutes until you return. Do not leave your post for any reason or time (no matter how short) until you have confirmation from the Fleet Commander.
** If a [[image:ColorTag-StarRed9.gif|9px|link=|War target]] '''war target''' shows up in local, immediately call out {{co|coral|"Break! Break! War target!"}}. Repeat if necessary until the fleet commander acknowledges you.
* If you find yourself losing focus, notify the Fleet Commander. The fleet can help keep you awake, can find a replacement, or make other changes. The fleet needs a picket alert and in position 100% of the time without fail.
** If you see an individuals with [[image:ColorTag-MinusRed9.gif|9px|link=|Terrible standing]] '''terrible standing''' (-10) they are war target alts and should be reported to the commander as well (even if they can't do anything but keep eyes on us). Same goes for large groups of gankers flying [[catalyst]]s, [[thrasher]]s, [[hecate]]s, [[vexor]]s, [[talos]]es, [[tornado]]es, [[stealth bomber]]s or similar ships to pose any real threat . Reserve the {{co|coral|"Break! Break!"}} for actual war targets though, report this as general intel as they do not pose an immediate danger.
* About every five to ten minutes, type a little "all clear" message in the fleet window to indicate you are still present and your internet connection is still working.
** Out of corp alts will need to set the current war targets to something easily identifiable in local, such as [[image:ColorTag-MinusOrange9.gif|9px|link=|Bad standing]] '''bad standing''' (-5) or [[image:ColorTag-MinusRed9.gif|9px|link=|Terrible standing]] '''terrible standing''' (-10). Reload the message of the day and click the '''Ivy League''' link and the '''War History''' tab to see our current war targets.
 
* While you can sit docked in a station to picket, ideally you should sit {{co|lightgreen|200 km}} off of the gate so that you can see both local and ships going through the gate (so that you can safely align and still be well over 150 km away and able to warp back to the gate).
* In the event you see a War Target or -10 individual, REPORT THIS IMMEDIATELY. Nothing in the game is more important. The best way to report a War Target is to say loudly and clearly in Mumble: "BREAK! BREAK! War Target! War Target! This is the Picket, War Target in system." If cloaked, get more information from your view of the gate, or from your d-scan.
** If you don't have a cloak, you can either sit docked in a station with the local window up, or in the same spot 200 km off of the gate. Alternatively sit at a safespot.
 
** With a cloak you should sit on grid with the gate but at the above mentioned distance, to combine both local and a visual on the enemy. That way you can give the commander more information about fleet composition etc, should they need it.
* Rearrange your local window to give you a better overview of everyone in your system.
** In the settings buttons immediately under the '''local''' chat window title, the icon with three heads links to '''show compact member list''' This can be clicked to allow more names to be seen at once. This is useful for busy systems. See [[Identifying War Targets in Local]] for more information.
** A useful technique for watching local in busy systems is to {{button|SHIFT}}-click to highlight all names currently in local, alternatively just use {{button|CTRL}} + {{button|A}} to select everyone currently in local. New arrivals to the system will appear a different color.
** A useful technique for watching local in busy systems is to {{button|SHIFT}}-click to highlight all names currently in local, alternatively just use {{button|CTRL}} + {{button|A}} to select everyone currently in local. New arrivals to the system will appear a different color.
** In the settings buttons immediately under the '''local''' chat window title, the icon with three heads links to '''show compact member list''' This can be clicked to allow more names to be seen at once. This is useful for busy systems. See [[Identifying War Targets in Local]] for more information.
* {{co|plum|(Optional)}} Depending on your ability to multitask, feel free to offer to do the role of [[Roles_in_Incursions#Waitlist manager|waitlist manager]] as well.
* If you don't have a cloak, you can Picket while docked in a station. This is sufficient to keep the fleet safe. Alternatively, sit at a safespot in space in a cheap shuttle or a rookie ship.
* This role isn't paid by game mechanics, but rely on [[Roles_in_Incursions#Unpaid roles and manual payouts to offgrid roles|manual payouts]] to be compensated for their work.
* With a cloak, sit in your assigned system 150-250 km from your assigned gate. View the gate you're picketing to combine Local information, Overview information and visual information of the enemy capsuleers. This way, you can announce to the fleet that a war target is coming and also what ship he's flying and how close he is.
* Be aware of war targets activity in the nearby systems. Monitor the Local Intel window. It would help if you relay report war target reports that are nearby to the fleet commander. Filter war target reports in local trade hubs- these always have War Targets in them.
** Whenever you hear the fleet commander call for the wing warp out of their current site, chime up and say something like ''"Picket reporting in, all quiet!"'' or ''"Picket system clear!"''. You want to be short and to the point. Alternatively, a short line of text in the Fleet Window is appropriate.
* If you're an out of corp character, make sure you know what you are doing. Picket is best filled with a Uni player.  Have all the war targets set to a standing that's unique (-5 means they are orange, -10 red etc), so you don't risk confusing them with other personal corporations or characters you've set to a bad standing. For example, if you use -10 for your own personal use and -5 for uni war targets, you'll know that all the people with orange tags are uni war targets.
** Be sure to update your standings when wars end or new wars become active.
* This role isn't paid by game mechanics. Pickets rely on [[Roles_in_Incursions#Unpaid_roles_and_tipping|tips]] to be compensated for their work.


== Sniper ==
== Sniper ==
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''Gameplay:''
''Gameplay:''
* Pre-load the correct scripts before every site and wave.
* Pre-load the correct scripts before every site and wave.
** Remember that you only need to keep the targeting range script in the sensor booster to have ships locked up at range. If you've swapped to scan resolution for faster locking speed during ''"short range"'' waves, you can pre-load the range scripts once you've locked up all the ships in the wave, in preparation for the next wave.
** Remember that you only need to keep the targeting range script in the sensor booster to have ships locked up at range. If you've swapped to scan resolution for faster locking speed during short range waves, you can pre-load the range scripts once you've locked up all the ships in the wave, in preparation for the next wave.
* Most fleet commanders will tag sniper targets with letters, A through Z.
* Most fleet commanders will tag sniper targets with letters, {{co|coral|"A"}} through {{co|coral|"Z"}}.
** Don't confuse Juliet (J) as a sniper target, it is a common tag for things you're not supposed to shoot.
** Don't confuse {{co|coral|"J"}} (Juliet) as a sniper target, it is a common tag for things you're not supposed to shoot.
** Once you're done with primary sniper targets, swap to short range ammo and follow regular numeric tags.
** Once you're done with primary sniper targets, swap to short range ammo and follow regular numeric tags.


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* Tag smart and effectively.
* Tag smart and effectively.
** Put up the first few tags as you land in a pocket, before anything else, so people know what to shoot. Then start locking up primary and secondary targets before continuing to tag the rest. That way you'll be able to start shooting faster, while still giving people initial tags to follow. While the fleet go through the first few tags you can start shooting yourself and continue tagging the rest.
** Put up the first few tags as you land in a pocket, before anything else, so people know what to shoot. Then start locking up primary and secondary targets before continuing to tag the rest. That way you'll be able to start shooting faster, while still giving people initial tags to follow. While the fleet go through the first few tags you can start shooting yourself and continue tagging the rest.
** A common way to avoid too much tagging is to only tag one of the two, or two of the three primary targets, leaving the last one untagged (and thus last in order). This is commonly referred to as ''"lazy tagging"'' and used when there's a lot to tag to avoid having multiple tags of the same number on the field. There's no need to use ''"lazy tagging"'' if you only have to tag a handful of enemies as a full set of tags is easy to follow for the fleet and is less likely to causes confusion.
** A common way to avoid too much tagging is to only tag one of the two, or two of the three primary targets, leaving the last one untagged (and thus last in order). This is commonly referred to as {{co|coral|"lazy tagging"}} and used when there's a lot to tag to avoid having multiple tags of the same number on the field. There's no need to use {{co|coral|"lazy tagging"}} if you only have to tag a handful of enemies as a full set of tags is easy to follow for the fleet and is less likely to causes confusion.
** If someone arrives on-grid late, re-tag one of the ships.  This will refresh all tags and make them visible to the newcomer.
** If someone arrives on-grid late, re-tag one of the ships.  This will refresh all tags and make them visible to the newcomer.
* Larger fleets sometimes have multiple taggers, one person tagging brawler targets while another tags sniper targets.
* Larger fleets sometimes have multiple taggers, one person tagging brawler targets while another tags sniper targets.
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** Remember to inform the fleet commander that you added someone to the fleet and who that person is as well as the role they'll take.
** Remember to inform the fleet commander that you added someone to the fleet and who that person is as well as the role they'll take.
** Keep the message of the day (MOTD) updated with the following information:
** Keep the message of the day (MOTD) updated with the following information:
*** System the fleet is running in, fleet commander, logistics pilots, dronebunny as well as picket(s) and scout (and a reminder to tip the later two, see [[#Unpaid_roles_and_tipping|unpaid roles and tipping]] below for more information).
*** System the fleet is running in, fleet commander, logistics pilots, dronebunny as well as picket(s) and scout (and a reminder to tip the later two, see [[#Unpaid roles and manual payouts to offgrid roles|unpaid roles and manual payouts to offgrid roles]] below for more information).
*** {{co|plum|(Optional)}} If you're running non-vanguards, like assauls, who the '''anchor''' is.
*** {{co|plum|(Optional)}} If you're running non-vanguards, like assaults, who the '''anchor''' is.
*** People who pay attention will know does what, as logistics {{co|coral|"L"}}-up each site, the dronebunny {{co|coral|"DDD"}}-up and the anchor {{co|coral|"AAA"}}-up at the beginning of every site. Pickets and scout/hackers are in the offgrid squad in fleet etc. That said, it doesn't hurt to keep this in the message of the day, as long as it is kept up-to-date (as it allows quick reload and right-click on offgrids to tip or for newly invited pilots to quickly catch up).
*** People who pay attention will know does what, as logistics {{co|coral|"L"}}-up each site, the dronebunny {{co|coral|"DDD"}}-up and the anchor {{co|coral|"AAA"}}-up at the beginning of every site. Pickets and scout/hackers are in the offgrid squad in fleet etc. That said, it doesn't hurt to keep this in the message of the day, as long as it is kept up-to-date (as it allows quick reload and right-click on offgrids to tip or for newly invited pilots to quickly catch up).


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* Make sure you get paid before warping the fleet out, unless it's an emergency.
* Make sure you get paid before warping the fleet out, unless it's an emergency.


= Unpaid roles and tipping =
= Unpaid roles and manual payouts to offgrid roles  =
Several roles like '''scouting''', '''hacking''' and '''picketing''' are excluded from the ingame payout mechanics, so they will not automatically get paid as you're running sites. As such, we recommend that you tip these roles to show your appreciation for the service they provide because without them we wouldn't be flying.
Several roles like '''scouting''', '''hacking''' and '''picketing''' are excluded from the ingame payout mechanics, so they will not automatically get paid as you're running sites. As such, we manually pay these roles '''500k ISK per site''' for the service they provide because without them we wouldn't be flying if they are not being dual boxed by a alt of an ongrid pilot. It should be noted that it is typically customary to give these roles to newer EVE University players and then those on the waitlist rather than have a ongrid player dual box them in order to maximize the opportunities for participation as that is focus of our community rather than ISK per hour returns.


The official recommendation is that you tip each offgrid role '''500k ISK per site'''. So whenever you or any of the people filling offgrid roles leave the fleet, check your wallet (shortcut is {{button|Alt}} + {{button|W}} to open the wallet) and count the number of site payments you've received. It's easiest to tip out all the offgrid roles whenever one leaves or joins, so that you don't miss tipping someone and to make it easier (as you'll tip everyone for the same amount of sites since last you tipped or joined the fleet).
Practically this means that whenever you or any of the people filling offgrid roles leave the fleet, check your wallet (shortcut is {{button|Alt}} + {{button|W}} to open the wallet) and count the number of site payments you've received. It's easiest to pay out all the offgrid roles whenever one leaves or joins, so that you don't miss paying someone and to make it easier (as you'll pay everyone for the same amount of sites since last you paid out or joined the fleet).


Example using the minimum of 3 offgrid roles (2 pickets and a scout/hacker):
Example using the minimum of 3 offgrid roles (2 pickets and a scout/hacker):
{{example|People ongrid will earn 9,6 million ISK per site, then tip the offgrid people 500k each totalling 1,5 million ISK. This means people ongrid will earn 8,1 million ISK while people offgrid will earn anything between 4 million - 5,5 million ISK per site depending on whether the fleet is full or running a little light.}}
{{example|People ongrid will earn 9,6 million ISK per site, then pay the offgrid people 500k each totalling 1,5 million ISK. This means people ongrid will earn 8,1 million ISK while people offgrid will earn anything between 4 million - 5,5 million ISK per site depending on whether the fleet is full or running a little light.}}


Example using as many as 4 offgrid roles (in case we need 3 pickets):
Example using as many as 4 offgrid roles (in case we need 3 pickets):
{{example|This means people ongrid will earn 7,6 million ISK (a little less) while people offgrid earn the same 4 million - 5,5 million ISK as in the first example.}}
{{example|This means people ongrid will earn 7,6 million ISK (a little less) while people offgrid earn the same 4 million - 5,5 million ISK as in the first example.}}
[[Category:Incursions]]
[[Category:EVE University Incursion Community]]
[[Category:EVE University Incursion Community]]
[[Category:Incursions]]