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** 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). | ** 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 [[Roles in Incursions#Dronebunny|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). | ||
* Improving your | * Improving your [[image:icon_gunnery_turret.png|18px|link=|Applied damage]]'''applied damage'''. | ||
** 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. | ** 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. | ||
** 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 you're unable to shoot the primary target due to range, shoot the next best thing until the primary target gets into range. | ||
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** 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). | ** 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. | ** 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 | * 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. | ** 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 | * 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 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. | ** 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. | ||
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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. | ||
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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 {{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 ''' | * 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 {{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. | ** 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. | ||
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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, | * 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. | ||
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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:'' | ||
* | * 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 | * 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:'' | ||
* | * 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 | * 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. | ||
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** 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# | * 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 | * {{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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* 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. 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). | ** 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 | * 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, [[hecate]]s, [[vexor]]s, [[tornado]]es, [[stealth bomber]]s 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:'' | ||
* A microphone and the ability to maintain focus on local. | * A microphone and the ability to maintain focus on local. | ||
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* Pay attention and promptly report any war target or large group of gankers coming through. | * Pay attention and promptly report any war target or large group of gankers coming through. | ||
** 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. | ** 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 a | ** 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 see an individuals with | ** 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. | ||
** Out of corp alts will need to set the current war targets to something easily identifiable in local, such as | ** 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). | * 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). | ||
** 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. | ** 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. | ||
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** 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. | ** 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. | ||
* {{co|plum|( | * {{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. | ||
* This role isn't paid by game mechanics, but | * 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. | ||
== Sniper == | == Sniper == | ||
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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 [[# | *** 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 | *** {{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 | = 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 | 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. | ||
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 | {{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): | ||