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{{Incursions links}} | {{Incursions links}} | ||
= Fleet Structure in Incursions = | == Fleet Structure in Incursions == | ||
Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves. | Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves. | ||
Also if you assign someone other than the commander to be the booster, remember that you need to reset all booster roles below that for the chain to initiate correctly. So for example, everytime you set or change a Wing Booster, revoke and reset all Squad Boosters. If you change the Fleet Booster you'll have to reset everything else, Wing Boosters first, then all Squad Boosters. | Also if you assign someone other than the commander to be the booster, remember that you need to reset all booster roles below that for the chain to initiate correctly. So for example, everytime you set or change a Wing Booster, revoke and reset all Squad Boosters. If you change the Fleet Booster you'll have to reset everything else, Wing Boosters first, then all Squad Boosters. | ||
=== Basic fleet setup === | |||
{| class="wikitable" | |||
== Basic fleet | |- style="background-color: var(--background-color-warning-subtle);" | ||
{| class="wikitable | ! Fleet structure | ||
|- | ! Description | ||
|- | |||
! | | style="white-space: nowrap;" | | ||
|- | [[File:icon_down_green.png|16px|left|link=]]'''Fleet (13)'''<br> | ||
: [[File:icon_fleet_commander.png|16px|right|Fleet Commander]]Fleet Commander {{co|slateblue|(warper)}} | |||
[[ | | rowspan="6" style="vertical-align: top;" | This is the basic fleet setup we use for our community. It offers good flexibility for additional support roles as well as convenient use of fleet functions. | ||
Fleet Commander {{co| | |||
| rowspan="6" | |||
* Two potential [[Roles in Incursions#Tagger|taggers]]. | * Two potential [[Roles in Incursions#Tagger|taggers]]. | ||
* Ability to utilize the [[Roles in Incursions#Wing Commander|Wing Commander]] to warp the entire fleet. | * Ability to utilize the [[Roles in Incursions#Wing Commander|Wing Commander]] or [[Roles in incursions#Fleet Commander|Fleet Commander]] to warp the entire fleet. | ||
* Squad and | * Squad, Wing, and Fleet Commanders can invite people to fleet, in addition to the [[Roles in Incursions#Waitlist manager|waitlist manager]] who's the fleet boss. | ||
|- | |- | ||
| | | style="padding-left: 15px; white-space: nowrap;" | | ||
[[ | [[File:icon_down_green.png|16px|left|link=]]'''Wing (13)'''<br> | ||
: [[File:icon_wing_commander.png|16px|right|Wing Commander]]Wing Commander {{co|grey|(empty slot)}} | |||
|- | |- | ||
| | | style="padding-left: 30px; white-space: nowrap;" | | ||
[[ | [[File:icon_down_green.png|16px|left|link=]]'''Ongrid Squad (10)''' | ||
: [[File:icon_squad_commander.png|16px|right|Squad Commander]]Squad Commander {{co|slateblue|(tagger)}} | |||
|- | |- | ||
| | | style="padding-left: 70px; white-space: nowrap;" | | ||
[[ | [[File:icon_fleet_boss.png|16px|right|Fleet Boss]]Squad Member {{co|slateblue|(waitlist manager)}}<br>Squad Members ... | ||
|- | |- | ||
| | | style="padding-left: 30px; background-color: var(--background-color-warning-subtle); white-space: nowrap; font-style :italic;" | | ||
[[ | [[File:icon_down_green.png|16px|left|link=]]'''Offgrid Squad (2)''' | ||
: | : [[File:icon_squad_commander.png|16px|right|Squad Commander]]Squad Commander {{co|slateblue|(scout/hacker)}} | ||
[[ | |||
|- | |- | ||
| style="padding-left: 70px; background-color: var(--background-color-warning-subtle); vertical-align: top; white-space: nowrap; font-style:italic;" | | |||
Squad Member {{co|slateblue|(picket)}} | |||
|} | |} | ||
== Fleet supporting multiple | <!-- | ||
{| class="wikitable | === Fleet supporting multiple battleship roles === | ||
|- | {| class="wikitable" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! | ! Fleet structure | ||
|- | ! Description | ||
| | |- | ||
[[ | | style=" background-color: var(--background-color-warning-subtle); white-space: nowrap; font-style: italic;" | | ||
Fleet Commander {{co|slateblue|(fleet booster)}} | [[File:icon_down_green.png|16px|left|link=]]'''Fleet (25)'''<br> | ||
| rowspan=" | <span style="float:right;">[[File:icon_fleet_booster.png|16px|Fleet Booster (Fleet Command I or II needed depending on how many wings you have)]] [[File:icon_fleet_commander.png|16px|Fleet Commander (Fleet Command I or II needed depending on how many wings you have)]]</span>Fleet Commander {{co|slateblue|(fleet booster)}} | ||
| rowspan="9" style="vertical-align: top;" | By having a '''Fleet Commander''' you unlock the ability to give both Fleet and Wing Boosters to most of your fleet. This example is for a [[Nation Consolidation Network]]-capable fleet, but apart from the naming the same setup applies to any fleet as long as it stays within the limits of a single ongrid wing. | |||
The most common use of this is to have both a | The most common use of this is to have both a Armor/Skirmish booster (with the Republic Fleet Warfare Mindlink implant) as well as a Armour/Information booster (with the Imperial Navy Warfare Mindlink implant), so you can get perfect boosts for both. Preferably you put the Siege/Skirmish booster as your Wing Booster to make sure that everyone gets the defensive bonuses, then the Armour/Information booster in the Fleet Command position (remember that the Wing Commander won't get his boosts). | ||
* More flexibility in adding multiple offgrid boosters. | * More flexibility in adding multiple offgrid boosters. | ||
| Line 71: | Line 65: | ||
* The second squad doesn't necessarily need to be a logistics squad either, and one of the boosters can easily be the Squad Commander for either squad. | * The second squad doesn't necessarily need to be a logistics squad either, and one of the boosters can easily be the Squad Commander for either squad. | ||
* If you have someone with Wing Command III or IV trained, you can split up the squads even further. | * If you have someone with Wing Command III or IV trained, you can split up the squads even further. | ||
** Move the [[ | ** Move the [[Roles in Incursions#Hacker.2FScout|scout/hacker]] into the main wing and remove the need for Fleet Command II. | ||
** Keep logistics in a squad of their own, making it possible for them to warp independently. | ** Keep logistics in a squad of their own, making it possible for them to warp independently. | ||
** Move brawlers, snipers and strategic cruisers into separate squads. | ** Move brawlers, snipers and strategic cruisers into separate squads. | ||
* Minimum for a headquarter fleet would be '''Wing Command IV''', as you'll need up to 40 people in the ongrid wing. | * Minimum for a headquarter fleet would be '''Wing Command IV''', as you'll need up to 40 people in the ongrid wing. | ||
|- | |- | ||
| | | style="padding-left: 15px; white-space: nowrap;" | | ||
[[ | [[File:icon_down_green.png|16px|left|link=]]'''Ongrid Wing (23)'''<br> | ||
: [[File:icon_wing_commander.png|16px|right|Wing Commander (Wing Command II required for two squads)]]Wing Commander {{co|slateblue|(warper and tagger)}} | |||
|- | |- | ||
| | | style="padding-left: 30px white-space: nowrap;;" | | ||
[[ | [[File:icon_down_green.png|16px|left|link=]]'''Battleship Squad (10)''' | ||
: [[File:icon_squad_commander.png|16px|right|Squad Commander (Leadership V required)]]Squad Commander {{co|slateblue|(tagger)}} | |||
|- | |- | ||
| | | style="padding-left: 70px; white-space: nowrap;" | | ||
[[ | [[File:icon_fleet_boss.png|16px|right|Fleet Boss (no leadership skills needed)]]Squad Member {{co|slateblue|(waitlist manager)}}<br>Squad Members {{co|lightgreen|(snipers)}}<br>Squad Members {{co|lightgreen|(brawlers)}} | ||
|- | |- | ||
| | | style="padding-left: 30px; white-space: nowrap;" | | ||
[[ | [[File:icon_down_green.png|16px|left|link=]]'''Logistics/Cruiser Squad (10)''' | ||
: [[File:icon_squad_commander.png|16px|right|Squad Commander (Leadership V required)]]Squad Commander {{co|slateblue|(tagger)}} | |||
|- | |- | ||
| | | style="padding-left: 70px; white-space: nowrap;" | | ||
[[ | [[File:icon_wing_booster.png|16px|right|Wing Booster (no leadership skills needed)]]Squad Member {{co|slateblue|(wing booster)}}<br>Squad Members {{co|lightgreen|(logistics)}}<br>Squad Members {{co|lightgreen|(cruisers)}} | ||
|- | |- | ||
| | | style="padding-left: 15px; background-color: var(--background-color-warning-subtle); white-space: nowrap; font-style: italic;" | | ||
[[ | [[File:icon_down_green.png|16px|left|link=]]'''Offgrid Wing (1)'''<br> | ||
: [[File:icon_wing_commander.png|16px|right|Wing Commander (no leadership skills needed)]]Wing Commander {{co|slateblue|(scout/hacker)}} | |||
|- | |- | ||
| | | style="padding-left: 30px; background-color: var(--background-color-warning-subtle); white-space: nowrap; font-style:italic;" | | ||
[[ | [[File:icon_down_green.png|16px|left|link=]]'''Offgrid Squad (1)''' | ||
: [[File:icon_squad_commander.png|16px|right|Squad Commander (no leadership skills needed)]]Squad Commander {{co|grey|(empty slot)}} | |||
|- | |||
| style="padding-left: 70px; background-color: var(--background-color-warning-subtle); white-space: nowrap; font-style:italic;" | | |||
Squad Member {{co|slateblue|(picket)}} | |||
|} | |} | ||
--> | |||
== Improving fleet efficiency == | |||
Command Bursts and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have. | |||
Below are lists of skills required for and the effects of command bursts, stacking penalties for webs, and various utility modules and their effects. | |||
= | === Command Bursts === | ||
[[Command Bursts|Command bursts]] are immensely powerful modules that improves the efficiency of ever single ship that receives their boosts. The bursts themselves boost anything from armour and shield defenses, efficiency of remote repairs, electronic warfare, propulsion modules, locking ranges to reducing the signature radius of ships and making them harder to jam. | |||
The combination of several bursts can create very powerful effects, like making logistics capable of operating with twice the efficiency thanks to the boosts. The combination of increased resists, reduced signature, faster cycle times etc all adds up. | |||
Even single burst can be tremendously useful, like the skirmish burst boosting web range making it possible to use webs efficiently, or information bursts increasing locking range thus giving most snipers enough locking range without fitting a single sensor booster. | |||
==== Relevant skills ==== | |||
=== Relevant skills === | Below are the skills required to become an incursion booster. If you're only going to use one implant, it's enough to train just two of the specialization skills. The '''Fleet Command''' skills aren't strictly needed for Vanguard fleets as the ships are always in a tight clump, but are useful for Headquarters fleets where ships will spread out a lot more. | ||
Below are the skills required to become an incursion booster. If you're only going to use one implant, it's enough to train just two of the specialization skills. The '''Fleet Command''' skills aren't strictly needed for | |||
If you want to go for a truly perfect booster you'll need to train all four specialization skills as well as taking fleet command to V. You'll also need [[Jump Clones|jump clones]] so you can setup the appropriate mindlink implant clones. | If you want to go for a truly perfect booster you'll need to train all four specialization skills as well as taking fleet command to V. You'll also need [[Jump Clones|jump clones]] so you can setup the appropriate mindlink implant clones. | ||
{| class="wikitable" style=" | {| class="wikitable" | ||
! | |- style="background-color: var(--background-color-warning-subtle);" | ||
! [[File:Warfare-links.png|24px|link=|Warfare Gang Links]] Command Bursts | |||
<!-- ! Strategic cruisers --> | <!-- ! Strategic cruisers --> | ||
! | ! [[File:icon_ship_other.png|24px|Command Ships]] Command Ships | ||
! | ! [[File:icon_implant_mindlink_faction.png|24px|Warfare Mindlink implant]] Command Mindlink implants | ||
! | ! [[File:icon_fleet.png|24px|Fleet Command skills]] {{co|grey|Fleet Command}} | ||
|- | |- style="vertical-align: top; white-space: nowrap;" | ||
| Leadership V<br> | |||
Leadership V<br> | Armored Command V<br> | ||
Armored | Information Command V<br> | ||
Information | Shield Command V<br> | ||
Skirmish Command V<br> | |||
Skirmish | <primary> Command Specialist V<br> | ||
<primary> | <secondary> Command Specialist V | ||
<secondary> | |||
<!-- Removing strategic cruisers for now, since they are inferior. | <!-- Removing strategic cruisers for now, since they are inferior. | ||
| | | Mechanics V<br> | ||
Mechanics V<br> | |||
Electronics V<br> | Electronics V<br> | ||
Engineering V<br> | Engineering V<br> | ||
| Line 147: | Line 147: | ||
<racial> Defensive Subsystem V | <racial> Defensive Subsystem V | ||
--> | --> | ||
| | | Spaceship Command V<br> | ||
Spaceship Command V<br> | |||
<racial> Frigate III<br> | <racial> Frigate III<br> | ||
<racial> Destroyer III<br> | <racial> Destroyer III<br> | ||
| Line 154: | Line 153: | ||
<racial> Battlecruisers V<br> | <racial> Battlecruisers V<br> | ||
Command Ships V | Command Ships V | ||
| | | Science III<br> | ||
Science III<br> | |||
Cybernetics V<br> | Cybernetics V<br> | ||
<primary> Warfare Specialist V<br> | <primary> Warfare Specialist V<br> | ||
<secondary> Warfare Specialist V | <secondary> Warfare Specialist V | ||
| | | {{co|grey|Wing Command V}}<br> | ||
{{co|grey|Wing Command V}}<br> | |||
{{co|grey|Fleet Command II}} | {{co|grey|Fleet Command II}} | ||
|} | |} | ||
=== Command Ships vs Strategic Cruisers === | <!-- section needs to be completely redone for new command burst mechanics | ||
==== Command Ships vs Strategic Cruisers ==== | |||
Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that the Command Ships are slightly better than Strategic Cruisers and have a much easier time fitting 6-7 links while fielding a decent tank (to ward off suicide gankers). | |||
Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that the Command | |||
The following will assume you have all the relevant skills trained to V and using tech two gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant. You can read more about | The following will assume you have all the relevant skills trained to V and using tech two gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant. You can read more about command bursts and the details on the [[Command Bursts]] page. | ||
{| class="wikitable" style="font-size:90%;" | {| class="wikitable" style="font-size:90%;" style="text-align: center;" | ||
|- | |||
! rowspan=2 | Type of Ship | ! rowspan=2 | Type of Ship | ||
! colspan=2 | Skirmish Links | ! colspan=2 | Skirmish Links | ||
! | ! colspan=2 | Armor/Siege Links | ||
! rowspan=2 | Practical effects (bonus with correct implant): | ! rowspan=2 | Practical effects (bonus with correct implant): | ||
|- style="background: | |- style="background-color: var(--background-color-warning-subtle);" | ||
| Web range | | Web range | ||
| Signature | | Signature | ||
| Resists | | Resists | ||
|- | | Cycle & cap | ||
| [[Claymore]] (skirmish) | |- | ||
| + | | [[Claymore]] (siege, skirmish)<br>[[Astarte]] (armor, skirmish) | ||
| - | | +27.6%<br>(+34.5%) | ||
| + | | -27.6%<br>(-34.5%) | ||
| | | +20.7%<br>(+25.88%) | ||
|- | | -20.7%<br>(-25.88%) | ||
| [[Damnation]] ( | | style="text-align: left;" | Federation webs go from 14km to 17.86 km (18.83 km).<br>True Sansha webs go from 15 km to 19.14 km (20.18 km).<br>Meta 4 reps go from 5 sec to 4 sec (3.7 sec).<br>Tech 2 reps go from 4.5 to 3.6 sec (3.3 sec). | ||
| + | |- | ||
| - | | [[Damnation]] (armor, information)<br>[[Vulture]] (siege, information) | ||
| + | | +24%<br>(+30%) | ||
| | | -24%<br>(-30%) | ||
|- | | +20.7%<br>(+25.88%) | ||
| [[Loki]] (skirmish | | -20.7%<br>(-25.88%) | ||
| style="text-align: left;" | Federation webs go from 14km to 17.36 km (18.20 km).<br>True Sansha webs go from 15 km to 18.60 km (19.50 km).<br>Meta 4 reps go from 5 sec to 4 sec (3.7 sec).<br>Tech 2 reps go from 4.5 to 3.6 sec (3.3 sec). | |||
|- | |||
| [[Loki]] (skirmish, siege, armor)<br>[[Legion]] (armor, information, skirmish)<br>[[Tengu]] (siege, information, skirmish)<br>[[Proteus]] (armor, skirmish, information) | |||
| +26.4%<br>(+33%) | |||
| -26.4%<br>(-33%) | |||
| +19.8%<br>(+24.75%) | |||
| + | | -19.8%<br>(-24.75%) | ||
| - | | style="text-align: left;" | Federation webs go from 14 km to 17.70 km (18.62 km).<br>True Sansha webs go from 15 km to 18.96 km (19.95 km).<br>Meta 4 reps go from 5 sec to 4 sec (3.8 sec).<br>Tech 2 reps go from 4.5 to 3.6 sec (3.4 sec). | ||
| + | |||
| | |||
|} | |} | ||
--> | |||
=== Bonused webs and stacking === | |||
The primary percentage is from using a 60% base reduction web, like the Federation Navy Stasis Webifier and the percentages in {{co|grey|grey text}} is for 55% base reduction webs, like the True Sansha Stasis Webifier. | |||
Velocity bonused ships like the [[Vindicator]], or any of the [[Serpentis#Unique Ships|Serpentis]] shiplines, have a 50% stronger reduction in speed. This leads to velocity reductions of 90% and 82,5% respectively for the two faction webs. The practical differences of different web types and bonuses are enormous. | |||
{| class="wikitable" style="text-align: center;" | |||
|- style="background-color: var(--background-color-warning-subtle);" | |||
Velocity bonused ships like the | ! rowspan=2 | Type of ship<br>[[File:icon_ship.png|24px|link=]] | ||
{| class="wikitable" style=" | ! colspan=6 | Effective speed for webbed targets with stacking | ||
| rowspan=2 | '''Practical effects of multiple webs'''<br>''(Given a base speed of 1000 m/s)'' | |||
! colspan=6 | |- style="background-color: var(--background-color-warning-subtle);text-align: center;" | ||
| rowspan=2 | | [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 1</small> | ||
|- style="background-color: | | [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 2</small> | ||
| | | [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 3</small> | ||
| | | [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 4</small> | ||
| | | [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 5</small> | ||
| | | [[File:icon_stasis_webifier_i.png|24px|link=|Web]]<small>x 6</small> | ||
| | |- | ||
| | | '''Vindicator''' | ||
|- | |||
| 10,00%<br>{{co|grey|17,50%}} | | 10,00%<br>{{co|grey|17,50%}} | ||
| 2,18%<br>{{co|grey|4,95%}} | | 2,18%<br>{{co|grey|4,95%}} | ||
| Line 229: | Line 224: | ||
| 0,71%<br>{{co|grey|1,83%}} | | 0,71%<br>{{co|grey|1,83%}} | ||
| 0,69%<br>{{co|grey|1,79%}} | | 0,69%<br>{{co|grey|1,79%}} | ||
| | | style="text-align: left;" | Federation reduce speed to 100, 22, 11 and 8 m/s.<br>{{co|grey|True Sansha reduce speed to 175, 50, 26 and 20 m/s.}} | ||
|- | |- | ||
| Unbonused | |||
| 40,00%<br>{{co|grey|45,00%}} | | 40,00%<br>{{co|grey|45,00%}} | ||
| 19,14%<br>{{co|grey|23,49%}} | | 19,14%<br>{{co|grey|23,49%}} | ||
| Line 238: | Line 233: | ||
| 9,78%<br>{{co|grey|12,81%}} | | 9,78%<br>{{co|grey|12,81%}} | ||
| 9,61%<br>{{co|grey|12,60%}} | | 9,61%<br>{{co|grey|12,60%}} | ||
| | | style="text-align: left;" | Federation reduce speed to 400, 191, 126 and 104 m/s.<br>{{co|grey|True Sansha reduce speed to 450, 235, 161 and 136 m/s.}} | ||
|} | |} | ||
Due to [[stacking penalties]] it's impossible for a non-bonused ship to get anywhere near the same result as two bonused webs, no matter how many webs they use. And while the True Sansha variant on a bonused ship can match the power of two Federation webs, it too falls short and cannot possibly match three. | Due to [[stacking penalties]] it's impossible for a non-bonused ship to get anywhere near the same result as two bonused webs, no matter how many webs they use. And while the True Sansha variant on a bonused ship can match the power of two Federation webs, it too falls short and cannot possibly match three. | ||
== Remote tracking computers and sensor boosters == | === Remote tracking computers and sensor boosters === | ||
Both remote tracking computers and sensor boosters can be a tremendous asset to your fleet. See [[ | Both remote tracking computers and sensor boosters can be a tremendous asset to your fleet. See [[Anatomy of Incursions#Making the most out of remote tracking computers and remote sensor boosters|Anatomy of Incursions]] for more information about how best to spread these among your fleet members. | ||
; [[ | ; [[File:icon_tracking_computer_i.png|32px|Remote tracking computer]] Remote tracking computers | ||
Remote tracking computers are extremely useful to push the range on weapons or give battleships a much needed boost to their tracking. Worth noting is that a max skilled | Remote tracking computers are extremely useful to push the range on weapons or give battleships a much needed boost to their tracking. Worth noting is that a max skilled pilot gets a 50% bonus to remote tracking computer efficiency and range, which combined with the stronger Shadow Serpentis or Federation Navy variants make quite a difference. | ||
{| class="wikitable" style=" | {| class="wikitable" style="text-align: center;" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! | ! rowspan=2 | Remote tracking<br>computers | ||
! | ! colspan=3 | Scripted | ||
! | ! colspan=3 | Unscripted | ||
|- style="background: | ! rowspan=2 | Type of module | ||
|- style="background-color: var(--background-color-warning-subtle); text-align: center;" | |||
| Tracking | | Tracking | ||
| | | Optimal | ||
| Falloff | |||
| Tracking | | Tracking | ||
| Optimal | | Optimal | ||
| Falloff | | Falloff | ||
|- | |- | ||
| '''Scimitar''' | | '''Scimitar''' | ||
| +52,5%<br>{{co|grey|+45%}} | | +52,5%<br>{{co|grey|+45%}} | ||
| Line 266: | Line 263: | ||
| +12%<br>{{co|grey|+11,25%}} | | +12%<br>{{co|grey|+11,25%}} | ||
| +24%<br>{{co|grey|+22,5%}} | | +24%<br>{{co|grey|+22,5%}} | ||
| | | style="text-align: left;" | '''Shadow Serpentis''' or '''Federation Navy'''<br>{{co|grey|Remote Tracking Computer II}} | ||
|- | |- | ||
| Unbonused | | Unbonused | ||
| +35%<br>{{co|grey|+30%}} | | +35%<br>{{co|grey|+30%}} | ||
| Line 275: | Line 272: | ||
| +8%<br>{{co|grey|+7,5%}} | | +8%<br>{{co|grey|+7,5%}} | ||
| +16%<br>{{co|grey|+15%}} | | +16%<br>{{co|grey|+15%}} | ||
| | | style="text-align: left;" | '''Shadow Serpentis''' or '''Federation Navy'''<br>{{co|grey|Remote Tracking Computer II}} | ||
|} | |} | ||
; [[ | ; [[File:Icon sensor resolution.png|32px|Remote Sensor Booster]] Remote sensor boosters | ||
Remote sensor boosters aren't quite as good, but can still be useful to boost a battleship's scan resolution, allowing them to actually lock frigates in time or push targeting range for snipers. None of the ships used for incursions have a bonus to remote sensor boosters | Remote sensor boosters aren't quite as good in general, but can still be useful to boost a battleship's scan resolution, allowing them to actually lock frigates in time or push targeting range for snipers. Bringing Remote Sensor Boosters in a fleet can allow a Vindicator to forego any local sensor booster in favour of additional webs. None of the ships used for incursions have a bonus to remote sensor boosters. | ||
{| class="wikitable" style=" | {| class="wikitable"style="text-align: center;" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! | ! rowspan=2 | Remote sensor boosters | ||
! | ! colspan=2 | Scripted | ||
|- style="background: | ! colspan=2 | Unscripted | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
| Scan Resolution | | Scan Resolution | ||
| Targeting Range | | Targeting Range | ||
| Line 289: | Line 287: | ||
| Targeting Range | | Targeting Range | ||
|- align="center" | |- align="center" | ||
| | | style="text-align: left; white-space; nowrap;" | Remote Sensor Booster II | ||
| +66% | | +66% | ||
| +81% | | +81% | ||
| +33% | | +33% | ||
| +40,5% | | +40,5% | ||
|- | |- | ||
| | | style="text-align: left; white-space; nowrap;" | {{co|grey|F-23 Reciprocal Remote Sensor Booster}} | ||
| {{co|grey|+64%}} | | {{co|grey|+64%}} | ||
| {{co|grey|+76%}} | | {{co|grey|+76%}} | ||
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While [[stacking penalties]] apply to both these type of modules, their bonuses are higher than local modules, so they put themselves on top of the stacking hierarchy. So while the bonuses might not be as high as this table indicates, they are still very effective in boosting individual fleet members. The exception is when you have unscripted modules, then they end up last in the stacking hierarchy due to being lower than the local variant. | While [[stacking penalties]] apply to both these type of modules, their bonuses are higher than local modules, so they put themselves on top of the stacking hierarchy. So while the bonuses might not be as high as this table indicates, they are still very effective in boosting individual fleet members. The exception is when you have unscripted modules, then they end up last in the stacking hierarchy due to being lower than the local variant. | ||
[[Category:Fleets]] | [[Category:Fleets]] | ||
Latest revision as of 12:12, 21 June 2025
| Incursion links |
|---|
| General |
| Advanced |
| EVE University |
| Preparations |
| Fittings |
| Guides |
Fleet Structure in Incursions
Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves.
Also if you assign someone other than the commander to be the booster, remember that you need to reset all booster roles below that for the chain to initiate correctly. So for example, everytime you set or change a Wing Booster, revoke and reset all Squad Boosters. If you change the Fleet Booster you'll have to reset everything else, Wing Boosters first, then all Squad Boosters.
Basic fleet setup
| Fleet structure | Description |
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This is the basic fleet setup we use for our community. It offers good flexibility for additional support roles as well as convenient use of fleet functions.
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Squad Members ... | |
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Squad Member (picket) |
Improving fleet efficiency
Command Bursts and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have.
Below are lists of skills required for and the effects of command bursts, stacking penalties for webs, and various utility modules and their effects.
Command Bursts
Command bursts are immensely powerful modules that improves the efficiency of ever single ship that receives their boosts. The bursts themselves boost anything from armour and shield defenses, efficiency of remote repairs, electronic warfare, propulsion modules, locking ranges to reducing the signature radius of ships and making them harder to jam.
The combination of several bursts can create very powerful effects, like making logistics capable of operating with twice the efficiency thanks to the boosts. The combination of increased resists, reduced signature, faster cycle times etc all adds up.
Even single burst can be tremendously useful, like the skirmish burst boosting web range making it possible to use webs efficiently, or information bursts increasing locking range thus giving most snipers enough locking range without fitting a single sensor booster.
Relevant skills
Below are the skills required to become an incursion booster. If you're only going to use one implant, it's enough to train just two of the specialization skills. The Fleet Command skills aren't strictly needed for Vanguard fleets as the ships are always in a tight clump, but are useful for Headquarters fleets where ships will spread out a lot more.
If you want to go for a truly perfect booster you'll need to train all four specialization skills as well as taking fleet command to V. You'll also need jump clones so you can setup the appropriate mindlink implant clones.
Bonused webs and stacking
The primary percentage is from using a 60% base reduction web, like the Federation Navy Stasis Webifier and the percentages in grey text is for 55% base reduction webs, like the True Sansha Stasis Webifier.
Velocity bonused ships like the Vindicator, or any of the Serpentis shiplines, have a 50% stronger reduction in speed. This leads to velocity reductions of 90% and 82,5% respectively for the two faction webs. The practical differences of different web types and bonuses are enormous.
| Type of ship |
Effective speed for webbed targets with stacking | Practical effects of multiple webs (Given a base speed of 1000 m/s) | |||||
|---|---|---|---|---|---|---|---|
| Vindicator | 10,00% 17,50% |
2,18% 4,95% |
1,06% 2,62% |
0,79% 2,01% |
0,71% 1,83% |
0,69% 1,79% |
Federation reduce speed to 100, 22, 11 and 8 m/s. True Sansha reduce speed to 175, 50, 26 and 20 m/s. |
| Unbonused | 40,00% 45,00% |
19,14% 23,49% |
12,59% 16,11% |
10,45% 13,61% |
9,78% 12,81% |
9,61% 12,60% |
Federation reduce speed to 400, 191, 126 and 104 m/s. True Sansha reduce speed to 450, 235, 161 and 136 m/s. |
Due to stacking penalties it's impossible for a non-bonused ship to get anywhere near the same result as two bonused webs, no matter how many webs they use. And while the True Sansha variant on a bonused ship can match the power of two Federation webs, it too falls short and cannot possibly match three.
Remote tracking computers and sensor boosters
Both remote tracking computers and sensor boosters can be a tremendous asset to your fleet. See Anatomy of Incursions for more information about how best to spread these among your fleet members.
Remote tracking computers are extremely useful to push the range on weapons or give battleships a much needed boost to their tracking. Worth noting is that a max skilled pilot gets a 50% bonus to remote tracking computer efficiency and range, which combined with the stronger Shadow Serpentis or Federation Navy variants make quite a difference.
| Remote tracking computers |
Scripted | Unscripted | Type of module | ||||
|---|---|---|---|---|---|---|---|
| Tracking | Optimal | Falloff | Tracking | Optimal | Falloff | ||
| Scimitar | +52,5% +45% |
+24% +22,5% |
+48% +45% |
+26,25% +22,5% |
+12% +11,25% |
+24% +22,5% |
Shadow Serpentis or Federation Navy Remote Tracking Computer II |
| Unbonused | +35% +30% |
+16% +15% |
+32% +30% |
+17,5% +15% |
+8% +7,5% |
+16% +15% |
Shadow Serpentis or Federation Navy Remote Tracking Computer II |
Remote sensor boosters aren't quite as good in general, but can still be useful to boost a battleship's scan resolution, allowing them to actually lock frigates in time or push targeting range for snipers. Bringing Remote Sensor Boosters in a fleet can allow a Vindicator to forego any local sensor booster in favour of additional webs. None of the ships used for incursions have a bonus to remote sensor boosters.
| Remote sensor boosters | Scripted | Unscripted | ||
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| Scan Resolution | Targeting Range | Scan Resolution | Targeting Range | |
| Remote Sensor Booster II | +66% | +81% | +33% | +40,5% |
| F-23 Reciprocal Remote Sensor Booster | +64% | +76% | +32% | +38% |
While stacking penalties apply to both these type of modules, their bonuses are higher than local modules, so they put themselves on top of the stacking hierarchy. So while the bonuses might not be as high as this table indicates, they are still very effective in boosting individual fleet members. The exception is when you have unscripted modules, then they end up last in the stacking hierarchy due to being lower than the local variant.




