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User:Olly Wakwako/sandbox/Incursion Upgrades and Progression: Difference between revisions

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{{Incursions links}}
{{Incursions links}}
== Overview ==
{{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls and modules or put expensive implants into your head. If you wish, you may use our loaner battleships indefinitely. However, we encourage those that enjoy the content and have the means to upgrade their ships, as it opens the possibility to take part in other communities, and allows us to run Vanguards more effectively}}
{{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls and modules or put expensive implants into your head. If you wish, you may use our loaner battleships indefinitely. However, we encourage those that enjoy the content and have the means to upgrade their ships, as it opens the possibility to take part in other communities, and allows us to run Vanguards more effectively}}


There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that '''buying a pirate faction battleship''', getting '''faction and deadspace modules''' or '''injecting implants''' into your head. Some of these options are more effective than others, so before you start ''"throwing ISK at the problem"'' with wild abandon ... take a moment to consider your options.
There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that '''buying a pirate faction battleship''', getting '''faction and deadspace modules''' or '''injecting implants''' into your head. Some of these options are more effective than others, so before you start ''"throwing ISK at the problem"'' with wild abandon ... take a moment to consider your options.


In general we suggest making upgrades following this rough order, designed to prioritize upgrades which reuiqre less time and isk investment and which provide the largest benefit:
In general we suggest making upgrades following this rough order, designed to prioritize upgrades which require less time and ISK investment and which provide the largest benefit:
* We suggest that unistas use the loaner battleships provided by the Incursions Community until you can afford to buy a Pirate Faction Battleship. At that point, you should buy yourself the full starter fit for your preferred hull.
* We suggest that unistas use the loaner battleships provided by the Incursions Community until you can afford to buy a Pirate Faction Battleship. At that point, you should buy yourself the full starter fit for your preferred hull.
* You should at this point train towards the appropriate Tier II weapon system for the hull you have chosen.
* You should at this point train towards the appropriate Tier II weapon system for the hull you have chosen.
* Following this, as you gain isk, you should replace modules, slowly upgrading from Tier II to faction or deadspace.
* Following this, as you gain ISK, you should replace modules, slowly upgrading from Tier II to faction or deadspace.
* You could also consider at this point training Cypernetics V and buying a WS-618 warp speed implant.
* You could also consider at this point training Cybernetics V and buying a WS-618 warp speed implant.
* Once you have fully upgraded your Pirate Battleship, you should consider training into the Marauder which shares a weapon system with your current ship (Vargur from Machariel, Kronos from Vindicator, Paladin from Nightmare).
* Once you have fully upgraded your Pirate Battleship, you should consider training into the Marauder which shares a weapon system with your current ship (Vargur from Machariel, Kronos from Vindicator, Paladin from Nightmare).
* Following buying and fitting a Marauder, you should finish by completing your implant set following the Implants Guide.
* Following buying and fitting a Marauder, you should finish by completing your implant set following the Implants Guide.
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==== Oneiros ====
==== Oneiros ====
{| style="padding:0px;"
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[File:Oneiros.jpg|128px|link=]]</div>
| nowrap style="padding:0px;" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|gallente|48}}</div>[[File:Oneiros.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Oneiros|tooltip}} is cap stable on its own and does not require a cap chain to run all its remote armour repairers. That and the bonus to '''remote tracking computers''' means it's favoured in any fleet.
| valign="top" style="padding:4px;" | The {{ship|Oneiros|tooltip}} is cap stable on its own and does not require a cap chain to run all its remote armor repairers. That and the bonus to '''remote tracking computers''' means it's favored in any fleet. It is also allowed in headquarters sites, though moreso for the remote tracking computers than the logistics it can provide.


{{icon|gallente2|28}}{{sk|Gallente Cruiser}}<br>
{{icon|gallente2|28}}{{sk|Gallente Cruiser}}<br>
[[File:Icon remote armor repair i.png|28px]]{{sk|Remote Armor Repair Systems}}<br>
[[File:Icon remote armor repair i.png|28px]]{{sk|Remote Armor Repair Systems}}<br>
{{icon|remote tracking computer|28}}{{sk|Sensor Linking}} (favoured in [[Incursion sites#Vanguard sites|vanguard sites]] for their '''remote tracking computer''' bonus)
{{icon|remote tracking computer|28}}{{sk|Sensor Linking}} (favored in [[Incursion sites#Vanguard sites|vanguard sites]] for their '''remote tracking computer''' bonus)
|}
|}


==== Nestor ====
==== Nestor ====
{| style="padding:0px;"
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|caldari|48}}</div>[[File:Nestor.jpg|128px|link=]]</div>
| nowrap style="padding:0px;" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|sisters|48}}</div>[[File:Nestor.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Nestor|tooltip}} is an extremely versatile ship, that is capable of not only self-tanking a Vanguard site, but also dishing out an overwhelming amount of remote repairs. The Nestor does not represent a progression from the Oneiros for a fleet running Vanguard sites (particularly as it does not have a bonus to remote tracking computers), but having one opens the door to trying out logistics in a Headquarters fleet.
| valign="top" style="padding:4px;" | The {{ship|Nestor|tooltip}} is an extremely proficient logistics ship, able to dish out an overwhelming amount of remote repairs. Having one opens the door to trying out logistics in a Headquarters fleet. However, the Nestor does not represent a progression from the Oneiros for a fleet running Vanguard sites (particularly as it does not have a bonus to remote tracking computers). Though it can fit a local armor repair module, it does not benefit from the same benefits as the Marauders, and does not benefit from the small signature of the Logistics Cruisers, so is marginal on tank for Vanguards.


{{icon|amarr2|28}}{{sk|Amarr Battleship}}<br>
{{icon|amarr2|28}}{{sk|Amarr Battleship}}<br>
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<br>
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<br>
{{icon|drones|28}}[[Drones#Skills|Drone skills]] are useful as the Nestor is bonused for drone hitpoints and damage.
{{icon|drones|28}}Though we do not normally use damage dealing drones on our logistics ships, [[Drones#Skills|Drone skills]] could be useful as the Nestor is bonused for drone hitpoints and damage.


|}
|}


=== Damage Dealers ===
=== Damage dealers ===
=== Pirate faction battleships ===
=== Pirate faction battleships ===
The '''Nightmare''' and '''Vindicator''' are the preferred ''intermediate hulls''for incursions due to a combination of higher base stats, better bonuses and better slot layouts as compared to T1 battleships and the Praxis. The '''Machariel''' is also acceptable, but armour Machariels struggle with a lack of lowslots, and are not accepted in headquarters fleets.
The '''Nightmare''' and '''Vindicator''' are the preferred ''intermediate hulls''for incursions due to a combination of higher base stats, better bonuses and better slot layouts as compared to T1 battleships and the Praxis. The '''Machariel''' is also acceptable, but armor Machariels struggle with a lack of lowslots, and are not accepted in headquarters fleets.


Some of these have a natural progression, like the [[Vanguard Incursion fits#Maelstrom|Maelstrom]] pilot only needing {{sk|Gallente Battleship}} to move into a '''Machariel''' and a [[Vanguard Incursion fits#Hyperion|Hyperion]] pilot only needing to train {{sk|Minmatar Battleship}} to get into the '''Vindicator'''. Left a bit on the side is the [[Vanguard Incursion fits#Rokh|Rokh]] with a low priority synergy with the '''Nightmare''' given the {{sk|Caldari Battleship}} skill and a slightly stronger synergy with the '''Vindicator''' given that they both use the {{sk|Large Hybrid Turret}} skill for their guns.
Some of these have a natural progression, like the [[Vanguard Incursion fits#Maelstrom|Maelstrom]] pilot only needing {{sk|Gallente Battleship}} to move into a '''Machariel''' and a [[Vanguard Incursion fits#Hyperion|Hyperion]] pilot only needing to train {{sk|Minmatar Battleship}} to get into the '''Vindicator'''. Left a bit on the side is the [[Vanguard Incursion fits#Rokh|Rokh]] with a low priority synergy with the '''Nightmare''' given the {{sk|Caldari Battleship}} skill and a slightly stronger synergy with the '''Vindicator''' given that they both use the {{sk|Large Hybrid Turret}} skill for their guns.
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==== Nightmare ====
==== Nightmare ====
{| style="padding:0px;"
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|sansha's nation|48}}</div>[[File:Nightmare.jpg|128px|link=]]</div>
| nowrap style="padding:0px;" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|sansha's nation|48}}</div>[[File:Nightmare.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Nightmare|tooltip}} has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues putting some pressure on good cap skills.
| valign="top" style="padding:4px;" | The {{ship|Nightmare|tooltip}} has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues putting some pressure on good cap skills.


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{| style="padding:0px;"
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|serpentis|48}}</div>[[File:Vindicator.jpg|128px|link=]]</div>
| nowrap style="padding:0px;" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|serpentis|48}}</div>[[File:Vindicator.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Vindicator|tooltip}} is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it can also apply at range with Null ammunition once upgraded with Tech II blasters.
| valign="top" style="padding:4px;" | The {{ship|Vindicator|tooltip}} is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it can also apply at range with Null ammunition once upgraded with Tech II blasters.


{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small>&nbsp;<ref name="galmin">{{sk|Gallente Battleship}} and {{sk|Minmatar Battleship}} are shared between both the [[Machariel]] and the [[Vindicator]], so if you like flying multiple hulls you'd have the ship skills covered and you'd only need to train a new racial turret skill.</ref></small> (increases turret tracking speed)<br>
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small>&nbsp;<ref name="galmin">{{sk|Minmatar Battleship}} is shared between both the [[Tempest Fleet Issue]] and the [[Vindicator]], so if you like flying multiple hulls you'd have some of the ship skills covered and you'd only need to train a new racial turret skill.</ref></small> (increases turret tracking speed)<br>
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small>&nbsp;<ref name="galmin"/></small> (highest priority as it increases webifier effectiveness)<br>
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small>&nbsp;<ref name="galmin"/></small> (highest priority as it increases webifier effectiveness)<br>
{{icon|large blaster|28}}{{sk|Large Hybrid Turret}} increases damage
{{icon|large blaster|28}}{{sk|Large Hybrid Turret}} increases damage
|}
|}


==== Machariel ====
==== Tempest Fleet Issue ====
{{important note box|The Machariel struggles a little bit as an armour ship. With its resists and lack of low slots, it can only fit two damage modules. You should only choose this ship if you already have one, or if you desparately want to progress into the Vargur and don't want to cross-train into a different ship (the Vinidcator has shared Battleship skills so might be a good choice instead).}}
{{important note box|The TFI is pretty good value for money, and is a neat stepping stone towards the Vargur. However, it is not accepted in other communities, and would not be accepted for use in headquarters sites. You should only choose this ship if you are certain you wish to fly the Vargur in future, and do not want to cross-train into other ships such as the Vindicator.}}


{| style="padding:0px;"
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|angel cartel|48}}</div>[[File:Machariel.jpg|128px|link=]]</div>
| nowrap style="padding:0px;" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|angel cartel|48}}</div>[[File:Tempest Fleet Issue.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Machariel|tooltip}} combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched, although it does suffer comparably with lower overall dps. It also has enough midslots to fit for any occasion.
| valign="top" style="padding:4px;" | The {{ship|Tempest Fleet Issue|tooltip}} combines a flexible engagement range for autocannons with a high rate of fire. Unlike it's bigger brother the Vargur, it is well-suited to armour tanking, with enough lowslots, while also having 5 midslots to equip with utility modules.  


{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small>&nbsp;<ref name="galmin"/></small> (increases turret falloff)<br>
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small>&nbsp;<ref name="galmin"/></small> (increases turret damage and rate of fire)<br>
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small>&nbsp;<ref name="galmin"/></small> (highest priority increases turret damage)<br>
{{icon|large autocannon|28}}{{sk|Large Projectile Turret}} increases damage
{{icon|large autocannon|28}}{{sk|Large Projectile Turret}} increases damage
|}
|}
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==== Paladin ====
==== Paladin ====
{| style="padding:0px;"
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|amarr empire|48}}</div>[[File:Paladin.jpg|128px|link=]]</div>
| nowrap style="padding:0px;" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|amarr empire|48}}</div>[[File:Paladin.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Paladin|tooltip}} is the king of projection - it can apply over 2000 DPS at ranges of 70km or more without breaking a sweat. To pay for this, it suffers slightly from a lack of midslots, hampering it's versatility, and aenemic tracking, and somewhat poor capacitor life.
| valign="top" style="padding:4px;" | The {{ship|Paladin|tooltip}} is the king of projection - it can apply over 2000 DPS at ranges of 70km or more without breaking a sweat. To pay for this, it suffers from a lack of midslots, hampering it's versatility, anemic tracking, and somewhat poor capacitor life.


{{icon|amarr2|28}}{{sk|Amarr Battleship}} Improves capacitor and range projection<br>
{{icon|amarr2|28}}{{sk|Amarr Battleship}} Improves capacitor and range projection<br>
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{{icon|large pulse laser|28}}{{sk|Large Energy Turret}} Increases damage
{{icon|large pulse laser|28}}{{sk|Large Energy Turret}} Increases damage
|}
|}
==== Kronos  ====
==== Kronos  ====
{| style="padding:0px;"
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|gallente federation|48}}</div>[[File:Kronos.jpg|128px|link=]]</div>
| nowrap style="padding:0px;" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|gallente federation|48}}</div>[[File:Kronos.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Kronos|tooltip}} is the poster child of raw damage - within 30km it can dump out 4000 DPS with sufficient tracking to apply to frigates as well as cruisers. It suffers from a lack of projection to be sure, but with a few extra midslots it can fit extra tracking computers to compensate somewhat.
| valign="top" style="padding:4px;" | The {{ship|Kronos|tooltip}} is the poster child of raw damage - within 30km it can dump out 4000 DPS with sufficient tracking to apply to frigates as well as cruisers. It suffers from a lack of projection, but can compensate somewhat with its mid slots.


{{icon|gallente2|28}}{{sk|Gallente Battleship}} Improves damage and range<br>
{{icon|gallente2|28}}{{sk|Gallente Battleship}} Improves damage and range<br>
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{{icon|large blaster|28}}{{sk|Large Hybrid Turret}} Increases damage
{{icon|large blaster|28}}{{sk|Large Hybrid Turret}} Increases damage
|}
|}


==== Vargur ====
==== Vargur ====
{{note box|Armour tanked Varugrs are not very good. However, as the Marauders mostly rely on local reps, we tend to allow shield-tanked Vargurs at FCs discretion.}}
{{note box|Armour tanked Vargurs are not very good. However, as the Marauders mostly rely on local reps, we tend to allow shield-tanked Vargurs at FCs discretion.}}


{| style="padding:0px;"
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmater republic|48}}</div>[[File:Vargur.jpg|128px|link=]]</div>
| nowrap style="padding:0px;" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar republic|48}}</div>[[File:Vargur.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Vargur|tooltip}} is the definition of a tank. Though it is somewhat forced into being shield tanked, it can easily be fit to survive inside a site alone from downtime to downtime. Sitting somewhat in the middle of the Paladin and Kronos in terms of projection, application, and damage, it makes a good all rounder. However, the Jack of all trades is the master of none, so the Vargur is slightly disfavoured compared to the other turretted Marauders.
| valign="top" style="padding:4px;" | The {{ship|Vargur|tooltip}} is the definition of a tank. Though it is somewhat forced into being shield tanked, it can easily be fit to survive inside a site alone from downtime to downtime. Sitting somewhat in the middle of the Paladin and Kronos in terms of projection, application, and damage, it makes a good all rounder. However, the Jack of all trades is the master of none, so the Vargur is slightly disfavored compared to the other turreted Marauders.


{{icon|minmatar2|28}}{{sk|Minmatar Battleship}} Improves damage and projection<br>
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}} Improves damage and projection<br>
Line 125: Line 122:
In almost all cases, upgrading your hull should be your first goal if you're looking to invest more ISK. Generally speaking for hisec, while faction and deadspace modules are great, pirate faction hulls often give superior bonuses without inflating the value of droppable modules fit to your ship. In the case of Incursions specifically, the matter comes down to the pirate faction battleships having two damage bonuses and powerful role bonuses (instead of having an offensive and a defensive bonus), plus much better overall ship stats such as align time.
In almost all cases, upgrading your hull should be your first goal if you're looking to invest more ISK. Generally speaking for hisec, while faction and deadspace modules are great, pirate faction hulls often give superior bonuses without inflating the value of droppable modules fit to your ship. In the case of Incursions specifically, the matter comes down to the pirate faction battleships having two damage bonuses and powerful role bonuses (instead of having an offensive and a defensive bonus), plus much better overall ship stats such as align time.


Below lists a table comparing some representative fits along each progression line, from Apocalypse Navy to Paladin, from Megathron to Kronosm and from Tempest Fleet to Vargur. This table assumes all skills trained to level 5, all with T2 guns shooting the same ammunition. Sensor boosters are assumed to have scan resolution scripts loaded, and tracking computers are assumed to favour optimal range (e.g. 2 range scripts to 1 tracking speed script). The fits are simulated with no implants, drugs or drones, and with close range ammunition loaded, with passive modules + turrets active.
Below lists a table comparing the ships along each progression line, from Apocalypse Navy to Paladin, from Megathron to Kronos, and from Tempest Fleet to Vargur. The T1 battleships were fitted somewhat similarly to an entry-level fit, with Tech 2 damage modules and midslots. The pirate faction hulls were fitted with a more advanced fit with faction damage modules, and the Marauders were fitted akin to our optimal fits.  This table assumes all skills trained to level 5, all with T2 guns shooting the commonly used short-range ammunition (Conflagration, Faction Antimatter, and Hail). Sensor boosters are assumed to have scan resolution scripts loaded, and tracking computers are assumed to favor optimal range (e.g. 2 range scripts to 1 tracking speed script). The fits are simulated with no implants, drugs or drones, and with close range ammunition loaded, with passive modules + turrets active.




Line 133: Line 130:
! colspan=3 | Energy Turrets
! colspan=3 | Energy Turrets
! colspan=3 | Hybrid Turrets
! colspan=3 | Hybrid Turrets
! colspan=3 | Projectile Turrets
! colspan=2 | Projectile Turrets
|-
|-
|- style="background-color: #222222;"
|- style="background-color: #222222;"
Line 143: Line 140:
| Kronos
| Kronos
| Tempest Fleet
| Tempest Fleet
| Machariel
| Vargur  
| Vargur  
|-  
|-  
Line 154: Line 150:
| {{co|lightgreen|2689}}
| {{co|lightgreen|2689}}
| 1061
| 1061
| 1307
| {{co|lightgreen|2786}}
| {{co|lightgreen|2786}}
|-  
|-  
Line 164: Line 159:
| 7.96 <ref name="vindi">This statistic is slightly misleading as the Vindicators in fleet are often provided with remote tracking computers and sensor boosters from the logistics and booster pilots.</ref>
| 7.96 <ref name="vindi">This statistic is slightly misleading as the Vindicators in fleet are often provided with remote tracking computers and sensor boosters from the logistics and booster pilots.</ref>
| {{co|lightgreen|12.1}}
| {{co|lightgreen|12.1}}
| 5.27
| 5.27
| 5.27
| {{co|lightgreen|8.17}}
| {{co|lightgreen|8.17}}
Line 176: Line 170:
| {{co|lightgreen|6.99km / 36.1km}}
| {{co|lightgreen|6.99km / 36.1km}}
| 3.9km / 30.4km
| 3.9km / 30.4km
| 3.9km / 43.6km
| {{co|lightgreen|4.5km / 54.4km}}
| {{co|lightgreen|4.5km / 54.4km}}
|-  
|-  
Line 187: Line 180:
| {{co|lightgreen|Stable +8.31 GJ/s}}
| {{co|lightgreen|Stable +8.31 GJ/s}}
| {{co|lightgreen|Stable +14.5 GJ/s}}
| {{co|lightgreen|Stable +14.5 GJ/s}}
| {{co|lightgreen|Stable +14.3 GJ/s}}
| {{co|lightgreen|Stable +17.9 GJ/s}}
| {{co|lightgreen|Stable +17.9 GJ/s}}
|-  
|-  
| [[File:Icon armor plate.png|link=|24px]] Armour EHP
| [[File:Icon armor plate.png|link=|24px]] Armor EHP
| 46.7k
| 46.7k
| 40.2k
| 40.2k
Line 198: Line 190:
| {{co|lightgreen|61.6k}}
| {{co|lightgreen|61.6k}}
| 47.0k
| 47.0k
| 44.9k
| {{co|lightgreen|73.4k}} <ref name="vargur">The prototype Vargur fit is shield tanked. The Armor EHP value is listed is the shield EHP of this fit..</ref>
| {{co|lightgreen|73.4k}} <ref name="vargur">The prototype Vargur fit is shield tanked. The Armour EHP value is listed is the shield EHP of this fit..</ref>
|-  
|-  
| {{icon|sensor resolution|24}} Scan Resolution
| {{icon|sensor resolution|24}} Scan Resolution
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| {{co|lightgreen|516 mm}}
| {{co|lightgreen|516 mm}}
| {{co|crimson|396 mm}}
| {{co|crimson|396 mm}}
| {{co|lightgreen|666 mm}}
| {{co|crimson|371 mm}}
| {{co|crimson|371 mm}}
|-  
|-  
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| 420 m
| 420 m
| 374 m
| 374 m
| 380 m
| 380 m
| 380 m
|-  
|-  
| [[image:icon_drones.png|24px|link=]] Drone Capacity
| [[image:icon_drones.png|24px|link=]] Drone Capacity
| {{co|lightgreen|100m<sup>3</sup>}}
| {{co|lightgreen|100{{m3}} }}
| 75m<sup>3</sup>
| 75{{m3}}
| 75m<sup>3</sup>
| 75{{m3}}
| 75m<sup>3</sup>
| 75[[m3}}
| {{co|lightgreen|125m<sup>3</sup>}}
| {{co|lightgreen|125{{m3}} }}
| {{co|lightgreen|125m<sup>3</sup>}}
| {{co|lightgreen|125{{m3}} }}
| {{co|lightgreen|100m<sup>3</sup>}}
| {{co|lightgreen|100{{m3}} }}
| {{co|lightgreen|125m<sup>3</sup>}}
| 75{{m3}}
| 75m<sup>3</sup>
|-  
|-  
| [[image:icon_velocity.png|24px|link=]] Warp Speed
| [[image:icon_velocity.png|24px|link=]] Warp Speed
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| 3.5 AU/s <ref name="marauder_warp"/>
| 3.5 AU/s <ref name="marauder_warp"/>
| 3.6 AU/s
| 3.6 AU/s
| 3.75 AU/s <ref name="mach">The Machariel fit is the only one which does not include a hyperspatial rig, as the hull is innately bonused for warp speed.</ref>
| 3.5 AU/s <ref name="marauder_warp"/>
| 3.5 AU/s <ref name="marauder_warp"/>
|-  
|-  
| {{icon|money|24px}} Price
| {{icon|money|24}} Price
| 640M
| 640M
| 1.87B
| 1.87B
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| 4.69B
| 4.69B
| 758M
| 758M
| 1.46B
| 4.38B
| 4.38B
|}
|}
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<small><references/></small>
<small><references/></small>


== Fit Progression ==
== Fit progression ==
{{Note box|As the new armor doctrine is thoroughly tested, fits here may change.}}
 
For the most part, fit progression is really only relevant for high-end ships like the three pirate faction battleships and marauders mentioned above. Logistics ships use pretty much the same rigs, changing only a few modules based on their desired fit. Remember that upgrading from a regular battleship to a pirate faction battleship alone is a big upgrade and the best use of your ISK for the initial upgrade.
For the most part, fit progression is really only relevant for high-end ships like the three pirate faction battleships and marauders mentioned above. Logistics ships use pretty much the same rigs, changing only a few modules based on their desired fit. Remember that upgrading from a regular battleship to a pirate faction battleship alone is a big upgrade and the best use of your ISK for the initial upgrade.


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| skills=
| skills=
| showSKILLS=N
| showSKILLS=N
| notes=Here, we meet the resist threshold, and have sufficient armour HP to avoid including a plate. The Vindicator has a different set of rigs as compared to the Nightmare, but the principles still hold true.
| notes=Here, we meet the resist threshold, and have sufficient armor HP to avoid including a plate. The Vindicator has a different set of rigs as compared to the Nightmare, but the principles still hold true.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
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== Faction and deadspace modules ==
== Faction and deadspace modules ==
First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the '''Federation Navy''' or '''Serpentis Stasis Webifier''' and '''tech two weapons''', it is recommended that you get a better hull long before you look into upgrading modules.
First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules on a tech 1 battleship. With the exception of the '''Federation Navy''' or '''Serpentis Stasis Webifier''' and '''tech two weapons''', it is recommended that you get a better hull long before you look into upgrading modules.


Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot. But even though a faction tracking computer or a sensor booster might make sense for public fleets built to compete, for our community that isn't going to be as worthwhile of an investment as we usually don't compete.
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot. But even though a faction tracking computer or a sensor booster might make sense for public fleets built to compete, for our community that isn't going to be as worthwhile of an investment as we usually don't compete.
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To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.
To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.


==== Module variants and price deviations ====
==== Module variants and price deviation ====
{|
{|
| valign="top" style="padding:0px;" | [[Image:Market.png|64px|link=]]  
| style="padding:0px;" | [[Image:Market.png|64px|link=]]  
| valign="top" style="padding-top:12px;" | When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the {{co|coral|Federation Navy Tracking Computer}} is identical in all but the name to the {{co|coral|Shadow Serpentis Tracking Computer}} and their prices fluctuate over time, so use the [[Show Info and Compare]]-feature ingame to find potential alternatives and you might save millions.
| style="padding-top:12px;" | When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the {{co|coral|Federation Navy Tracking Computer}} is identical in all but the name to the {{co|coral|Shadow Serpentis Tracking Computer}} and their prices fluctuate over time, so use the [[Show Info and Compare]]-feature ingame to find potential alternatives and you might save millions.
|}
|}


== Injecting implants ==
== Injecting implants ==
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See [[Preparing for Incursions#Minimum skills for logistics|minimum]] and [[Preparing for Incursions#Recommended skills for logistics|recommended skills]] for a list of specific skills to train early on to quickly move into the '''recommended''' and '''advanced''' logistics fits.
See [[Preparing for Incursions#Minimum skills for logistics|minimum]] and [[Preparing for Incursions#Recommended skills for logistics|recommended skills]] for a list of specific skills to train early on to quickly move into the '''recommended''' and '''advanced''' logistics fits.
{|
{|
| valign="top" | [[File:icon_implant_hardwiring.png|64px|link=]]  
| [[File:icon_implant_hardwiring.png|64px|link=]]  
| {{co|coral|Implants}}
| {{co|coral|Implants}}


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See [[Preparing for Incursions#Minimum skills for damage dealers|minimum]] and [[Preparing for Incursions#Recommended skills for damage dealers|recommended skills]] for a list of specific skills to train early on.
See [[Preparing for Incursions#Minimum skills for damage dealers|minimum]] and [[Preparing for Incursions#Recommended skills for damage dealers|recommended skills]] for a list of specific skills to train early on.
{|
{|
| valign="top" | {{icon|turret|64}}  
| {{icon|turret|64}}  
| {{co|coral|Tech two weapons}}
| {{co|coral|Tech two weapons}}


As soon as you have the skills for it, toss away those old meta turrets and replace them with your tech two turrets of choice. All ships, tech one battleships as well as pirate faction battleships benefit greatly from the much more powerful tech two turrets (and their advanced ammunition).
As soon as you have the skills for it, toss away those old meta turrets and replace them with your tech two turrets of choice. All ships, tech one battleships as well as pirate faction battleships benefit greatly from the much more powerful tech two turrets (and their advanced ammunition).
|-
|-
| valign="top" | {{icon|drones|64}}  
| {{icon|drones|64}}  
| {{co|coral|Improved drone skills}}
| {{co|coral|Improved drone skills}}


There are several drone-related skills to help improve your performance. First improving drone control range, then general '''drone support''' and '''specialization''' skills. Later on you might train '''heavy drones''' for headquarter sites or '''sentry drones''' for vanguard sites.
There are several drone-related skills to help improve your performance. First improving drone control range, then general '''drone support''' and '''specialization''' skills. Later on you might train '''heavy drones''' for headquarter sites or '''sentry drones''' for vanguard sites.
|-
|-
| valign="top" | [[File:Icon remote capacitor transmitter i.png|64px]]
| [[File:Icon remote capacitor transmitter i.png|64px]]
| {{co|coral|Capacitor management}}
| {{co|coral|Capacitor management}}


Some skills improve basic capacitor regeneration, others reduce capacitor usage instead. Some ships will have little to no issues with cap, while others are much more subject to it and require very high skills. Implants play a small role in this as well, so your mileage will vary here depending on your skills, ship, fit and implants.
Some skills improve basic capacitor regeneration, others reduce capacitor usage instead. Some ships will have little to no issues with cap, while others are much more subject to it and require very high skills. Implants play a small role in this as well, so your mileage will vary here depending on your skills, ship, fit and implants.
|-
|-
| valign="top" | {{icon|cpu|64px}}  
| {{icon|cpu|64}}  
| {{co|coral|Fitting skills}}
| {{co|coral|Fitting skills}}


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== Planning ahead ==
== Planning ahead ==
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship, strategic cruiser or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. Don't worry too much about it though, as the race specific ship and weapon skills you train for the minimum skills only amount to a little over five days worth of training. So changing your mind along the way wouldn't be much of a detour.
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which ship (or ships) you'll want in the end, rather than what your first incursion ship should be. Don't worry too much about it though, as the race specific ship and weapon skills you train for the minimum skills only amount to a little over five days worth of training. So changing your mind along the way wouldn't be much of a detour.
 
Depending on the race, training for strategic cruisers will make quite some progress towards being able to fly logistics as well, or the other way around if your goal is to fly logistics. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.


You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.
You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.
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[[Category:Incursions]][[Category:Fittings]]
<!--[[Category:Incursions]]
[[Category:Fittings]]-->