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This article is not intended to be a step-by-step manual on how to lead an incursion fleet, but rather an article bringing up all the various aspects of running a site. To make sure you are aware of all the choices you'll need to be making and how they are influenced by what site you're doing, how your fleet members have fitted their ships, the skills they have and to what level of autonomy you can rely on them to perform without specific orders. | This article is not intended to be a step-by-step manual on how to lead an incursion fleet, but rather an article bringing up all the various aspects of running a site. To make sure you are aware of all the choices you'll need to be making and how they are influenced by what site you're doing, how your fleet members have fitted their ships, the skills they have and to what level of autonomy you can rely on them to perform without specific orders. | ||
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In short, this article is focused on making you aware of all the related things so that you have a proper foundation on which to improve your own performance or build your personal fleet commanding style tailored to the kind of fleets you'll run. | In short, this article is focused on making you aware of all the related things so that you have a proper foundation on which to improve your own performance or build your personal fleet commanding style tailored to the kind of fleets you'll run. | ||
The [[fitting principles]] page is a great complement to this page, going through the various fitting choices. | The [[Incursion fitting principles]] page is a great complement to this page, going through the various fitting choices. | ||
= Commanding a fleet = | = Commanding a fleet = | ||
Firstly, simply remember that EVE is a game where {{co|wheat|''"It depends!"''}} is the single most important thing to remember. Don't blindly follow set tactics or kill-orders you've read here or somewhere else. Put things into perspective and ''adjust to what's happening'': different site mechanics, the spawning of enemies, as well as your current fleet composition. This is a good example of where the ''"why"'' (reasoning and ability to put things into context) is more important than the ''"how"'' or ''"what"'' (rigid kill-order lists etc.). This is because knowing the ''"why"'' allows you to tackle anything the game throws at you, whereas only knowing the ''"how"'' or ''"what"'' will catch you off-guard whenever something out of order happens. | |||
'''Do not underestimate''' the dangers of being inflexible, or a lack of knowledge surrounding the ''"why"''. For example, a fleet led by someone who is flexible and adjusts to the actual situation and fleet composition can easily avoid disasters; that would by contrast cause immediate losses for a fleet led by someone following a standardized kill-order but without also taking into consideration the fleet composition. Additionally and finally, having the knowledge of ''"why"'' will allow you to ''foresee problems before they happen'' and act proactively, instead of reactively. | |||
The following four sections will cover '''four key areas of awareness''' that are to be taken into consideration while in command: security, capability, communication, and psychological. | |||
== Secure your fleet == | == Secure your fleet == | ||
When it comes to having enough logistics in the fleet, one of the key aspects you need to consider is how | When it comes to having enough logistics in the fleet, one of the key aspects you need to consider is how quickly your logistics will cycle their repairs (which indirectly also controls how fast they can switch targets) and how vulnerable they are if they receive aggro. The fewer logistics you have in the fleet, the more vulnerable they will be if they themselves get aggro. | ||
If you have four logistics, you’ll be able to repair a fellow logistics at 75% strength (the other three logistics will be able to rep you). When you drop to just two logistics, your efficiency drops to 50% repping power. You’re losing half your repping power at that point, while simultaneously forcing your remaining logistics pilot to commit more reppers at any given point (adding to the time it takes to switch reps from one target to another). Just turn it around and imagine taking half the tank off from a ship in the fleet, nobody would ever suggest that. To mitigate this problem in vanguards, where more than two logistics is overkill if you have | If you have four logistics, you’ll be able to repair a fellow logistics at 75% strength (the other three logistics will be able to rep you). When you drop to just two logistics, your efficiency drops to 50% repping power. You’re losing half your repping power at that point, while simultaneously forcing your remaining logistics pilot to commit more reppers at any given point (adding to the time it takes to switch reps from one target to another). Just turn it around and imagine taking half the tank off from a ship in the fleet, nobody would ever suggest that. To mitigate this problem in vanguards, where more than two logistics is overkill if you have boosts, we utilize secondary repping from remote shield boosters and shield maintenance bots on regular damage dealers (to be used in case of an emergency). | ||
To be safe, an incursion fleet should be able to warp into a site, have one of their logistics take full aggro and still be able to keep that logistics alive indefinitely. Other communities might go with a more practical solution of having just enough logistics and focus more on your offensive capabilities. Similar to how mission runners can go for more gank over tank and survive, you can do the same in incursions. However, our community focuses on the safety of its members over site completion times. | To be safe, an incursion fleet should be able to warp into a site, have one of their logistics take full aggro and still be able to keep that logistics alive indefinitely. Other communities might go with a more practical solution of having just enough logistics and focus more on your offensive capabilities. Similar to how mission runners can go for more gank over tank and survive, you can do the same in incursions. However, our community focuses on the safety of its members over site completion times. | ||
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It is also important to be aware of your fleet composition and what your strengths and weaknesses are. Remember that your fleet composition is constantly changing as people drop and others replace them. Mentally reassess your fleet strengths and weaknesses based on what kind of ship and utility is leaving and what’s replacing it. | It is also important to be aware of your fleet composition and what your strengths and weaknesses are. Remember that your fleet composition is constantly changing as people drop and others replace them. Mentally reassess your fleet strengths and weaknesses based on what kind of ship and utility is leaving and what’s replacing it. | ||
How many webs do you have and at what range can they be applied? How far can your damage dealers shoot and still do damage? Do you have an overall high damage or low damage fleet? How fast are most of them locking up targets? What kind of | How many webs do you have and at what range can they be applied? How far can your damage dealers shoot and still do damage? Do you have an overall high damage or low damage fleet? How fast are most of them locking up targets? What kind of boosts are you getting? Do you have enough remote capacitor transmitters (formerly energy transfers), remote shield boosters (formerly shield transporters) and backup maintenance bots? How responsive is your fleet, will a fast pace be efficient or just confusing and downright dangerous? | ||
Without knowing these things you can't really make a good decision on how to tackle a site, because you'll need to put that into the context of the site you're doing and the challenges in it. The differences in spawns can make certain tactics very viable, or next to useless. | Without knowing these things you can't really make a good decision on how to tackle a site, because you'll need to put that into the context of the site you're doing and the challenges in it. The differences in spawns can make certain tactics very viable, or next to useless. | ||
==== | ==== [[image:icon_stasis_webifier_i.png|32px|link=]] Ensure that you have enough webs ==== | ||
There are a lot of factors to consider, but before that, see this table: | There are a lot of factors to consider, but before that, see this table: | ||
{| class="wikitable" style=" | {| class="wikitable" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! | ! Type of ship | ||
! | ! Type of web | ||
! style=" | ! Effectiveness of the web | ||
! style="text-align: right; | Effective speed of your target</div> | |||
|- | |- | ||
| rowspan="2" | | rowspan="2" style="text-align: center;" | '''[[Vindicator]]'''<small> <ref>Other [[Serpentis]] ships have '''bonuses to web strength''' (+10% per level up to +50% stronger). The same goes for the [[Daredevil]], the [[Vigilant]], the [[Vehement]] and the [[Vanquisher]], but they are not commonly seen in incursions.</ref></small><br>{{co|grey|(bonused hull)}} | ||
| | | style="text-align: center;" | [[image:isis_gallente.png|18px|link=]] {{co|coral|Federation Navy}}<br>[[image:isis_serpentis.png|18px|link=]] {{co|coral|Shadow Serpentis}}<br>{{co|grey|(90% strength)}} | ||
| <div class="wraps"> | | <div class="wraps"> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 4</div><div class="bars d1" style="width:198px;"></div><div class="text">99,21%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 3</div><div class="bars d2" style="width:197px;"></div><div class="text">98,94%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 2</div><div class="bars d3" style="width:196px;"></div><div class="text">97,82%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 1</div><div class="bars d4" style="width:180px;"></div><div class="text">90,00%</div></div> | ||
</div> | </div> | ||
| <div class="wraps" style="text-align:right;"> | | <div class="wraps" style="text-align:right;"> | ||
<div class="wrap"><div class="text2">0,79%</div><div class="bars d1" style="width:4px;"></div><div class="text"> | <div class="wrap"><div class="text2">0,79%</div><div class="bars d1" style="width:4px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 4</div></div> | ||
<div class="wrap"><div class="text2">1,06%</div><div class="bars d2" style="width:5px;"></div><div class="text"> | <div class="wrap"><div class="text2">1,06%</div><div class="bars d2" style="width:5px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 3</div></div> | ||
<div class="wrap"><div class="text2">2,18%</div><div class="bars d3" style="width:11px;"></div><div class="text"> | <div class="wrap"><div class="text2">2,18%</div><div class="bars d3" style="width:11px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 2</div></div> | ||
<div class="wrap"><div class="text2">10,00%</div><div class="bars d4" style="width:50px;"></div><div class="text"> | <div class="wrap"><div class="text2">10,00%</div><div class="bars d4" style="width:50px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 1</div></div> | ||
</div> | </div> | ||
|- | |- | ||
| | | style="text-align: center;" | [[image:isis_sansha.png|18px|link=]] {{co|coral|True Sansha}}<br>[[image:isis_blood_raiders.png|18px|link=]] {{co|coral|Dark Blood}}<br>{{co|grey|(82,5% strength)}} | ||
| <div class="wraps"> | | <div class="wraps"> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 4</div><div class="bars d1" style="width:196px;"></div><div class="text">97,99%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 3</div><div class="bars d2" style="width:195px;"></div><div class="text">97,38%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 2</div><div class="bars d3" style="width:190px;"></div><div class="text">95,05%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 1</div><div class="bars d4" style="width:165px;"></div><div class="text">82,5%</div></div> | ||
</div> | </div> | ||
| <div class="wraps" style="text-align:right;"> | | <div class="wraps" style="text-align:right;"> | ||
<div class="wrap"><div class="text2">2,01%</div><div class="bars d1" style="width:10px;"></div><div class="text"> | <div class="wrap"><div class="text2">2,01%</div><div class="bars d1" style="width:10px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 4</div></div> | ||
<div class="wrap"><div class="text2">2,63%</div><div class="bars d2" style="width:13px;"></div><div class="text"> | <div class="wrap"><div class="text2">2,63%</div><div class="bars d2" style="width:13px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 3</div></div> | ||
<div class="wrap"><div class="text2">4,95%</div><div class="bars d3" style="width:25px;"></div><div class="text"> | <div class="wrap"><div class="text2">4,95%</div><div class="bars d3" style="width:25px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 2</div></div> | ||
<div class="wrap"><div class="text2">17,5%</div><div class="bars d4" style="width:88px;"></div><div class="text"> | <div class="wrap"><div class="text2">17,5%</div><div class="bars d4" style="width:88px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 1</div></div> | ||
</div> | </div> | ||
|- | |- | ||
| rowspan="2" | | rowspan="2" style="text-align: center;" | '''Other ships'''<br>{{co|grey|(unbonused)}} | ||
| | | style="text-align: center;" | [[image:isis_gallente.png|18px|link=]] {{co|coral|Federation Navy}}<br>[[image:isis_serpentis.png|18px|link=]] {{co|coral|Shadow Serpentis}}<br>{{co|grey|(60% strength)}} | ||
| <div class="wraps"> | | <div class="wraps"> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 4</div><div class="bars d1" style="width:179px;"></div><div class="text">89,55%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 3</div><div class="bars d2" style="width:175px;"></div><div class="text">87,41%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 2</div><div class="bars d3" style="width:162px;"></div><div class="text">80,86%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 1</div><div class="bars d4" style="width:120px;"></div><div class="text">60,00%</div></div> | ||
</div> | </div> | ||
| <div class="wraps" style="text-align:right;"> | | <div class="wraps" style="text-align:right;"> | ||
<div class="wrap"><div class="text2">10,45%</div><div class="bars d1" style="width:53px;"></div><div class="text"> | <div class="wrap"><div class="text2">10,45%</div><div class="bars d1" style="width:53px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 4</div></div> | ||
<div class="wrap"><div class="text2">12,59%</div><div class="bars d2" style="width:65px;"></div><div class="text"> | <div class="wrap"><div class="text2">12,59%</div><div class="bars d2" style="width:65px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 3</div></div> | ||
<div class="wrap"><div class="text2">19,14%</div><div class="bars d3" style="width:96px;"></div><div class="text"> | <div class="wrap"><div class="text2">19,14%</div><div class="bars d3" style="width:96px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 2</div></div> | ||
<div class="wrap"><div class="text2">40,00%</div><div class="bars d4" style="width:200px;"></div><div class="text"> | <div class="wrap"><div class="text2">40,00%</div><div class="bars d4" style="width:200px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 1</div></div> | ||
</div> | </div> | ||
|- | |- | ||
| | | style="text-align: center;" | [[image:isis_sansha.png|18px|link=]] {{co|coral|True Sansha}}<br>[[image:isis_blood_raiders.png|18px|link=]] {{co|coral|Dark Blood}}<br>{{co|grey|(55,5% strength)}} | ||
| <div class="wraps"> | | <div class="wraps"> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 4</div><div class="bars d1" style="width:173px;"></div><div class="text">86,39%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 3</div><div class="bars d2" style="width:168px;"></div><div class="text">83,89%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 2</div><div class="bars d3" style="width:153px;"></div><div class="text">76,51%</div></div> | ||
<div class="wrap"><div class="text"> | <div class="wrap"><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 1</div><div class="bars d4" style="width:110px;"></div><div class="text">55,0%</div></div> | ||
</div> | </div> | ||
| <div class="wraps" style="text-align:right;"> | | <div class="wraps" style="text-align:right;"> | ||
<div class="wrap"><div class="text2">13,61%</div><div class="bars d1" style="width:68px;"></div><div class="text"> | <div class="wrap"><div class="text2">13,61%</div><div class="bars d1" style="width:68px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 4</div></div> | ||
<div class="wrap"><div class="text2">16,11%</div><div class="bars d2" style="width:81px;"></div><div class="text"> | <div class="wrap"><div class="text2">16,11%</div><div class="bars d2" style="width:81px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 3</div></div> | ||
<div class="wrap"><div class="text2">23,49%</div><div class="bars d3" style="width:117px;"></div><div class="text"> | <div class="wrap"><div class="text2">23,49%</div><div class="bars d3" style="width:117px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 2</div></div> | ||
<div class="wrap"><div class="text2">45,0%</div><div class="bars d4" style="width:225px;"></div><div class="text"> | <div class="wrap"><div class="text2">45,0%</div><div class="bars d4" style="width:225px;"></div><div class="text">[[image:Icon ISIS Stasiswebifying.png|14px|link=]] x 1</div></div> | ||
</div> | </div> | ||
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
As you can see, a single bonused web from a [[Vindicator]] is worth more than four normal webs and it's simply impossible to reach the effect of two bonused webs with normal webs due to [[stacking penalties]]. | As you can see, a single bonused web from a [[Vindicator]] is worth more than four normal webs and it's simply impossible to reach the effect of two bonused webs with normal webs due to [[stacking penalties]]. | ||
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For [[Incursion_sites#Headquarter_sites|headquarters]], especially for fleets using webbing tactics to hold down ships where they spawn, it all boils down to having enough webs to get the job done. Depending on how their ships are fit, they usually have room for one or two webs. Obviously, the more webs per brawler the better, but you'd want at least 15 vindicator webs to ensure that you can web the spawns down into a convenient kill box. | For [[Incursion_sites#Headquarter_sites|headquarters]], especially for fleets using webbing tactics to hold down ships where they spawn, it all boils down to having enough webs to get the job done. Depending on how their ships are fit, they usually have room for one or two webs. Obviously, the more webs per brawler the better, but you'd want at least 15 vindicator webs to ensure that you can web the spawns down into a convenient kill box. | ||
==== | ==== [[image:Icon_target_range.png|32px|link=]] Engagement ranges ==== | ||
In vanguards there will be a lot of small ships that orbit close, with only a few larger ships and they all spawn well within 70 - 75 km. The major engagement ranges for these kind of sites are of the 15 - 25 km range and the odd 60 - 65 km range for the '''Mara Paleo'''. For assaults and headquarters there will be fewer small ships and more large ships that initially spawn much further out. The engagement range for these sites vary a bit more, with brawlers engaging anywhere from 0 - 15 km and the rest at 20 - 25 km, 35 - 45km and 60+ km. | In vanguards there will be a lot of small ships that orbit close, with only a few larger ships and they all spawn well within 70 - 75 km. The major engagement ranges for these kind of sites are of the 15 - 25 km range and the odd 60 - 65 km range for the '''Mara Paleo'''. For assaults and headquarters there will be fewer small ships and more large ships that initially spawn much further out. The engagement range for these sites vary a bit more, with brawlers engaging anywhere from 0 - 15 km and the rest at 20 - 25 km, 35 - 45km and 60+ km. | ||
==== | ==== [[image:icon_gunnery_turret.png|32px|link=]] Short and long range weaponry ==== | ||
Regardless of what type of site you'll be running, you'll need to ensure that you can handle both ships that orbit close and ships that orbit further out. In vanguards the emphasis is much higher on tracking and webs to deal with the myriad of small agile frigates, whereas for assaults and headquarters the emphasis is on projection. | Regardless of what type of site you'll be running, you'll need to ensure that you can handle both ships that orbit close and ships that orbit further out. In vanguards the emphasis is much higher on tracking and webs to deal with the myriad of small agile frigates, whereas for assaults and headquarters the emphasis is on projection. | ||
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On top of that, some of our pilots fly with communities who use '''ascendancy implants''' and '''hyperspatial rigs''' increasing their warp speeds above and beyond the speed of logistics. Keep that in mind and have logistics align with the rest of the fleet if that is the case, so they don't arrive too late on grid. | On top of that, some of our pilots fly with communities who use '''ascendancy implants''' and '''hyperspatial rigs''' increasing their warp speeds above and beyond the speed of logistics. Keep that in mind and have logistics align with the rest of the fleet if that is the case, so they don't arrive too late on grid. | ||
{| class="wikitable | {| class="wikitable" | ||
|- | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Ship class | |||
! | ! Warp speed (including align time) | ||
|- | |- | ||
| | | [[image:icon white battleship.png|18px|link=]] '''Battleships''' | ||
| style="padding: | | style="padding: 0;" | <div class="wraps"> | ||
<div class="wrap"><div class="bars d4" style="width:250px;"></div><div class="bars d3" style="width:70px; border-left:1px solid black;"></div><div class="bars d2" style="width:90px; border-left:1px solid black;"></div><div class="text">25s (7-16s align)</div></div> | <div class="wrap"><div class="bars d4" style="width:250px;"></div><div class="bars d3" style="width:70px; border-left:1px solid black;"></div><div class="bars d2" style="width:90px; border-left:1px solid black;"></div><div class="text">25s (7-16s align)</div></div> | ||
</div> | </div> | ||
|- | |- | ||
| | | [[image:icon white battlecruiser.png|18px|link=]] '''Battlecruisers''' | ||
| style="padding: | | style="padding: 0;" | <div class="wraps"> | ||
<div class="wrap"><div class="bars d4" style="width:250px;"></div><div class="bars d3" style="width:70px; border-left:1px solid black;"></div><div class="bars d2" style="width:90px; border-left:1px solid black;"></div><div class="text">25s (7-16s align)</div></div> | <div class="wrap"><div class="bars d4" style="width:250px;"></div><div class="bars d3" style="width:70px; border-left:1px solid black;"></div><div class="bars d2" style="width:90px; border-left:1px solid black;"></div><div class="text">25s (7-16s align)</div></div> | ||
</div> | </div> | ||
|- | |- | ||
| | | [[image:icon white battlecruiser.png|18px|link=]] '''Command Ships''' | ||
| style="padding: | | style="padding: 0;" | <div class="wraps"> | ||
<div class="wrap"><div class="bars d4" style="width:190px;"></div><div class="bars d3" style="width:90px; border-left:1px solid black;"></div><div class="bars d2" style="width:20px; border-left:1px solid black;"></div><div class="text">19s (9-11s align)</div></div> | <div class="wrap"><div class="bars d4" style="width:190px;"></div><div class="bars d3" style="width:90px; border-left:1px solid black;"></div><div class="bars d2" style="width:20px; border-left:1px solid black;"></div><div class="text">19s (9-11s align)</div></div> | ||
</div> | </div> | ||
|- | |- | ||
| | | [[image:icon white cruiser.png|18px|link=]] '''Cruisers''' | ||
| style="padding: | | style="padding: 0;" | <div class="wraps"> | ||
<div class="wrap"><div class="bars d4" style="width:170px;"></div><div class="bars d3" style="width:60px; border-left:1px solid black;"></div><div class="bars d2" style="width:10px; border-left:1px solid black;"></div><div class="text">17s (6-7s align)</div></div> | <div class="wrap"><div class="bars d4" style="width:170px;"></div><div class="bars d3" style="width:60px; border-left:1px solid black;"></div><div class="bars d2" style="width:10px; border-left:1px solid black;"></div><div class="text">17s (6-7s align)</div></div> | ||
</div> | </div> | ||
|- | |- | ||
| | | [[image:icon white cruiser.png|18px|link=]] '''Logistics''' | ||
| style="padding: | | style="padding: 0;" | <div class="wraps"> | ||
<div class="wrap"><div class="bars d4" style="width:160px;"></div><div class="bars d3" style="width:60px; border-left:1px solid black;"></div><div class="bars d2" style="width:10px; border-left:1px solid black;"></div><div class="text">16s (6-7s align)</div></div> | <div class="wrap"><div class="bars d4" style="width:160px;"></div><div class="bars d3" style="width:60px; border-left:1px solid black;"></div><div class="bars d2" style="width:10px; border-left:1px solid black;"></div><div class="text">16s (6-7s align)</div></div> | ||
</div> | </div> | ||
|- | |- | ||
| | | [[image:icon white frigate.png|18px|link=]] '''Frigates''' | ||
| style="padding: | | style="padding: 0;" | <div class="wraps"> | ||
<div class="wrap"><div class="bars d4" style="width:70px;"></div><div class="bars d3" style="width:40px; border-left:1px solid black;"></div><div class="bars d2" style="width:20px; border-left:1px solid black;"></div><div class="text">7s (4-6s align)</div></div> | <div class="wrap"><div class="bars d4" style="width:70px;"></div><div class="bars d3" style="width:40px; border-left:1px solid black;"></div><div class="bars d2" style="width:20px; border-left:1px solid black;"></div><div class="text">7s (4-6s align)</div></div> | ||
</div> | </div> | ||
| Line 182: | Line 185: | ||
Similarly, if you're using a hacking frigate for sites like the [[Override Transfer Array]], the frigate would in turn take the gate from a stand-still as the logistics disappear off grid. Then they'd land inside the pocket after most of the Eysturs have already spawned. | Similarly, if you're using a hacking frigate for sites like the [[Override Transfer Array]], the frigate would in turn take the gate from a stand-still as the logistics disappear off grid. Then they'd land inside the pocket after most of the Eysturs have already spawned. | ||
==== | ==== [[image:icon_shield_transporter_i.png|32px|link=]] Remote shield boost capabilities ==== | ||
It's important to know | It's important to know how much of your repair capabilities are tied up into each ship. That way you'll be able to quickly gauge whether you have enough support left to handle the incoming damage if one of your logistics disconnects. | ||
In assault and headquarter sites (or even mothership sites) the loss of one logistics pilot isn't usually too much of a concern unless you're running really low on logistics to begin with. In vanguard sites however, the loss of one logistics pilot is anything but trivial, but you can utilize remote shield boosters and shield maintenance bots on regular damage dealers to mitigate that problem. Rokhs have room for small bots, Maelstroms and Nightmares can field medium bots and Hyperions, Vindicators and Machariels can field heavy bots. The Nightmare, Hyperion and Machariel can also field remote shield boosters in their spare utility highslot(s). | In assault and headquarter sites (or even mothership sites) the loss of one logistics pilot isn't usually too much of a concern unless you're running really low on logistics to begin with. In vanguard sites however, the loss of one logistics pilot is anything but trivial, but you can utilize remote shield boosters and shield maintenance bots on regular damage dealers to mitigate that problem. Rokhs have room for small bots, Maelstroms and Nightmares can field medium bots and Hyperions, Vindicators and Machariels can field heavy bots. The Nightmare, Hyperion and Machariel can also field remote shield boosters in their spare utility highslot(s). | ||
Below is a table comparing the various means of repairing other ships, to give you a general idea of their potency. As you can see, the difference between various flights of drones can be quite big, which is why being aware of the fleet composition is so important. | Below is a table comparing the various means of repairing other ships, to give you a general idea of their potency. As you can see, the difference between various flights of drones can be quite big, which is why being aware of the fleet composition is so important. | ||
{| class="wikitable" style=" | {| class="wikitable" | ||
! colspan="2 | |- style="background-color: var(--background-color-warning-subtle);" | ||
! | ! colspan="2" | Modules and drones | ||
! Amount repaired in hp / second | |||
|- | |- | ||
| rowspan="2" | [[image:icon_shield_transporter_i.png|40px|Large Remote Shield Boosters]] | | rowspan="2" | [[image:icon_shield_transporter_i.png|40px|Large Remote Shield Boosters]] | ||
| Large Remote Shield Booster II | | Large Remote Shield Booster II | ||
| <div class="wraps"> | |||
<div class="wrap"><div class="bars e4" style="width:255px; border-left:1px solid black;"></div><div class="bars e2" style="width:70px; border-left:1px solid black;"></div><div class="text">85,0 - 108,4 | <div class="wrap"><div class="bars e4" style="width:255px; border-left:1px solid black;"></div><div class="bars e2" style="width:70px; border-left:1px solid black;"></div><div class="text">85,0 - 108,4</div></div> | ||
</div> | </div> | ||
|- | |- | ||
| Large S95a Remote Shield Booster | | Large S95a Remote Shield Booster | ||
| <div class="wraps"> | |||
<div class="wrap"><div class="bars e4" style="width:225px; border-left:1px solid black;"></div><div class="bars e2" style="width:62px; border-left:1px solid black;"></div><div class="text">75 - 95,6 | <div class="wrap"><div class="bars e4" style="width:225px; border-left:1px solid black;"></div><div class="bars e2" style="width:62px; border-left:1px solid black;"></div><div class="text">75 - 95,6</div></div> | ||
</div> | </div> | ||
|- | |- | ||
| rowspan="9" | [[image: | | rowspan="9" | [[image:icon_drone_bandwidth.png|40px|Shield Maintenance Bots]] | ||
| 5 x Heavy Shield Maintenance Bot II | | 5 x Heavy Shield Maintenance Bot II | ||
| <div class="wrap"><div class="bars e4" style="width:270px; border-left:1px solid black;"></div><div class="text">90 | | <div class="wrap"><div class="bars e4" style="width:270px; border-left:1px solid black;"></div><div class="text">90</div></div> | ||
|- | |- | ||
| 5 x Heavy Shield Maintenance Bot I | | 5 x Heavy Shield Maintenance Bot I | ||
| <div class="wrap"><div class="bars e4" style="width:225px; border-left:1px solid black;"></div><div class="text">75 | | <div class="wrap"><div class="bars e4" style="width:225px; border-left:1px solid black;"></div><div class="text">75</div></div> | ||
|- | |- | ||
| 4 x Heavy Shield Maintenance Bot II<small> <ref>Standard setup for a [[Vindicator]] in the [[EVE University Incursion Community]] is to use 5 light damage drones 4 heavy shield maintenance bots.</ref></small> | | 4 x Heavy Shield Maintenance Bot II<small> <ref>Standard setup for a [[Vindicator]] in the [[EVE University Incursion Community]] is to use 5 light damage drones 4 heavy shield maintenance bots.</ref></small> | ||
| <div class="wrap"><div class="bars e4" style="width:216px; border-left:1px solid black;"></div><div class="text">72 | | <div class="wrap"><div class="bars e4" style="width:216px; border-left:1px solid black;"></div><div class="text">72</div></div> | ||
|- | |- | ||
| 4 x Heavy Shield Maintenance Bot I | | 4 x Heavy Shield Maintenance Bot I | ||
| <div class="wrap"><div class="bars e4" style="width:180px; border-left:1px solid black;"></div><div class="text">60 | | <div class="wrap"><div class="bars e4" style="width:180px; border-left:1px solid black;"></div><div class="text">60</div></div> | ||
|- | |- | ||
| 5 x Medium Shield Maintenance Bot II | | 5 x Medium Shield Maintenance Bot II | ||
| <div class="wrap"><div class="bars e4" style="width:105px; border-left:1px solid black;"></div><div class="text">35 | | <div class="wrap"><div class="bars e4" style="width:105px; border-left:1px solid black;"></div><div class="text">35</div></div> | ||
|- | |- | ||
| 4 x Medium + 1 x Light Shield Maintenance Bot II<small> <ref>Standard setup for a [[Scimitar]] in the [[EVE University Incursion Community]] is to use 4 medium and 1 light shield maintenance bot and they get a bonus to drone repair amount.</ref></small> | | 4 x Medium + 1 x Light Shield Maintenance Bot II<small> <ref>Standard setup for a [[Scimitar]] in the [[EVE University Incursion Community]] is to use 4 medium and 1 light shield maintenance bot and they get a bonus to drone repair amount.</ref></small> | ||
| <div class="wrap"><div class="bars e4" style="width:97px; border-left:1px solid black;"></div><div class="bars e3" style="width:97px; border-left:1px solid black;"></div><div class="text">32,4 - 64,8 | | <div class="wrap"><div class="bars e4" style="width:97px; border-left:1px solid black;"></div><div class="bars e3" style="width:97px; border-left:1px solid black;"></div><div class="text">32,4 - 64,8</div></div> | ||
|- | |- | ||
| 5 x Medium Shield Maintenance Bot I | | 5 x Medium Shield Maintenance Bot I | ||
| <div class="wrap"><div class="bars e4" style="width:90px; border-left:1px solid black;"></div><div class="text">30 | | <div class="wrap"><div class="bars e4" style="width:90px; border-left:1px solid black;"></div><div class="text">30</div></div> | ||
|- | |- | ||
| 5 x Light Shield Maintenance Bot II<small> <ref>Standard setup for a [[Basilisk]] in the [[EVE University Incursion Community]] is to use 5 light shield maintenance bot and they get a bonus to drone repair amount.</ref></small> | | 5 x Light Shield Maintenance Bot II<small> <ref>Standard setup for a [[Basilisk]] in the [[EVE University Incursion Community]] is to use 5 light shield maintenance bot and they get a bonus to drone repair amount.</ref></small> | ||
| <div class="wrap"><div class="bars e4" style="width:54px; border-left:1px solid black;"></div><div class="bars e3" style="width:54px; border-left:1px solid black;"></div><div class="text">17,5 - 35 | | <div class="wrap"><div class="bars e4" style="width:54px; border-left:1px solid black;"></div><div class="bars e3" style="width:54px; border-left:1px solid black;"></div><div class="text">17,5 - 35</div></div> | ||
|- | |- | ||
| 5 x Light Shield Maintenance Bot I | | 5 x Light Shield Maintenance Bot I | ||
| <div class="wrap"><div class="bars e4" style="width:45px; border-left:1px solid black;"></div><div class="text">15 | | <div class="wrap"><div class="bars e4" style="width:45px; border-left:1px solid black;"></div><div class="text">15</div></div> | ||
|} | |} | ||
<small> Legend: <font class="ee4">█</font> Base repair amount <font class="ee3">█</font> Ship bonuses <font class="ee2">█</font> Shield Command Burst bonus | <small> Legend: <font class="ee4">█</font> Base repair amount <font class="ee3">█</font> Ship bonuses <font class="ee2">█</font> Shield Command Burst bonus | ||
<references/></small> | <references/></small> | ||
==== | ==== [[image:Warfare-links.png|32px|link=]] Ongrid boosts ==== | ||
Using ongrid boosters is pretty much a given in any community that run incursions. A vanguard fleet with 2 logistics and an ongrid booster performs much better than a fleet with 3 logistics and no booster, simply from a defensive standpoint. Add to that the secondary benefits from skirmish and possibly even information links. | Using ongrid boosters is pretty much a given in any community that run incursions. A vanguard fleet with 2 logistics and an ongrid booster performs much better than a fleet with 3 logistics and no booster, simply from a defensive standpoint. Add to that the secondary benefits from skirmish and possibly even information links. | ||
In the [[EVE University Incursion Community]] we set the bar fairly high for ongrid boosters, requiring them to have the following links and implant: | In the [[EVE University Incursion Community]] we set the bar fairly high for ongrid boosters, requiring them to have the following links and implant: | ||
{| class="wikitable" style=" | {| class="wikitable" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! | ! Minimum links and implant | ||
! {{co|grey|Secondary booster (optional)}} | |||
|- | |- | ||
| | | style="vertical-align: top;" | [[File:Icon shield command burst.png|24px|link=]] {{co|coral|Shield Command Burst II}} (Active Shielding Charges)<br>[[File:Icon shield command burst.png|24px|link=]] {{co|coral|Shield Command Burst II}} (Shield Harmonizing Charges)<br>[[File:Icon skirmish command burst.png|24px|link=]] {{co|coral|Skirmish Command Burst II}} (Evasive Maneuvers Charges)<br>[[File:Icon skirmish command burst.png|24px|link=]] {{co|coral|Skirmish Command Burst II}} (Interdiction Maneuvers Charges)<br>[[image:icon_implant_hardwiring.png|24px|link=]] {{co|coral|Republic Fleet Command Mindlink}} | ||
| | | style="vertical-align: top;" | [[File:Icon shield command burst.png|24px|link=]] {{co|grey|Shield Command Burst II}} (Shield Extension Charges)<br>[[File:Icon information command burst.png|24px|link=]] {{co|grey|Information Command Burst II}} (Sensor Optimization Charges)<br>[[image:icon_implant_hardwiring.png|24px|link=]] {{co|grey|Caldari Navy Command Mindlink}} | ||
|} | |} | ||
Below are some practical effects of having a maxed booster with the appropriate mindlink implant: | Below are some practical effects of having a maxed booster with the appropriate mindlink implant: | ||
{| class="wikitable" style=" | {| class="wikitable" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! | ! Defensive bonuses | ||
! | ! Other bonuses | ||
! {{co|grey|Optional bonuses}} | |||
|- | |- | ||
| | | style="vertical-align: top;" | | ||
[[image:icon_resists.png|24px|link=]] + | [[image:icon_resists.png|24px|link=]] +22,50% increased resists<small> <ref>While the shield command burst has a max value of +22,50% and is a set value, the practical effect normally varies depending on how many modules the recipient of the link has that effects resists (like hardeners, amplifiers and resist rigs). See [[stacking penalties]] for more information</ref></small><br> | ||
[[image:Icon_ship_sig.png|24px|link=]] -16,88% signature radius<br> | |||
[[image:icon_shield_transporter_i.png|24px|link=]] -22,50% cycle time on remote shield boosters<small> <ref>The 22,50% reduction to cycle time translated into a +29,03% increase in practical repping power.</ref></small> | |||
| | | style="vertical-align: top;" | | ||
[[image:icon_stasis_webifier_i.png|24px|link=]] +33,75% web range<br> | |||
[[image:Icon_inertia.png|24px|link=]] -16,88% inertia (faster align) | |||
| | | style="vertical-align: top;" | | ||
[[image:Icon_shield.png|24px|link=]] +22,50% shield hit points<br> | |||
[[image:Icon_target_range.png|24px|link=]] +48,52% Targeting Range<br> | |||
[[image:Icon_sensor_resolution.png|24px|link=]] +25,31% Scan Resolution | |||
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
{{quote|''The whole is greater than the sum of its parts.''}} | |||
[[image:weird_math.png|thumb|When it comes to boosts in EVE: | {{quote | ||
|''The whole is greater than the sum of its parts.'' | |||
}} | |||
[[image:weird_math.png|thumb|When it comes to boosts in EVE: 1 + 1 = 3]] | |||
These bonuses might not seem that impressive if you're looking at them one by one, but they are very powerful when combined. | These bonuses might not seem that impressive if you're looking at them one by one, but they are very powerful when combined. | ||
Take the defensive bonuses for example. The | Take the defensive bonuses for example. The 22,50% cycle time of remote shield boosters translates into +29,03% higher repair amounts over time. Combined with the increased resists it'll turn into an actual bonus of '''at least +40% stronger reps''' on most ships with several hardeners and rigs and even more on ships that have the least amount of stacking penalties. On top of that you'll also take less damage due to having a smaller signature. | ||
When it comes to the web range bonus the end result is so much more than merely a + | When it comes to the web range bonus the end result is so much more than merely a +33,75% range bonus. This bonus literally makes or breaks the effective use of webs as many of the Sansha ships orbit just outside the range of unboosted webs. | ||
Apart from the very tangible increase of repping powers and web range, the other bonuses all help to improve your ''"quality of life"'' making site running both safer and faster. | Apart from the very tangible increase of repping powers and web range, the other bonuses all help to improve your ''"quality of life"'' making site running both safer and faster. | ||
==== | ==== [[image:icon_large_red_x.png|32px|link=]] Running without ongrid boosts ==== | ||
{{important note box|Running without boosts is '''not''' recommended as you lose a considerable amount of buffer and safety. That said, it is doable for vanguards if you understand and compensate for the weaker position your fleet will be in.}} | {{important note box|Running without boosts is '''not''' recommended as you lose a considerable amount of buffer and safety. That said, it is doable for vanguards if you understand and compensate for the weaker position your fleet will be in.}} | ||
If you choose to run [[Incursion sites#Vanguard sites|vanguard sites]] without boosts, you'll need to keep in mind and compensate for not having the boosts listed above. Practically this means that you need to adjust your approach to site running. | If you choose to run [[Incursion sites#Vanguard sites|vanguard sites]] without boosts, you'll need to keep in mind and compensate for not having the boosts listed above. Practically this means that you need to adjust your approach to site running. | ||
| Line 291: | Line 302: | ||
Give people enough commands to know what to do and hit the ground running when they land on grid, but avoid overdoing it. No need to add commands for the entire wave right away, get people started, then amend target calls with secondary or tertiary targets once people have started shooting. The key is to give them enough targets to fill up their pre-locks, so they have secondary targets locked already when the primary goes down. | Give people enough commands to know what to do and hit the ground running when they land on grid, but avoid overdoing it. No need to add commands for the entire wave right away, get people started, then amend target calls with secondary or tertiary targets once people have started shooting. The key is to give them enough targets to fill up their pre-locks, so they have secondary targets locked already when the primary goes down. | ||
== Stay calm == | == Stay calm == | ||
People who get nervous or worked up tend to miss details or end up with butterfingers doing what they shouldn't be doing. This is true for everyone and the fleet commander sets the tone for most of this. Don't make rash, split-second decisions. Instead, take that extra second or two and consider your options, in the end that will serve you better. It is important to make a decision that you believe is best for the safety and well being of the fleet, don't worry about maybes or what-ifs, use the information available to you to act and give commands to the best of your abilities that you think will keep the fleet safe. The longer you wait, the higher the chance someone will panic and do something stupid, potentially risking the entire fleet. | People who get nervous or worked up tend to miss details or end up with butterfingers doing what they shouldn't be doing. This is true for everyone and the fleet commander sets the tone for most of this. Don't make rash, split-second decisions. Instead, take that extra second or two and consider your options, in the end that will serve you better. It is important to make a decision that you believe is best for the safety and well being of the fleet, don't worry about maybes or what-ifs, use the information available to you to act and give commands to the best of your abilities that you think will keep the fleet safe. The longer you wait, the higher the chance someone will panic and do something stupid, potentially risking the entire fleet. | ||
| Line 313: | Line 325: | ||
== Removing jammers == | == Removing jammers == | ||
The following ships have target jamming capabilities: | The following ships have target jamming capabilities: | ||
{| class="wikitable | {| class="wikitable" | ||
|- | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Enemy | |||
| '''Description''' (see [[Sansha's Manual]] for more details) | |||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:Icon_target_max.png|30px|link=|Jamming]] '''Niarja Myelen''' [[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]] | ||
| A weak frigate with low signature and no offensive capabilities (also neuts). | | A weak frigate with low signature and no offensive capabilities (also neuts). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:Icon_target_max.png|30px|link=|Jamming]] '''Orkashu Myelen''' [[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]] | ||
| A weak frigate with low signature and no offensive capabilities (also neuts). | | A weak frigate with low signature and no offensive capabilities (also neuts). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:Icon_target_max.png|30px|link=|Jamming]] '''Arnon Epithalamus''' | ||
| A sturdy cruiser with minor medium range damage capabilities. | | A sturdy cruiser with minor medium range damage capabilities. | ||
|} | |} | ||
Removing these ships | |||
Removing these ships is almost always your top priority, as any jams they land can potentially knock out key people in your fleet, such as logistics, endangering the entire fleet. Even in the best of scenarios, where non-critical fleet members are affected, your efficiency will drop as a result of the jams until they are taken care of. | |||
It is usually safer to commit the entire fleet to taking care of jammers, one by one in order, to minimize the time any of your fleet members are jammed. Sometimes it is necessary due to repairs, like in [[Override Transfer Array]]s when the logistics tower isn't hacked. Other times, like in assault sites where you have more people in your fleet, you can send the dronebunny alone to take care of the Niarjas, while the rest of the fleet focuses on the larger Arnons. If you do decide to split your fleet's damage like that and have only a single person like the dronebunny go after one of the jammers, be prepared to change plans if he or she ends up being jammed. A common strategy is to have secondary "dronebunny", without any assisted drones, that will target the jamming ships but only engage them if the primary dronebunny is jammed. | It is usually safer to commit the entire fleet to taking care of jammers, one by one in order, to minimize the time any of your fleet members are jammed. Sometimes it is necessary due to repairs, like in [[Override Transfer Array]]s when the logistics tower isn't hacked. Other times, like in assault sites where you have more people in your fleet, you can send the dronebunny alone to take care of the Niarjas, while the rest of the fleet focuses on the larger Arnons. If you do decide to split your fleet's damage like that and have only a single person like the dronebunny go after one of the jammers, be prepared to change plans if he or she ends up being jammed. A common strategy is to have secondary "dronebunny", without any assisted drones, that will target the jamming ships but only engage them if the primary dronebunny is jammed. | ||
| Line 333: | Line 346: | ||
== Handling neuting threats == | == Handling neuting threats == | ||
Below are the ships capable of neuting: | Below are the ships capable of neuting: | ||
{| class="wikitable" style=" | {| class="wikitable" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Enemy | |||
| style="text-align: center;" | '''Description''' (see [[Sansha's Manual]] for more details) | |||
|- | |- | ||
| style="white-space: nowrap;" | [[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]] '''Niarja Myelen''' [[image:Icon_target_max.png|30px|link=|Jamming]] | |||
| style=" | |||
| | |||
| | |||
| A weak frigate with low signature and no offensive capabilities (also jams). | | A weak frigate with low signature and no offensive capabilities (also jams). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]] '''Orkashu Myelen''' [[image:Icon_target_max.png|30px|link=|Jamming]] | ||
| A weak frigate with low signature and no offensive capabilities (also jams). | | A weak frigate with low signature and no offensive capabilities (also jams). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]] '''Outuni Mesen''' [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]][[image:icon_stasis_webifier_i.png|30px|link=|Webbing]] | ||
| A sturdy battleship with medium range damage capabilities (also warp disrupts and webs). | | A sturdy battleship with medium range damage capabilities (also warp disrupts and webs). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]] '''Deltole Tegmentum''' [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]][[image:icon_target_painter_i.png|30px|link=|Target painting]] | ||
| A sturdy torpedo battleship with high damage but poor damage application (also warp disrupts and target paints). | | A sturdy torpedo battleship with high damage but poor damage application (also warp disrupts and target paints). | ||
|} | |} | ||
Both the Niarja and the Orkashu Myelen shouldn't live long enough to get within range of neuting you because they are also target jammers. But it is important to know that if you can't remove them quickly enough, they will start neuting in addition to jamming, which is bad. | Both the Niarja and the Orkashu Myelen shouldn't live long enough to get within range of neuting you because they are also target jammers. But it is important to know that if you can't remove them quickly enough, they will start neuting in addition to jamming, which is bad. | ||
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The following ships make up for the majority of the damage: | The following ships make up for the majority of the damage: | ||
{| class="wikitable" style="font-size:90%;" | {| class="wikitable" style="font-size:90%;" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Enemy | |||
| style="text-align: center;" | '''Description''' (see [[Sansha's Manual]] for more details) | |||
|- | |- | ||
| style="white-space: nowrap;" | [[image:icon_missiles.png|30px|link=|Torpedoes]] '''Citizen / Slave'''<small> <ref>'''Citizen Astur''', '''Slave 32152''', '''Slave Endoma01''', '''Slave Heavenbound02''' or '''Slave Tama01''' only spawns in the last wave of [[Nation Commander Stronghold]] sites. Killing it will end the site, no further priorities are needed.</ref></small> [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]][[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]][[image:icon_target_painter_i.png|30px|link=|Target painting]] | |||
| | | A sturdy torpedo battleship with high damage but poor damage application to non-battleships (also warp disrupts, neuts and target paints). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_missiles.png|30px|link=|Torpedoes]] '''Lirsautton Parichaya'''<small> <ref>The '''Lirsautton Parichaya''' spawns in groups of ten in the [[Uroborus]] and [[The Kundalini Manifest]] mothership sites, while a single Lirsautton isn't as dangerous as a '''Sansha's Nation Commander''', they pose a much larger threat due to spawning in a group. They also spawn in smaller groups of one to three in scout sites, where they are less of a threat.</ref></small> | ||
| A strong fighter bomber with high damage and {{co|crimson|perfect application}}<small> <ref>The '''Lirsautton Parichaya''' has bonuses that removes any reduction from '''explosive radius''' and '''explosive velcoity''', meaning resists are the only thing mitigating damage from them.</ref></small> to all ships. | |||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_missiles.png|30px|link=|Torpedoes]] '''Sansha's Nation Commander'''<small> <ref>The '''Sansha's Nation Commander''' is a special commander unit that only spawns in the [[Nation Commander Outpost]] site.</ref></small> [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]] | ||
| A | | A torpedo frigate with low signature and very high damage but poor application to non-battleships (also warp disrupts). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_gunnery_turret.png|30px|link=|Lasers]] '''Auga Hypophysis''' [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]][[image:icon_stasis_webifier_i.png|30px|link=|Webbing]] | ||
| | |||
| | |||
| A close orbiting cruiser with short range and excellent damage application (also warp disrupts and webs). | | A close orbiting cruiser with short range and excellent damage application (also warp disrupts and webs). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_missiles.png|30px|link=|Torpedoes]] '''Tama Cerebellum''' [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]] | ||
| A torpedo frigate with low signature and decent damage but poor | | A torpedo frigate with low signature and decent damage but poor application to non-battleships (also warp disrupts). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_missiles.png|30px|link=|Torpedoes]] '''Deltole Tegmentum''' [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]][[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]][[image:icon_target_painter_i.png|30px|link=|Target painting]] | ||
| A sturdy torpedo battleship with high damage but poor | | A sturdy torpedo battleship with high damage but poor application to non-battleships (also warp disrupts, neuts and target paints). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_gunnery_turret.png|30px|link=|Lasers]] '''Ostingele Tectum''' | ||
| A sturdy battleship with good range that stays at mid-range. | | A sturdy battleship with good range that stays at mid-range. | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_gunnery_turret.png|30px|link=|Lasers]] '''Romi Thalamus''' | ||
| A sturdy cruiser with medium range and excellent damage application. | | A sturdy cruiser with medium range and excellent damage application. | ||
|} | |} | ||
The following would apply to sniper targets: | The following would apply to sniper targets: | ||
{| class="wikitable" style="font-size:90%;" | {| class="wikitable" style="font-size:90%;" | ||
|- style="background-color: var(--background-color-warning-subtle)" | |||
! Enemy | |||
! Description | |||
|- | |- | ||
| style="text-align: center; white-space: nowrap;" | [[image:icon_gunnery_turret.png|30px|link=|Lasers]] '''Yulai Crus Cerebi''' [[image:icon_optimal_range_script.png|30px|Sniper]] | |||
| | |||
| | |||
| A battleship with long range and high damage but poor tracking. | | A battleship with long range and high damage but poor tracking. | ||
|- | |- | ||
| | | style="text-align: center; white-space: nowrap;" | [[image:icon_gunnery_turret.png|30px|link=|Lasers]] '''Antem Neo''' [[image:icon_optimal_range_script.png|30px|Sniper]] | ||
| A sturdy cruisers with long range and moderate damage but relatively poor tracking. | | A sturdy cruisers with long range and moderate damage but relatively poor tracking. | ||
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
How much damage a certain ship puts out in comparison to their resists and buffer as well as how easy they are to hit, is what matters if your goal is to reduce the incoming damage as fast as possible. Ships with a high amount of damage but weak tanks are commonly referred to as ''"glass cannons"''' in EVE and for minimum effort you remove a lot of damage from the grid by focusing on them first. | How much damage a certain ship puts out in comparison to their resists and buffer as well as how easy they are to hit, is what matters if your goal is to reduce the incoming damage as fast as possible. Ships with a high amount of damage but weak tanks are commonly referred to as ''"glass cannons"''' in EVE and for minimum effort you remove a lot of damage from the grid by focusing on them first. | ||
Remember that not all ships can reliably hit the smaller targets, like frigates, with their high speed and small signature, so some flexibility needs to be applied here. Snipers usually can't hit smaller targets either and non-snipers cannot engage sniper-targets out at 100km+ either. Also remember that their engagement range should be considered as well. Not only because it's easier to shoot frigates at range compared to when they are orbiting close, but also because some ships won't be able to apply their damage until they get closer. | Remember that not all ships can reliably hit the smaller targets, like frigates, with their high speed and small signature, so some flexibility needs to be applied here. Snipers usually can't hit smaller targets either and non-snipers cannot engage sniper-targets out at 100km+ either. Also remember that their engagement range should be considered as well. Not only because it's easier to shoot frigates at range compared to when they are orbiting close, but also because some ships won't be able to apply their damage until they get closer. | ||
The same goes for the Sansha's missiles and torpedoes. Tamas, Deltoles, Sansha's Nation Commander etc use [http://games.chruker.dk/eve_online/item.php?type_id=2210 Banshee Torpedoes] (450m explosive radius), Arnons use [http://games.chruker.dk/eve_online/item.php?type_id=2212 Ghost Heavy Missiles] (125m explosive radius) and Intakis use [http://games.chruker.dk/eve_online/item.php?type_id=2165 Haunter Cruise Missiles] (247.5m explosive radius thanks to its bonuses to explosive radius). So while the Arnons have little issue applying damage, the Intakis have reduced damage due to signature and the rest using torpedoes have a hard time applying damage to small logistics and might even have issues with battleships if the fleet is running skirmish links pushing their signatures below the 450m threshold. The only exception to this are the '''Lirsauttons''' that have bonuses to their [http://games.chruker.dk/eve_online/item.php?type_id=2947 Compact Shade Torpedoes] that allows them to apply perfectly (explosive velocity and radius is simply ignored). The only way to mitigate the damage from the '''Lirsauttons''' are resists, or simply warp out before the torpedoes hit you. | |||
While focused fire from the entire fleet on targets one by one can be highly effective at quickly dropping the incoming damage, you sometimes run into diminishing return issues due to some ships being unable to apply their damage to all targets. People waste time trying to lock up things that die before they can shoot, or waste a full cycle and most of the damage potential of their guns just to pick off a tiny portion of the damage left. In those cases it can sometimes be more beneficial to assign targets to people in the fleet based on what they can most effectively hit. That way it might take longer to drop the initial damage, but the overall site completion times improve. | While focused fire from the entire fleet on targets one by one can be highly effective at quickly dropping the incoming damage, you sometimes run into diminishing return issues due to some ships being unable to apply their damage to all targets. People waste time trying to lock up things that die before they can shoot, or waste a full cycle and most of the damage potential of their guns just to pick off a tiny portion of the damage left. In those cases it can sometimes be more beneficial to assign targets to people in the fleet based on what they can most effectively hit. That way it might take longer to drop the initial damage, but the overall site completion times improve. | ||
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== Overcoming enemy logistics support == | == Overcoming enemy logistics support == | ||
The following ships have fleet supporting capabilities: | The following ships have fleet supporting capabilities: | ||
{| class="wikitable | {| class="wikitable" | ||
|- | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Enemy | |||
| style=" | | style="text-align: center;" | '''Description''' (see [[Sansha's Manual]] for more details) | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Intaki Colliculus''' | ||
| A sturdy battleship logistics with decent damage capabilities and minor reps. | | A sturdy battleship logistics with decent damage capabilities and minor reps. | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Mara Paleo''' | ||
| A logistics cruiser with low signature and no damage capabilities but with strong reps. | | A logistics cruiser with low signature and no damage capabilities but with strong reps. | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Kundalini / Uroborus''' [[image:icon_energy_neutralizer_i.png|30px|Energy neutralizing]][[image:icon_remote_ecm_burst_i.png|30px|Remote ECM Burst]][[image:icon_drone_bandwidth.png|30px|Fighter bombers - Lirsautton Parichaya]] | ||
| The Sansha flagship, spawns in the [[Uroborus]] and [[The Kundalini Manifest]] mothership sites (also neuts and ECM bursts). | | The Sansha flagship, spawns in the [[Uroborus]] and [[The Kundalini Manifest]] mothership sites (also neuts and ECM bursts). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:Warfare-links.png|30px|link=|Command Bursts]] '''Vylade Dien''' | ||
| A sturdy command ship with no damage capabilities. | | A sturdy command ship with no damage capabilities. | ||
|} | |} | ||
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Depending on the fleet composition and fitting doctrine, sometimes removing webbers can be a high priority. The ships that web are: | Depending on the fleet composition and fitting doctrine, sometimes removing webbers can be a high priority. The ships that web are: | ||
{| class="wikitable" style="font-size:90%;" | {| class="wikitable" style="font-size:90%;" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Enemy | |||
| style="text-align: center;" | '''Description''' (see [[Sansha's Manual]] for more details) | |||
|- | |- | ||
| style="white-space: nowrap;" | [[image:icon_stasis_webifier_i.png|30px|link=|Webbing]] '''Auga Hypophysis''' [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]] | |||
| style=" | |||
| | |||
| | |||
| A close orbiting cruiser with short range and excellent damage application (also warp disrupts). | | A close orbiting cruiser with short range and excellent damage application (also warp disrupts). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_stasis_webifier_i.png|30px|link=|Webbing]] '''Schmaeel Medulla''' [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]] | ||
| A sturdy frigate with high speed and low signature that is very hard to hit due (also warp disrupts). | | A sturdy frigate with high speed and low signature that is very hard to hit due (also warp disrupts). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_stasis_webifier_i.png|30px|link=|Webbing]] '''Renyn Meten''' | ||
| A sturdy frigate with low signature that is hard to hit. | | A sturdy frigate with low signature that is hard to hit. | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_stasis_webifier_i.png|30px|link=|Webbing]] '''Youl Meten''' | ||
| A weak frigate that is otherwise similar to the '''Renyns'''. | | A weak frigate that is otherwise similar to the '''Renyns'''. | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_stasis_webifier_i.png|30px|link=|Webbing]] '''Outuni Mesen''' [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]][[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]] | ||
| A sturdy battleship with medium range damage capabilities (also warp disrupts and neuts). | | A sturdy battleship with medium range damage capabilities (also warp disrupts and neuts). | ||
|} | |} | ||
Removing webbers from the field can be a high priority if your fleet is required to, for example, fly fast with propulsion modules to reach the next gate (common in higher sites even for shield fleets), if ships rely on their afterburners to speed tank | The Schmaeels and Renyns have a webbing range of 15km while the others frigates have a standard range of 10km. The Outuni has a webbing range of 20km but is often killed long before that due to its longer neut range. | ||
Removing webbers from the field can be a high priority if your fleet is required to, for example, fly fast with propulsion modules to reach the next gate (common in higher sites even for shield fleets), if ships rely on their afterburners to speed tank etc. | |||
== Facilitating a controlled warp-out == | == Facilitating a controlled warp-out == | ||
Sometimes things go wrong, like a logistics ship disconnecting, and you get overwhelmed on a site and need to get the fleet out. In order to safely warp a fleet out of a site you need everyone pre-aligned and all warp disrupting capable ships on grid destroyed. The ships capable of warp disrupting are: | Sometimes things go wrong, like a logistics ship disconnecting, and you get overwhelmed on a site and need to get the fleet out. In order to safely warp a fleet out of a site you need everyone pre-aligned and all warp disrupting capable ships on grid destroyed. The ships capable of warp disrupting are: | ||
{| class="wikitable" style=" | {| class="wikitable" | ||
|- style="background-color: var(--background-color-warning-subtle);" | |||
! Enemy | |||
| style="text-align: center;" | '''Description''' (see [[Sansha's Manual]] for more details) | |||
|- | |- | ||
| style="white-space: nowrap;" | [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]] '''Citizen / Slave'''<small> <ref>'''Citizen Astur''', '''Slave 32152''', '''Slave Endoma01''', '''Slave Heavenbound02''' or '''Slave Tama01''' only spawns in the last wave of [[Nation Commander Stronghold]] sites. Killing it will end the site, no further priorities are needed.</ref></small> [[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]][[image:icon_target_painter_i.png|30px|link=|Target painting]] | |||
| style=" | |||
| | |||
| | |||
| A sturdy torpedo battleship with high damage but poor damage application (also neuts and target paints). | | A sturdy torpedo battleship with high damage but poor damage application (also neuts and target paints). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]] '''Sansha's Nation Commander'''<small> <ref>The '''Sansha's Nation Commander''' is a special commander unit that spawns in the [[Nation Commander Outpost]] site.</ref></small> | ||
| A torpedo frigate with low signature and very high damage but poor damage application | | A torpedo frigate with low signature and very high damage but poor damage application | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]] '''Schmaeel Medulla''' [[image:icon_stasis_webifier_i.png|30px|link=|Webbing]] | ||
| A sturdy frigate with high speed and low signature that is very hard to hit due (also webs). | | A sturdy frigate with high speed and low signature that is very hard to hit due (also webs). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]] '''Tama Cerebellum''' | ||
| A torpedo frigate with low signature and decent damage but poor damage application | | A torpedo frigate with low signature and decent damage but poor damage application | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]] '''Auga Hypophysis''' [[image:icon_stasis_webifier_i.png|30px|link=|Webbing]] | ||
| A close orbiting cruiser with short range and excellent damage application (also webs). | | A close orbiting cruiser with short range and excellent damage application (also webs). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]] '''Deltole Tegmentum''' [[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]][[image:icon_target_painter_i.png|30px|link=|Target painting]] | ||
| A sturdy torpedo battleship with high damage but poor damage application (also neuts and target paints). | | A sturdy torpedo battleship with high damage but poor damage application (also neuts and target paints). | ||
|- | |- | ||
| | | style="white-space: nowrap;" | [[image:icon_warp_disruptor_i.png|30px|link=|Warp disrupting]] '''Outuni Mesen''' [[image:icon_energy_neutralizer_i.png|30px|link=|Energy neutralizing]][[image:icon_stasis_webifier_i.png|30px|link=|Webbing]] | ||
| A sturdy battleship with medium range damage capabilities (also neuts and webs). | | A sturdy battleship with medium range damage capabilities (also neuts and webs). | ||
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
It is important to take your fleet composition into consideration when a logistics pilot disconnects or they all get jammed and you're left with no remote repairs. Most fleets with a proper setup including | |||
It is important to take your fleet composition into consideration when a logistics pilot disconnects or they all get jammed and you're left with no remote repairs. Most fleets with a proper setup including remote capacitor transmitters (formerly energy transfers), remote shield boosters (formerly shield transporters), shield maintenance bots and calm pilots can usually remove enough damage from the field to hold down the fort until the logistics pilot reconnects. Starting to align can in fact be a bad choice in some circumstances (since it reduces your tracking), so take a second to get confirmation on warp disrupts (who's warp disrupted and by whom) while making a judgement call if you can handle the incoming damage or not. If you do start aligning, remind the logistics to turn their afterburners off so they don't run out of range and keep an eye on the fleet if you end up staying aligned for longer periods of time. | |||
Remember that you always have the option to keep one ship alive in order to avoid spawning the next wave. It doesn't take much to handle the incoming damage of a single ship, so if you have time to trim down the wave to the point where it's just one ship left, that's also an option. Keep in mind that this requires the fleet to be strong enough to quickly drop the incoming damage, competent enough to stop shooting and for people to pull in their damage dealing drones. Otherwise the last enemy will die and a new wave will spawn making things worse. Tagging the NPC you don't want killed with a '''J''' (juliet) and reminding people on mumble usually does the trick though. | Remember that you always have the option to keep one ship alive in order to avoid spawning the next wave. It doesn't take much to handle the incoming damage of a single ship, so if you have time to trim down the wave to the point where it's just one ship left, that's also an option. Keep in mind that this requires the fleet to be strong enough to quickly drop the incoming damage, competent enough to stop shooting and for people to pull in their damage dealing drones. Otherwise the last enemy will die and a new wave will spawn making things worse. Tagging the NPC you don't want killed with a '''J''' (juliet) and reminding people on mumble usually does the trick though. | ||
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== Utilizing drones == | == Utilizing drones == | ||
Drones can be a tremendous asset on the field, with a damage potential anywhere from 500 up to 900+ dps from light combat drones alone in vanguards. But you need to use them wisely or end up wasting their potential. | Drones can be a tremendous asset on the field, with a damage potential anywhere from 500 up to 900+ dps from light combat drones alone in vanguards. But you need to use them wisely or end up wasting their potential. | ||
==== [[image:icon_bounty.png|32px|Drone target]] Drone targets ==== | ==== [[image:icon_bounty.png|32px|Drone target]] Drone targets ==== | ||
In a less skilled fleet consisting of regular tech one ships the frigates present a noticeable problem. To remedy the problem we utilize the dronebunny to effectively handle the fast, small signature, tight orbiting frigates. Drones can even dispose of unwebbed frigates, although they should always be complemented with a web or two to speed things up. | In a less skilled fleet consisting of regular tech one ships the frigates present a noticeable problem. To remedy the problem we utilize the dronebunny to effectively handle the fast, small signature, tight orbiting frigates. Drones can even dispose of unwebbed frigates, although they should always be complemented with a web or two to speed things up. | ||
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One thing to remember about drones is that they have very short optimals and you also need to factor in travel time. You want them to spend more time shooting and less time moving. As such, there's no ''one way'' to use drones, but instead highly situational. See [[#Bonused_webs_and_flexible_dronebunny|bonused webs]] under '''Advanced tactics''' below for more information. | One thing to remember about drones is that they have very short optimals and you also need to factor in travel time. You want them to spend more time shooting and less time moving. As such, there's no ''one way'' to use drones, but instead highly situational. See [[#Bonused_webs_and_flexible_dronebunny|bonused webs]] under '''Advanced tactics''' below for more information. | ||
==== | ==== [[image:icon_drone_bandwith.png|32px|link=|Dronebunny]] Selecting a dronebunny ==== | ||
{{note box|The way the [[EVE University Incursion Community]] run their [[Roles_in_Incursions#Ongrid_booster|ongrid booster]] it makes for a good choice of dronebunny.}} | {{note box|The way the [[EVE University Incursion Community]] run their [[Roles_in_Incursions#Ongrid_booster|ongrid booster]] it makes for a good choice of dronebunny.}} | ||
The first thing to remember is that the dronebunny is first and foremost a damage dealer, dronebunny second. You should never compromise your primary function of dealing damage in an attempt to be a better dronebunny. You select a dronebunny from the fleet members based on who could direct the drones with the least amount of interference or | The first thing to remember is that the dronebunny is first and foremost a damage dealer, dronebunny second. You should never compromise your primary function of dealing damage in an attempt to be a better dronebunny. You select a dronebunny from the fleet members based on who could direct the drones with the least amount of interference or hindrance, while simultaneously making the most use of the drones. | ||
As for who the dronebunny should be, there are a variety of things to consider. It is often easier to think of what ships in the fleet shouldn't be the dronebunny. | As for who the dronebunny should be, there are a variety of things to consider. It is often easier to think of what ships in the fleet shouldn't be the dronebunny. | ||
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* Assign '''medium drones''' another dronebunny, to help them take care of close by cruisers. Due to damage application and their innate slower speed, care needs to be taken so as not to spread these out. '''Romi Thalamus''' is often a good choice for this dronebunny, as they are a low priority and come in fairly close so the drones will stay on target for quite a while. | * Assign '''medium drones''' another dronebunny, to help them take care of close by cruisers. Due to damage application and their innate slower speed, care needs to be taken so as not to spread these out. '''Romi Thalamus''' is often a good choice for this dronebunny, as they are a low priority and come in fairly close so the drones will stay on target for quite a while. | ||
* ''(optional)'' Assign '''heavy drones''' to a brawler anchor, if you use one, to both keep them where the brawlers are as well as help them kill their targets. | * ''(optional)'' Assign '''heavy drones''' to a brawler anchor, if you use one, to both keep them where the brawlers are as well as help them kill their targets. | ||
* ''(optional)'' Assign '''sentry drones''' to another | * ''(optional)'' Assign '''sentry drones''' to another dronebunny, to help them take care of battleships. Since they cannot more from where they are deployed<small> <ref>Technically sentry drones move about a meter per second, but for the sake of argument let's assume they are stationary.</ref></small> and will have limited range and tracking issues, care needs to be taken to direct them to suitable targets. '''Deltole Tegmentum''' could be a good choice for short range gardes while '''Ostingele Tectum''' would perhaps be better for curators. Since they aren't moving they suffer less from diminishing returns when rapidly swapping targets. | ||
Of course there are exceptions to the rule. Putting drones on a high priority target might be overkill sometimes, but it would get rid of the target that much faster which can sometimes be prudent. You can also have people control their own drones if there's a need for it, for example if there's no real homogeneity among the drones (like a mix of gardes and curators) or if some people have perfect drone control range and can utilize it. The most important thing is that you make sure your dronebunny knows what to shoot, so he can effectively direct the drones. | Of course there are exceptions to the rule. Putting drones on a high priority target might be overkill sometimes, but it would get rid of the target that much faster which can sometimes be prudent. You can also have people control their own drones if there's a need for it, for example if there's no real homogeneity among the drones (like a mix of gardes and curators) or if some people have perfect drone control range and can utilize it. The most important thing is that you make sure your dronebunny knows what to shoot, so he can effectively direct the drones. | ||
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Try to make the most out of your webs and target painters in the fleet. See the [[#Ensure that you have enough webs|bonused webs and stacking]] section above for more information. | Try to make the most out of your webs and target painters in the fleet. See the [[#Ensure that you have enough webs|bonused webs and stacking]] section above for more information. | ||
; | ; [[image:icon_stasis_webifier_i.png|32px|link=|Stasis webifier]] Stasis webifiers | ||
First of all, remember that not everyone will be able to web everything. When you enter a vanguard site for example, you'll all land anywhere within a radius of roughly 4,000 meters from the beacon. This means that you can be up to 8,000 meters away from some of your fleet members. If a Sansha orbits someone that far out, they'll be +/- 8km away, potentially orbiting in and out of web range depending on their preferred orbit distance. This is why we focus so heavily on webs for vanguards, to ensure that we have enough webs available for any given target. | First of all, remember that not everyone will be able to web everything. When you enter a vanguard site for example, you'll all land anywhere within a radius of roughly 4,000 meters from the beacon. This means that you can be up to 8,000 meters away from some of your fleet members. If a Sansha orbits someone that far out, they'll be +/- 8km away, potentially orbiting in and out of web range depending on their preferred orbit distance. This is why we focus so heavily on webs for vanguards, to ensure that we have enough webs available for any given target. | ||
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If you have long-webbed [[Loki]]s and [[Bhaalgorn]]s, make sure they aren't webbing things too far out. Always adjust the range of which you web things down to your fleet's damage projection capabilities. There's no point webbing things at 40km if more than half your fleet is unable to hit things for any kind of damage at that range. | If you have long-webbed [[Loki]]s and [[Bhaalgorn]]s, make sure they aren't webbing things too far out. Always adjust the range of which you web things down to your fleet's damage projection capabilities. There's no point webbing things at 40km if more than half your fleet is unable to hit things for any kind of damage at that range. | ||
; | ; [[image:icon_target_painter_i.png|32px|link=|Target painter]] Target painters | ||
The same goes for target painters, although they are harder to manage as you wouldn't immediately be able to tell how many painters are on your target, like you do with webs and velocity. Normally you don't have too many target painters for that to be a problem and a good mix of both webs and target painters often gives you better applied damage than simply piling on more and more webs. | The same goes for target painters, although they are harder to manage as you wouldn't immediately be able to tell how many painters are on your target, like you do with webs and velocity. Normally you don't have too many target painters for that to be a problem and a good mix of both webs and target painters often gives you better applied damage than simply piling on more and more webs. | ||
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Remote tracking computers and remote sensor boosters can help ships push critical boundaries, overcome ship-design flaws or just plain improve the overall efficiency of the fleet. Because they are so much stronger than local variants of these modules, they can even be effective despite heavy stacking penalties due to the fact that they end up on top of the hierarchy. It's often worth spreading these modules around as opposed to doubling up on fewer people, but if you do, especially with the remote tracking computer, it's often more beneficial to script them differently in order to avoid too much stacking. | Remote tracking computers and remote sensor boosters can help ships push critical boundaries, overcome ship-design flaws or just plain improve the overall efficiency of the fleet. Because they are so much stronger than local variants of these modules, they can even be effective despite heavy stacking penalties due to the fact that they end up on top of the hierarchy. It's often worth spreading these modules around as opposed to doubling up on fewer people, but if you do, especially with the remote tracking computer, it's often more beneficial to script them differently in order to avoid too much stacking. | ||
; [[image:icon_tracking_computer_i.png|32px|Remote tracking computer]] Remote tracking computers | ; [[image:icon_tracking_computer_i.png|32px|Remote tracking computer]] Remote tracking computers | ||
Choosing who benefits the most from a remote tracking computer is all about overall applied damage output and to some degree stacking penalties. Boosting a ship with few other bonuses being stacking penalized, will yield a better result compared to boosting a ship with more modules stacking (assuming they are of similar prowess in terms of applied damage). At the same time, there is great synergy for boosting ships who already have strong base values due to ship bonuses or simply due to their fit. A smaller percentage boost on a higher value compared to a higher percentage boost on a lower value will at some point favour boosting the ship with the highest value instead of looking at who benefits the most percentage wise. | Choosing who benefits the most from a remote tracking computer is all about overall applied damage output and to some degree stacking penalties. Boosting a ship with few other bonuses being stacking penalized, will yield a better result compared to boosting a ship with more modules stacking (assuming they are of similar prowess in terms of applied damage). At the same time, there is great synergy for boosting ships who already have strong base values due to ship bonuses or simply due to their fit. A smaller percentage boost on a higher value compared to a higher percentage boost on a lower value will at some point favour boosting the ship with the highest value instead of looking at who benefits the most percentage wise. | ||
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On a more basic level, ships who have the needed range benefit more from improved tracking than they do from getting more range. Similarly a ship with mediocre or only decent range, but with good tracking already, will benefit the most from tracking speed. A good rule of thumb can be to give '''optimal range''' to ships fitted with blasters (and in some cases autocannons if their range is too low) while most other ships benefit more from '''tracking speed'''. | On a more basic level, ships who have the needed range benefit more from improved tracking than they do from getting more range. Similarly a ship with mediocre or only decent range, but with good tracking already, will benefit the most from tracking speed. A good rule of thumb can be to give '''optimal range''' to ships fitted with blasters (and in some cases autocannons if their range is too low) while most other ships benefit more from '''tracking speed'''. | ||
; [[image: | ; [[image:Icon sensor resolution.png|32px|Remote Sensor Booster]] Remote sensor boosters | ||
For vanguards it's almost always more useful to put remote tracking computers on your logistics, including the basilisk. In assaults and headquarters however, the fleet can often benefit from a few remote sensor boosters from their basilisks. When it comes to using remote sensor boosters, it is often better to boost the worst scan resolution than it is to try and ''top off'' an already decent scan resolution. If people learn to pre-lock as many targets as possible, the first lock is the most critical one. Getting that slow-locking battleship to 8 seconds instead of 16 seconds is a huge boost for the fleet, as it means that ship will apply damage much, much faster. Certainly better than boosting the dronebunny from 5 seconds to 2,5 second locking time. | For vanguards it's almost always more useful to put remote tracking computers on your logistics, including the basilisk, because the need for increased locking speed is often outweighed by the overall improved dps that comes from the remote tracking computers. In assaults and headquarters however, the fleet can often benefit from a few remote sensor boosters from their basilisks. When it comes to using remote sensor boosters, it is often better to boost the worst scan resolution than it is to try and ''top off'' an already decent scan resolution. If people learn to pre-lock as many targets as possible, the first lock is the most critical one. Getting that slow-locking battleship to 8 seconds instead of 16 seconds is a huge boost for the fleet, as it means that ship will apply damage much, much faster. Certainly better than boosting the dronebunny from 5 seconds to 2,5 second locking time in most scenarios. | ||
Naturally there could be situations where it might pay off to top off an already decent scan res. For example if you were to rely on a single ship to quickly kill something as it spawns before it can be a threat. An example of that would be a ship tailored to ''insta-pop'' any Niarja that spawns, before it even has a chance to jam someone, which means less jams that the fleet has to worry about. | Naturally there could be situations where it might pay off to top off an already decent scan res. For example if you were to rely on a single ship to quickly kill something as it spawns before it can be a threat. An example of that would be a ship tailored to ''insta-pop'' any Niarja that spawns, before it even has a chance to jam someone, which means less jams that the fleet has to worry about. | ||
== Overheating defensive modules and remote shield boosters == | == Overheating defensive modules and remote shield boosters == | ||
In case of an emergency or whenever the incoming damage becomes too much to handle, the combined effect of overheating can often save your ship | In case of an emergency or whenever the incoming damage becomes too much to handle, the combined effect of [[overheating]] can often save your ship. | ||
Overheating a '''Multispectrum Shield Hardener II''' module will increase its efficiency by 20% allowing you to push your resists up by a few percent, easily giving you a 10% reduction to incoming damage. An overheated '''Large Remote Shield Booster II''' module will lower the duration of the module by 15% giving them more than 17% more effective repairs. The combined effect of the two will usually buy you enough time to resolve the situation and get things under control again. This can be an even more effective strategy when a capsuleer is using a [[Strategic Cruiser]] as they are bonused to reduce module heat damage taken, with high enough skills you can overheat a module for prolonged periods without causing too much damage. | |||
= Advanced tactics = | = Advanced tactics = | ||
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The fits we have on the wiki are specifically tailored to suit our normal kitchen sink fleets, so that we don't have to cherry-pick ships to get a functioning fleet. For example that's why all battleships have a sensor booster and at least one web for vanguards, why we ensure that people have a solid tank and range projection in assaults sites. Naturally there is room for improvement here, based on the fleet composition. | The fits we have on the wiki are specifically tailored to suit our normal kitchen sink fleets, so that we don't have to cherry-pick ships to get a functioning fleet. For example that's why all battleships have a sensor booster and at least one web for vanguards, why we ensure that people have a solid tank and range projection in assaults sites. Naturally there is room for improvement here, based on the fleet composition. | ||
An offensively strong vanguard fleet could drop the damage control or | An offensively strong vanguard fleet could drop the damage control or a multispectrum shield hardener in favour of a tracking enhancer or a tracking computer. If the fleet has lots of '''Vindicators''' with bonused webs you could perhaps have some of the other ships refit to target painters, double sensor boosters or more tracking computers, perhaps even long ranged turrets like Tachyons and Artillery. Just make sure that you have enough webs to cover all primary targets, that you don't compromise the tank too much and remember to adjust back if your fleet composition changes. | ||
In assaults you can allow experienced pilots the freedom to fit for short range and a microwarpdrive, allowing them to roam about and web things down. This of course assumes that utility cap is available or that the pilot is skilled enough to be able to keep himself from capping out. You can also allow for high skilled players to take off their large shield extenders in favour of a tracking computer, if their resists are high enough and their base shield hit points are within acceptable limits. | In assaults you can allow experienced pilots the freedom to fit for short range and a microwarpdrive, allowing them to roam about and web things down. This of course assumes that utility cap is available or that the pilot is skilled enough to be able to keep himself from capping out. You can also allow for high skilled players to take off their large shield extenders in favour of a tracking computer, if their resists are high enough and their base shield hit points are within acceptable limits. | ||
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== Bonused webs and flexible dronebunny == | == Bonused webs and flexible dronebunny == | ||
Webs from [[Vindicator]]s are incredibly powerful (up to 90% velocity reduction instead of 60%) and takes angular velocity out of the equation most of the time, especially in combination with the good base tracking of blasters. This allows them to become excellent frigate-killers, as soon as the target comes within webbing range. Given the right circumstances (enough bonused webs, good | Webs from [[Vindicator]]s are incredibly powerful (up to 90% velocity reduction instead of 60%) and takes angular velocity out of the equation most of the time, especially in combination with the good base tracking of blasters. This allows them to become excellent frigate-killers, as soon as the target comes within webbing range. Given the right circumstances (enough bonused webs, good boosts extending the range of webs) you can completely turn the tables and have the damage dealers with bonused webs take care of the frigates, leaving the dronebunny to follow the regular targets (like cruisers and battleships). | ||
Theoretically this would also work with long webs, from [[Bhaalgorn]]s and [[Loki]]s. If you have enough webs to slow down all frigates at range, like between 30-50km, it would allow the entire fleet to pop frigates left and right on approach ... assuming your damage dealers have the range needed. However, if anything slips through your web and gets into orbit, you're back to square one. | Theoretically this would also work with long webs, from [[Bhaalgorn]]s and [[Loki]]s. If you have enough webs to slow down all frigates at range, like between 30-50km, it would allow the entire fleet to pop frigates left and right on approach ... assuming your damage dealers have the range needed. However, if anything slips through your web and gets into orbit, you're back to square one. | ||
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While there are some standard target orders and priorities, there's often room for improvement based on a number of variables. | While there are some standard target orders and priorities, there's often room for improvement based on a number of variables. | ||
; | ; [[image:Warfare-links.png|32px|link=|Fleet composition]] Fleet composition | ||
The individual skills of the pilots in your fleet can range from low skilled to high skilled, their ships from tech one to pirate faction battleships, their modules from meta 4 to tech 2, faction, deadspace or even officer modules. Ships can fit for short or long range, people can be more or less experienced and more or less attentive to your sudden commands etc. | The individual skills of the pilots in your fleet can range from low skilled to high skilled, their ships from tech one to pirate faction battleships, their modules from meta 4 to tech 2, faction, deadspace or even officer modules. Ships can fit for short or long range, people can be more or less experienced and more or less attentive to your sudden commands etc. | ||
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Large guns have an easier time hitting battlecruisers and battleships than they have hitting close orbiting frigates and cruisers. While webs often cancel this effect, there's still room for micromanaging your fleet to keep people shooting targets they can apply the most damage to. The need for this increases with the number of ships in your fleet, so as not to waste damage potential. | Large guns have an easier time hitting battlecruisers and battleships than they have hitting close orbiting frigates and cruisers. While webs often cancel this effect, there's still room for micromanaging your fleet to keep people shooting targets they can apply the most damage to. The need for this increases with the number of ships in your fleet, so as not to waste damage potential. | ||
; | ; [[image:Icon_sensor_resolution.png|32px|link=|Fast-locking ships]] Fast-locking ships | ||
Whenever targets spawn at range, there's a window of opportunity for any fleet with ships able to lock fast and shoot at a distance. While on approach, enemies come in at a low angular velocity with their microwarpdrive turned on and thus much easier to hit compared to when they slow down and start orbiting under your guns. Given enough scan resolution, good enough range and tracking, even battleships can pick off smaller ships as they come rushing towards you. Most tech one battleships have no real means of doing this, but faction battleships and strategic cruisers are usually more than capable of finishing off a few frigates before they even get close. | Whenever targets spawn at range, there's a window of opportunity for any fleet with ships able to lock fast and shoot at a distance. While on approach, enemies come in at a low angular velocity with their microwarpdrive turned on and thus much easier to hit compared to when they slow down and start orbiting under your guns. Given enough scan resolution, good enough range and tracking, even battleships can pick off smaller ships as they come rushing towards you. Most tech one battleships have no real means of doing this, but faction battleships and strategic cruisers are usually more than capable of finishing off a few frigates before they even get close. | ||
; | ; [[image:icon_large_red_x.png|32px|link=|Ignore some targets]] Ignore some targets | ||
Some sites will have targets that you don't necessarily need to kill to finish the site. Sometimes they can be ignored completely, like in the case of the '''Eystur Rhomben''' in [[Override Transfer Array]] sites and the '''Antem Neo''' in [[Overwhelmed Civilian Facility]] sites. | Some sites will have targets that you don't necessarily need to kill to finish the site. Sometimes they can be ignored completely, like in the case of the '''Eystur Rhomben''' in [[Override Transfer Array]] sites and the '''Antem Neo''' in [[Overwhelmed Civilian Facility]] sites. | ||
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: Sometimes you're forced to compete against your will, or bite off more than you can swallow. If the site allows it, make a graceful but controlled exit and go to another site. Sites with very few warp disrupt capable ships are ideal for such ''"strategic retreats"''. For sites with too many ships capable of warp disrupting you're pretty much committed however, as the window without warp disrupts can be a very short and dangerous one. | : Sometimes you're forced to compete against your will, or bite off more than you can swallow. If the site allows it, make a graceful but controlled exit and go to another site. Sites with very few warp disrupt capable ships are ideal for such ''"strategic retreats"''. For sites with too many ships capable of warp disrupting you're pretty much committed however, as the window without warp disrupts can be a very short and dangerous one. | ||
* '''Will boosters help?''' | * '''Will boosters help?''' | ||
: Consumables like boosters may become worth considering if you compete a lot, to give you another edge. The Synth variety of drugs while weaker than the rest of the available choices do have | : Consumables like boosters may become worth considering if you compete a lot, to give you another edge. The Synth variety of drugs while weaker than the rest of the available choices do have a major advantage: they have no chance of side effects. This makes them a decent choice for long-term consistent use in high-sec incursions. See [[Combat Booster]] for more information on effects of boosters in EVE. | ||
Just remember that hesitation is often viewed as a sign of weakness in the eyes of the other fleet commander, so delaying on a gate increases the risk of being contested. Aggressive aligning and going into the site quickly is often viewed as confidence, which will give the other fleet commander pause even if he has a better fleet. | Just remember that hesitation is often viewed as a sign of weakness in the eyes of the other fleet commander, so delaying on a gate increases the risk of being contested. Aggressive aligning and going into the site quickly is often viewed as confidence, which will give the other fleet commander pause even if he has a better fleet. | ||
Whatever you decide to do, remember to do it in a controlled manner. Don't throw caution to the wind just because you have another fleet at the gate. | Whatever you decide to do, remember to do it in a controlled manner. Don't throw caution to the wind just because you have another fleet at the gate. | ||
[[Category:Incursions]] | |||