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==Incursion Logistic Hulls== | ==Incursion Logistic Hulls== | ||
(under construction) | (under construction) | ||
Solo VS. Paired Logistics | |||
There is no absolute best type of logistics for incursions, the optimum depending on the nature of the fleet and the sites you are attempting to tackle. That being said, there are notable advantages and disadvantages for each type that you need to take into account. | |||
The following list assumes logistics 5, which opens up more fitting options. | |||
Solo ships have a bonus to tracking links, which results in greater fleet effective dps when they can be fitted (paired boats can fit them, but they are less effective). | |||
Solo ships are less vulnerable to ecm, since being jammed only neutralises one ship, as opposed to potentially two for paired boats. | |||
Solo ships are more vulnerable to neuting, since they rely entirely on local cap regen. (may not be a problem, unsure of neut amount on higher tier sites) | |||
Paired ships can either have greater rep power then solo ships (being able to fit 5 large reps) or able to provide extra energy transfers to fleet members. | |||
Paired ships are more vulnerable to ecm, but less vulnerable to neuting then solo ships. When 3 or more logistics are on the field, ecm vulnerability can be countered by broadcasting when a ship is jammed and altering the cap transfer chain around it until the source of jams can be removed. | |||
(ehp differences? Alpha on mom and hq sites) | |||
5/1 VS. 4/2 | |||
Paired logistics ships have the additional choice of choosing to fit either 5 reps and a single energy transfer, or two transfers and four reps. There is no right choice here either, and depends on the nature of the fleet. Be aware that if you are flying with people who only has logistics 4, the pilots who have logistics 4 require two incoming transfers, although they may fit only one outgoing if chaining to a logistics 5 pilot. | |||
5/1 provides greater outgoing rep power. 4/2 either provides redundancy in the cap chain if you are worried about being jammed, or allows you to siphon off cap to a cap hungry ship such as a Nightmare. | |||
(General conclusion: For vanguards, two solo ships provide enough reps, and the tracking links boost effective dps, so more effective then two paired. For assaults and higher, being able to run less logistics ships due to increased rep power from each logistics boosts fleet effective dps more then tracking links would, so paired has a slight edge over solo. 4/2 paired should only be considered a last resort when having to pair with logi 4 pilots, or you have a single dps ship that requires incoming transfers and there are no other transfers in the fleet) | |||
==Utility Slots== | ==Utility Slots== | ||