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<noinclude>[[Category:Work_in_progress]] [[Category:Incursion]][[Category:Guides]]{{Work_in_Progress}}
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#redirect [[Vanguard Incursion fits]]
(Page should be finalized by the end of May.)
 
 
 
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div>
 
Incursions are fleet based PvE sites where the only enemies are Sansha’s Nation ships. The AI for these NPCs use some of the most advanced tactics seen in game, including many forms of EWAR. Further, all enemies have both high damage output and high resistances.  This means that it is very easy to lose a ship if unprepared. But with a proper fit one should have no trouble getting into a EVE Uni Incursion fleet.
 
 
 
This page contains the basic requirements for an Vanguard site fitting, a basic Vanguard fitting guide, and numerous sample fits for damage dealer ships. If you are looking for fittings for Logistics Ships, or other site type fitting, please refer to the appropriate guide: (Until the other DD sites are built, this guide provides many fundamentals, though some of the specific recommendations many not be applicable.)
 
*[[Incursion_Fitting:_Assault|Assault Fitting]] (To be Created)
 
*[[Incursion_Fitting:_Headquarters|Headquarters Fitting]] (To be Created)
 
*[[Incursion_Fitting:_Logistics|Logistics Fitting]] (Under Construction)
 
 
 
==Requirements==
 
When entering an incursion fleet the Fleet Commander (FC) will ask to see your current fit. This section will detail the bare minimums all FCs are looking for. Note that having these does not guarantee entrance. Some FCs might want more, though most EVE Uni FCs will not.
 
 
 
The Sansha’s Nation ships deal high amounts of Omni (all types) damage. The key to surviving this is having high resists and a large buffer. Shield & armor repair modules and shield regeneration rate do not matter as the alpha damage is simply too high for a single ship to tank without help. Logistic ships are used in all incursions and provide the healing. All the damage dealers must do is survive long enough for a Logistic ship to heal them.  The objective of these requirements is to ensure survivability as losing a ship is far worse than completing sites slowly due to low damage output.
 
 
 
All ships should have above 70% resists for all damage types of their tank type. So an Armor Tanked ship needs above 70% resists in Armor EM, Thermal, Kinetic, and Explosive resistances and a Shield Tanked ship needs above 70% resists in Shield EM, Thermal, Kinetic, and Explosive resistances.  Also the ship needs a large buffer of hit points (HP) to survive any alpha. Usually 50,000+ Effective Hit Points (EHP) is sufficient for Battlecruisers (BCs). Battleships (BSs) should aim for more. The main trade off is between EHP and Signature Radius. The chart on [http://incursions.nexsoft.de/?mode=guide&sid=1 this site] provides good guidelines. Don't take it too literally though, as having a big buffer in the tank stat is also required. To achieve this a Battlecruiser and Tech 2 Tank modules are needed. Note, you are not required to have a [[Full T2 Tank|Full Tech 2 Tank]], but this puts a pilot on that path.
 
 
 
With these facts in mind the minimum requirements are:
 
* [[Skills:Spaceship_Command#Battlecruisers|Battlecruisers]] I
 
* [[Skills:Mechanics#Hull_Upgrades|Hull Upgrades]] IV
 
In addition, for an Armor Tank:
 
*[[Skills:Mechanics#Hull_Upgrades|Hull Upgrades]] V
 
In addition, for a Shield Tank:
 
*[[Skills:Engineering#Shield_Upgrades|Shield Upgrades]] IV
 
*[[Skills:Engineering#Tactical_Shield_Manipulation|Tactical Shield Manipulation]] IV
 
These skills will allow a pilot to fit Tech 2 Resistance and HP modules. As a side note, it is actually faster to train the shield skills as Hull Upgrades V takes over 9 days by itself. While training both Shield Upgrades and Tactical Shield Manipulation from 0 to IV takes just over 6 days.
 
 
 
Most Incursion ships also fit Tech II Weapon Upgrade modules and some FCs might require them. The skill needed to fit them is:
 
* [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]] IV
 
This skill is extremely useful because it reduces the CPU requirements of Turrets and Missile Launchers. All the fittings on this page will assume the pilot possess this skill at level IV.
 
 
 
Also note that Tech II weapons are strongly recommended for Incursions. The increased damage output and ability to use Tech II ammunition is very relevant. While a new pilot is not required to have these for their first Incursion, training towards them is expected.
 
 
 
== Basic Incursion Fitting Walkthrough==
 
This walkthrough will help a new pilot put together a solid fit for a first Incursion and explain the logic for the fits below. It is recommended that pilots be familiar with EVE Uni's [[Fitting_Guidelines|Fitting Guidelines]] before reading the rest of this guide. If a pilot has any questions while fitting asking for help on mumble or the in-game chat channels is encouraged.
 
 
 
===Hull===
 
The first and probably most important decision is to pick the hull to use. Most Tier 2 BC hulls are fine. Namely the [[Drake]], [[Harbinger]], [[Hurricane]], and [[Myrmidon]]. The Tier 1 hulls tend to simply be worse version of the Tier 2 hull. Though this is not universally the case. The Tier 3 BC hulls don’t have a big enough tank to be used in Incursions and should be avoided. The next step is to add the Tech 2 Tank modules.
 
 
 
====Shield Hulls====
 
*[[Harbinger]] Good damage, good drone bay, hard fitting requirements
 
*[[Hurricane]] Good damage, 1-2x ET, Small signature resolution, small drone bay
 
*[[Drake]] 2-3 Mid-utility, longest range, Best Tank, lowest damage
 
*[[Brutix]] Highest possible damage, good drone bay, worst tank
 
*[[Myrmidon]] Best drones, 1 utility mid-slot, Bad primary weapon damage, worst tank
 
 
 
The [[Harbinger]] is a good damage dealing hull for Incursions. This hull has the highest damage for all the T1 fits, only being surpassed by the Brutix in T2 fittings. But the Harbinger's damage is more flexible due to using lasers instead of hybrid turrets. This also means the Harbinger is the only Battlecruiser which can carry a stack of Lyavite. The drone bay can fit two full flights of light drones, allowing one of Light Shield Maintenance Bots and one of Hobgoblins. The biggest downside is the tight fitting requirements, leading to a slightly weaker than average tank.
 
 
 
The [[Hurricane]] has strong damage capabilities, but limited range due to using projectile turrets. It is the only hull that can fit an Energy Transfer or second weapon system; the former making it a Logistics pilot's best friend. The drone bay is of an odd size allowing 6 light or 1 medium and 5 light drones. The Hurricane is relatively easy to fit, and has a low signature resolution, giving it a good tank.
 
 
 
The [[Drake]] has the best tank of any BC that runs incursions. Further it has the best damage projection of any hull option. It is expected that Drake pilots can hit the Maras in OTAs and NMCs. This requires a range of over 60km. To achieve this a [[Drake]] pilot should have a III and a IV between [[Skills:Missiles#Missile_Projection|Missile Projection]] and [[Skills:Missiles#Missile_Bombardment|Missile Bombardment]]. Further the Drake has 6 mid slots, the most of any BC. This means that Drake pilots are expected to equip and use both Stasis Webifiers and Target Painters. Initially the pilot can only equip 2 due to needing 2x Adaptive Invulnerability Field II's, but at [[Skills:Spaceship_Command#Battlecruisers|Battlecruisers]] IV only one is necessary, so 3 should be fitted. 2 Webs and 1 TP are recommended. Also the relevant support skills for TPs should be trained to maximize bonuses:
 
*[[Skills:Electronics#Target_Painting|Target Painting]]
 
*[[Skills:Electronics#Signature_Focusing|Signature Focusing]]
 
*[[Skills:Electronics#Long_Distance_Jamming|Long Distance Jamming]]
 
*[[Skills:Electronics#Frequency_Modulation|Frequency Modulation]]
 
 
 
The [[Brutix]] is the surprise of the BS hulls. It is the only Tier 1 hull that can be fit well and is better than it's Tier 2 counterpart the Myrmidon. This fit has the highest possible damage, but only when using the Tech II Null ammo. When using Tech I ammo and guns, this hull is lackluster. Being a Gallente ship, there is a good sized drone bay allowing for both a flight of Hobgoblins and Light Shield Maintenance Bots. The biggest weakness of the hull is it has the worst shield tank due to large base signature resolution and low base shield HP, a weakness shared with the Myrmidon.
 
 
 
The [[Myrmidon]] is the weakest of the Tier 2 BC hulls. It receives no direct damage bonus and so has extremely poor primary weapon damage. This hull compensates by giving large bonuses to drone damage which splits the damage skill requirements for this ship. The drone bay is enormous. Allowing 2 full flights of Hobgoblins and Medium Shield Maintenance Bots. Also this ship has 5 mid-slots allowing a Federation Navy Stasis Webifier to be fit. These two factors make the Myrmidon more of a support ship like the Drake, but with less useful supports. To top it off it has the worst shield tank due to large base signature resolution and low base shield HP, a weakness shared with the Brutix.
 
 
 
While the [[Ferox]] has different offensive bonuses to the Drake and provides Caldari pilots with a possible Hybrid Turret platform, it should be avoided in Incursions. The problem is the even a T2 fitted Ferox cannot keep up with the damage output of a T1 fit Harbinger or Hurricane. Hence a T1 fit Ferox is out of the question and any pilot with the ability to fit a T2 Ferox should be thinking about other hulls, such as the [[Rokh]] or the Brutix.
 
 
 
====Armor Hulls====
 
(Under Construction)
 
 
 
===Tank===
 
The goal for an Incursion tank is above 70% resists for all types and above 50,000 EHP for a BC when all modules are active. Refer to link above for other ships. It is best to get the resists up, and then add to EHP. The first module on an Incursion ship should be a Damage Control Unit II. This provides bonuses to all resists for Shield, Armor, and Hull when active. Essentially every fit uses one of these. Next use rigs and active hardeners to even out resistances.  For a shield ship this usually means an EM Ward Field II and a Medium Anti-Thermal Screen Reinforcer I rig. Finally add modules which boost all resistances until one is over 70% for all. For a shield ship this usually means adding 2 Adaptive Invulnerability Field II. (Note, only one Damage Control Unit can be active at a time, hence adding more than one to your ship will not help.) Some ships might only need one if you have high enough skills, like the [[Drake]], but this is a good place to start.
 
 
 
Once resistances are above 70%, it is time to add to EHP. There are two ways to do this one is through rigs and the other is modules. Which a pilot goes with in the end depends on how they balance with other considerations, such as damage, speed, and signature radius. A good way to start is to add the rigs and then use modules to top it off. Again using the shield example, 2 Medium Core Defense Shield Extenders and a Large Shield Extender II suffice. Once a pilot is comfortable with a ship and has improved skills, tweaking these modules is acceptable, keeping in mind the general principles mentioned above.
 
 
 
====Shield Modules & Rigs====
 
*Damage Control II
 
*Adaptive Invulnerability Field II
 
*EM Ward Field II
 
**EM Ward Amplifier II (Lower CPU requirement, requires [[Skills:Engineering#EM_Shield_Compensation|EM Shield Compensation]] IV to have high enough resists)
 
*Medium/Large Anti-Thermal Screen Reinforcer I
 
*Large Shield Extender II
 
**Caldari Navy Large Shield Extender (Lower CPU requirement)
 
**Large F-S9 Regolith Shield Induction (Lower CPU requirement & cheap, but lower shield bonus)
 
*Medium/Large Core Defense Field Extender I
 
 
 
The list above is not comprehensive, but includes most basic modules and rigs. Some alternatives are included for tighter fits.
 
 
 
====Armor Modules & Rigs====
 
(Under Construction)
 
 
 
===Weapons===
 
The weapons fitted should match any bonuses the ship hull gives. For example the [[Hurricane]] gives a bonus to projectile turrets damage and rate of fire. So Artillery Cannons or Autocannons should be fit to a Hurricane. When fitting fill as many high slots with the boosted weapon system. The Hurricane has 8 high slots and 6 turret hard ports, so should fit 6 projectile turrets. Weapon size should be picked to maximize damage to ships orbiting between 10km & 20km. Further, weapons effective against Frigates are preferred as most NPCs in Vanguard sites are Frigates. Therefore, statistics like explosion radius and signature resolution should be taken into account when choosing.
 
 
 
Tech II weapons are preferred, but take time to train. For BCs this is not too long, so FCs requiring only Tech 2 BCs is not unreasonable. When using Tech I guns stick to as high a Meta level as possible. Meta 4 is preferred, but Meta 3 might have a better value for its cost. Don’t go below Meta 2 is possible. Also, don’t mix Meta levels, so the cycle times stay in synch. Don’t fit a secondary weapon system yet. The Hurricane has 2 open high slots with a full set of turrets and 3 launcher hard ports. Wait for the utility section to consider fitting a secondary weapon system.
 
 
 
====Hybrid Turrets====
 
Medium Hybrid turrets are one of the worst weapon systems for Incursions. Blasters lack range and Railguns lack DPS. Only the Tech 2 Blasters are really viable and should be loaded with T2 Null ammo.
 
 
 
====Lasers====
 
Lasers have fast ammo switching and Tech II have access to Scorch Crystals. This combination allows laser battleships to take out Niarjas on approach and reach Maras easily. The restriction to only EM and Thermal damage isn't an issue since Sansha omni-tank. Capacitor use is a consideration and good support skills help a lot. Many ships also fit Nosferatus to improve capacitor regeneration. Crystals are also convenient to carry and you have room for a stack of Lyavite.
 
 
 
====Projectile Turrets====
 
Projectile Turrets don't use capacitor, leaving it free for Tanking and Utility modules. The downside is a lack of fast switching and relying on falloff to deal damage at range. Most ships use EMP ammo as it is the highest damage and projectile turrets have a massive falloff range.
 
 
 
====Missiles====
 
Missiles are at a slight disadvantage to gun based weapon systems due to flight time. Further most ships fit Heavy Missiles or larger, which are not suited for hitting frigates due to large explosion radius. The strength of missiles lies in their range compared to Vanguard gun fits. This allows missile boats to kill targets that are otherwise out of reach. Missile boats must be able to hit a target over 60km (over 70km preferred) for Vanguard fleets. This requires a III and a IV between [[Skills:Missiles#Missile_Projection|Missile Projection]] and [[Skills:Missiles#Missile_Bombardment|Missile Bombardment]]. Due to these factors Battlecruisers using missiles must fit Heavy Missile Launchers, if missiles are the hull's primary weapons system. Rapid Light Missile Launchers are acceptable as a secondary system, due to being geared towards frigates.
 
 
 
===Weapon Upgrades===
 
*Ballistic Control Unit II (Missile)
 
*Gyrostabilizer II (Projectile)
 
*Heat Sink II (Laser)
 
*Magnetic Field Stabilizer II (Hybrid)
 
*Tracking Enhancer (Gun)
 
 
 
Next fill all remaining low slots with weapon upgrade modules for the hull's primary weapon system. These might need to be removed later due to fitting skills, but try to fit them first before adding fitting modules. Again Tech II versions are preferred. Only [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]] IV is required, which is always a useful skill as it reduces weapon fitting requirements as well. All shield ships should fit at least 2 damage modules. Further all gun ships should fit at least 1 damage and 1 tracking modules regardless of tank type.
 
 
 
===Utility Modules===
 
Now that the basics are covered, any free slots can be devoted to utility modules. The fits thing to check is fitting requirements. If there is any difficulty, fitting modules can be added, but this should be avoided at all costs. The biggest exception is using rigs to help fit Tech II Weapon systems as the increased damage is worth a rig slot. A good rule of thumb is if the fit requires more than one fitting module, the pilot is not ready to fly that ship.
 
 
 
Also Capacitor stability needs to be checked at this point. Being stable is preferred. If that is not possible using capacitor modules aim for 15+ minutes of capacitor time. That way a pilot should be able to do a Vanguard site without running out of Capacitor. Note that running out of Capacitor is one of the worst things that can happen as this shuts down all defensive modules. These resistance modules are key to a pilot’s survival in an Incursion. Without them running there is a high likelihood of losing one’s ship.
 
 
 
====Medium Slots====
 
If there are any open Medium slots after fitting the tank and capacitor modules the following utility modules can be considered:
 
*Federation Navy Stasis Webifier
 
*Phased Weapon Navigation Array Generation Extron
 
*Tracking Computer
 
*Sensor Booster
 
**Scan Resolution Script
 
 
 
Stasis Webbifiers (Webs) reduce the speed of the webbed ship. This decreases tracking issues and explosion velocity problems. The Tech I and Tech II versions are not really that useful in Incursions due to the range at which ships orbit, 10-20km. So very rarely will a standard Web be useful. That is why it is recommended to by the expensive faction version for the extra 4km. Though this could run almost as much as the hull+rigs, it is worth while investment as it will be used more frequently. If price is an issue fit the Target Painters before the Web.
 
 
 
Target Painters increase the signature resolution of the painted ships. This makes bigger weapons do more damage. 1-2 Meta 4 Target Painters are useful on most Ships. These have the longest range of all the utility modules.
 
 
 
Tracking Computers can be useful on Gun ships by boosting optimal range and tracking speed.
 
 
 
Signal Amplifiers can be used on ships with poor scan resolution to improve locking time. The resolution bonus can be further increased by loading Scan Resolution Scripts. This can be a big benefit for a Battleship trying to lock a Frigate.
 
 
 
====High Slots====
 
Pilots should try to fit the following modules into empty high slots:
 
*Large 'Regard' Power Power Projector
 
*Large S95a Partial Shield Transporter
 
*Secondary Weapon System
 
*Auto Targeting System
 
*[[Warfare_links|Warfare Link]]
 
 
 
The first thing that a pilot should try an fit into an empty high slot is a Large 'Regard' Power Power Projector. This only requires [[Skills:Engineering#Energy_Emission_Systems|Energy Emission Systems]] I. An Energy Transfer (ET) provides added safety to the fleet in the event that there is a problem with the Logistics ET chain, such as a Logistics Pilot disconnecting. Also, this allows fleets to run with only one [[Basilisk]] or [[Guardian]] in fleet which makes assembling a fleet easier. An Incursion runner should fit 1-2 of these if possible. The Tech II versions are not needed. Medium ETs do not transfer enough capacitor to be useful.
 
 
 
Next a pilot should consider a single Large S95a Partial Shield Transporter. This requires [[Skills:Engineering#Shield_Emission_Systems|Shield Emission Systems]] I. Again this is another safety module. A bit less useful than an ET as any ship running one will run out of Capacitor quickly. This can be used as a temporary stopgap in the event of an emergency though. Medium Shield Transporters do not transfer enough shield to be useful.
 
 
 
Only after looking at the safety modules should a pilot consider a second weapon system. While this does provide additional DPS, it has high skill requirements due to an addition set of support skills. Hence the DPS increase will not be that great, and the pilot will run into mixed cycle time issues.
 
 
 
Another module that bears mentioned is the Auto Targeting System. This module can improve lock times on ships with low sensor strength and provides additional locked targets. The drawbacks are additional targets are only useful with high skills to enable the extra locks. Also ships need to be killed in order in Incursions, so losing control over targeting order is very problematic.
 
 
 
The final modules to mention are the [[Warfare_links|Warfare Links]]. These are advanced modules which most pilots don't use and just listed here for completeness.
 
 
 
====Rigs====
 
Any rig slots not devoted to the Tank or Capacitor stability should have weapon rigs fitted. The goal is to improve DPS, either directly through higher damage amount or rate of fire, or indirectly through improving things like tracking or explosion radius. For missiles, Rigor Rigs are strictly better than Flare Rigs as they don't suffer stacking penalties.
 
 
 
===Drones===
 
*Light/Medium Shield/Armor Maintenance Bot I/II
 
*Hobgoblin I/II
 
 
 
Drones are very helpful in an incursion site and even a new pilot's drones are useful as most targets are Frigates. A pilot should strive for [[Skills:Drones#Drones|Drones]] V to command a full flight. Most new pilots will bring Hobgoblin I's as these have the highest DPS of the light drones and all Sansha are Omni-Tanked. Next a pilot should look to have Light & Medium Shield/Armor Maintenance Bot I's. These provide an additional layer of safety in the event of Logistics problems. Finally a pilot should get Hobgoblin II's for additional damage, with sentry drones also an option for larger ships. Pilots should always fit a full flight of one type before adding drones of a second type to the drone bay. So if there are only 25m^3 in the drone bay either fit Hobgoblin I's or Light Maintenance Bot I's, not a mix. On ships with bigger bays, fit full flights of different drones, including the Medium Maintenance Bot I's if drone bandwidth is at least 50m^3.
 
 
 
===Ammunition===
 
Ammunition should be Tech II or Faction due to the increased damage. Pilots with only Tech I weapon systems should use faction ammo. Pilots with Tech II guns should consider Tech II ammo as each type has it's own unique advantages and disadvantages. Remember the most Vanguard NPCs orbit in the 10-20km range, with only Maras orbiting above 60km. Also, Sansha are omni-tanked so damage type does not matter.
 
 
 
====Hybrid Charges====
 
The Tech I hybrid charges are the worst for incursions due to the gun options. A pilot should fit whichever charge balances the damage-optimal range tradeoff best for the pilot's skills. Null Tech II ammo is the best given its damage and range.
 
 
 
====Laser Crystals====
 
Crystals give laser pilots many options due to quick switching times. It is recommended that a pilot bring an assortment to see which work best. Of particular note, Multifrequency crystals falloff encompasses most orbits and has the highest damage of all the Tech I crystals, hence these are recommended. Scorch crystals are recommended for Tech II pilots to pick off new waves. Conflagration drains the capacitor too fast to be of use.
 
 
 
====Projectile Ammo====
 
As the range differences for projectile ammo are not that great, it is recommended that pilots stick to EMP ammo. Neither type of Tech II ammo provides much benefit for the switching times of a Projectile ship and are not recommended.
 
 
 
====Missiles====
 
Missile ships should use whichever damage type the hull bonuses, usually Kinetic. Hence Scourge ammo is most popular. For Vanguards Faction Missiles are the best. The high damage Tech II has too large an explosion radius to make up for the increased damage. The precision ammo loses too much flight time and damage for the bonus to explosion radius.
 
 
 
=== Implants ===
 
Table might be out of date due to name changes.
 
 
 
{| border="4" cellpadding="1" cellspacing="1" align="center" width="90%"
 
|+'''Useful Implants'''
 
! Type of Bonuses !! Model name !! Slot 6 !! Slot 7 !! Slot 8 !! Slot 9 !! Slot 10
 
|-
 
| Projectile Turret || align="center"|'Gunslinger' || SX: Small damage || AX: Tracking (All) || MX: Medium damage || CX: Damage (All) || LX: Large damage
 
|-
 
| Energy Turret || align="center"|'Lancer' || Alpha: Small damage || Beta: Capacitor use (All) || Gamma: Medium damage || Delta: Rate of Fire (All) || Epsilon: Large damage
 
|-
 
| Hybrid Turret || align="center"|'Deadeye' beginning with "ZG" || ZGS: Small damage || ZGC: Falloff (All) || ZGM: Medium damage || ZGA: Optimal Range (All) || ZGL: Large damage
 
|-
 
| (Non-Racial) Turret CPU || align="center"|'Gnome' || &nbsp; || &nbsp; || &nbsp; || &nbsp; || KZA: CPU need (All)
 
|-
 
| Unguided Missiles || align="center"|'Snapshot' || ZMT: Torpedo damage || ZME: Heavy Assault missile damage || &nbsp; || ZMR: Rocket damage || &nbsp;
 
|-
 
| Guided Missiles || align="center"|'Snapshot' and 'Deadeye' || ZMU: Cruise Missile damage || ZMH: heavy Missile damage || ZMA: Explosion radius || ZMN: Light missile damage || &nbsp;
 
|-
 
| Defender Missiles || align="center"|'Snapshot' || &nbsp; || &nbsp; || ZMD: Missile Velocity || &nbsp; || &nbsp;
 
|-
 
| F.o.F. Missiles || align="center"|'Snapshot' || &nbsp; || &nbsp; || &nbsp; || &nbsp; || ZMF: Explosion radius
 
|-
 
| All Missiles || align="center"|'Deadeye' || &nbsp; || ZMC or ZML: Flight Time or Velocity || &nbsp; || ZMS: Explosion Velocity || ZMM: Rate of Fire
 
|}
 
<br />
 
Shamelessly copied from:  [http://wiki.eveonline.com/en/wiki/Skill_Hardwiring]
 
 
 
==Sample Shield Fits==
 
(Under Construction, goal is to have a T1 & T2 fit for all T1 BCs & BSs, then a T2 fit for all other appropriate ships)
 
 
 
Be sure to read the notes for all fits for relevant skill requirements.
 
 
 
===Tech 1 Battlecruisers===
 
<br>
 
{{Ship|Harbinger|box}}
 
<br>
 
</noinclude>
 
{{#ifeq:{{{1|HarbingerShield}}}|HarbingerShield|
 
{{Fittings
 
|name=Harbinger, Shield Incursion T1
 
|high=
 
Heavy Modulated Pulse Energy Beam I<br>
 
Heavy Modulated Pulse Energy Beam I<br>
 
Heavy Modulated Pulse Energy Beam I<br>
 
Heavy Modulated Pulse Energy Beam I<br>
 
Heavy Modulated Pulse Energy Beam I<br>
 
Heavy Modulated Pulse Energy Beam I<br>
 
Heavy Modulated Pulse Energy Beam I<br>
 
Medium Diminishing Power System Drain I
 
|mid=
 
Adaptive Invulnerability Field II<br>
 
Adaptive Invulnerability Field II<br>
 
Large F-S9 Regolith Shield Induction<br>
 
Magnetic Scattering Amplifier II
 
|low=
 
Damage Control II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Tracking Enhancer II<br>
 
Tracking Enhancer II
 
|charges=
 
Imperial Navy Multifrequency M
 
|drones=
 
Light Shield Maintenance Bot I x5<br>
 
Hobgoblin I x5
 
|rigs=
 
Medium Anti-Thermal Screen Reinforcer I<br>
 
Medium Core Defense Field Extender I<br>
 
Medium Core Defense Field Extender I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*Requires the following skills for 70% resistances:
 
**EM Shield Compensation IV
 
*Requires the following fitting skills:
 
**Electronics V
 
**Engineering IV
 
*Requires the following skills for Capacitor Stability:
 
**Energy Management IV
 
**Energy System Operations IV
 
**Controlled Bursts II
 
}}{{Fittings
 
|name=Harbinger, Shield Incursion T2
 
|high=
 
Heavy Pulse Laser II<br>
 
Heavy Pulse Laser II<br>
 
Heavy Pulse Laser II<br>
 
Heavy Pulse Laser II<br>
 
Heavy Pulse Laser II<br>
 
Heavy Pulse Laser II<br>
 
Heavy Pulse Laser II<br>
 
[Empty High Slot]
 
|mid=
 
Large F-S9 Regolith Shield Induction<br>
 
Adaptive Invulnerability Field II<br>
 
Adaptive Invulnerability Field II<br>
 
Magnetic Scattering Amplifier II
 
|low=
 
Damage Control II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Tracking Enhancer II<br>
 
Tracking Enhancer II
 
|charges=
 
Imperial Navy Multifrequency M<br>
 
Scorch M
 
|drones=
 
Light Shield Maintenance Bot II x5<br>
 
Hobgoblin II x5
 
|rigs=
 
Medium Anti-Thermal Screen Reinforcer I<br>
 
Medium Core Defense Field Extender I<br>
 
Medium Algid Energy Administrations Unit I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
Requires the following skills for 70% resistances:
 
*EM Shield Compensation IV
 
Requires high fitting skills.
 
Is not capacitor stable, only has about 19 minutes total.
 
}}
 
}}
 
<noinclude>
 
<br>
 
{{Ship|Drake|box}}
 
<br>
 
</noinclude>
 
{{#ifeq:{{{1|DrakeShield}}}|DrakeShield|
 
{{Fittings
 
|name=Drake, Shield Incursion T1
 
|high=
 
'Arbalest' Heavy Missile Launcher<br>
 
'Arbalest' Heavy Missile Launcher<br>
 
'Arbalest' Heavy Missile Launcher<br>
 
'Arbalest' Heavy Missile Launcher<br>
 
'Arbalest' Heavy Missile Launcher<br>
 
'Arbalest' Heavy Missile Launcher<br>
 
'Arbalest' Heavy Missile Launcher<br>
 
[Empty High Slot]
 
|mid=
 
Federation Navy Stasis Webifier<br>
 
Phased Weapon Navigation Array Generation Extron<br>
 
Large Shield Extender II<br>
 
Adaptive Invulnerability Field II<br>
 
Adaptive Invulnerability Field II<br>
 
EM Ward Field II
 
|low=
 
Damage Control II<br>
 
Ballistic Control System II<br>
 
Ballistic Control System II<br>
 
Ballistic Control System II
 
|charges=
 
Caldari Navy Scourge Heavy Missile
 
|drones=
 
Light Shield Maintenance Bot I x5
 
|rigs=
 
Medium Anti-Thermal Screen Reinforcer I<br>
 
Medium Core Defense Field Extender I<br>
 
Medium Core Defense Field Extender I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
* XR-3200 Heavy Missile Bays may be used instead.
 
}}{{Fittings
 
|name=Drake, Shield Incursion T2
 
|high=
 
Heavy Missile Launcher II<br>
 
Heavy Missile Launcher II<br>
 
Heavy Missile Launcher II<br>
 
Heavy Missile Launcher II<br>
 
Heavy Missile Launcher II<br>
 
Heavy Missile Launcher II<br>
 
Heavy Missile Launcher II<br>
 
[Empty High Slot]
 
|mid=
 
Federation Navy Stasis Webifier<br>
 
Federation Navy Stasis Webifier<br>
 
Phased Weapon Navigation Array Generation Extron<br>
 
Large F-S9 Regolith Shield Induction<br>
 
Adaptive Invulnerability Field II<br>
 
EM Ward Amplifier II
 
|low=
 
Damage Control II<br>
 
Ballistic Control System II<br>
 
Ballistic Control System II<br>
 
Ballistic Control System II
 
|charges=
 
Caldari Navy Scourge Heavy Missile
 
|drones=
 
Light Shield Maintenance Bot II x5
 
|rigs=
 
Medium Anti-Thermal Screen Reinforcer I<br>
 
Medium Warhead Rigor Catalyst I<br>
 
Medium Warhead Rigor Catalyst I
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*This fit requires the following skills in addition to the Incursion requirements:
 
**Electronics V
 
**Engineering V
 
**Weapon Upgrades V
 
**Launcher Rigging IV
 
**Battlecruisers IV
 
**Shield Emission Systems IV
 
**EM Shield Compensation IV
 
**Repair Drone Operation V
 
*Launcher Rigging IV allows for the use of Tech II Rigs, but this is discouraged due to price.
 
*A Caldari Navy Large Shield Extender can be used instead. The Large Shield Extender II requires Launcher Rigging V due to CPU limitations.
 
}}
 
}}
 
<noinclude>
 
<br>
 
{{Ship|Brutix|box}}
 
</noinclude>
 
{{#ifeq:{{{1|BrutixShield}}}|BrutixShield|
 
{{Fittings
 
|name=Brutix, Shield Incursion T1
 
|high=
 
Modal Neutron Particle Accelerator I<br>
 
Modal Neutron Particle Accelerator I<br>
 
Modal Neutron Particle Accelerator I<br>
 
Modal Neutron Particle Accelerator I<br>
 
Modal Neutron Particle Accelerator I<br>
 
Modal Neutron Particle Accelerator I<br>
 
Modal Neutron Particle Accelerator I
 
|mid=
 
Large Shield Extender II <br>
 
Adaptive Invulnerability Field II <br>
 
Adaptive Invulnerability Field II <br>
 
EM Ward Field II
 
|low=
 
Damage Control II <br>
 
Tracking Enhancer II <br>
 
Tracking Enhancer II <br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II
 
|rigs=
 
Medium Anti-Thermal Screen Reinforcer I <br>
 
Medium Core Defense Field Extender I<br>
 
Medium Core Defense Field Extender I
 
|drones=
 
Light Shield Maintenance Bot I x5<br>
 
Hobgoblin I x5
 
|charges=
 
Caldari Navy Lead M<br>
 
Caldari Navy Iridium M<br>
 
Caldari Navy Tungsten M<br>
 
Caldari Navy Iron M
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*Only the T2 version of this hull is good for Shield Incursions.
 
*Use the ammo which maximizes the damage-falloff tradeoff for your own skills.
 
}}{{Fittings
 
|name=Brutix, Shield Incursion T1
 
|high=
 
Heavy Neutron Blaster II<br>
 
Heavy Neutron Blaster II<br>
 
Heavy Neutron Blaster II<br>
 
Heavy Neutron Blaster II<br>
 
Heavy Neutron Blaster II<br>
 
Heavy Neutron Blaster II<br>
 
Heavy Neutron Blaster II
 
|mid=
 
Large Shield Extender II <br>
 
Adaptive Invulnerability Field II <br>
 
Adaptive Invulnerability Field II <br>
 
EM Ward Field II
 
|low=
 
Damage Control II <br>
 
Tracking Enhancer II <br>
 
Tracking Enhancer II <br>
 
Magnetic Field Stabilizer II<br>
 
Magnetic Field Stabilizer II
 
|rigs=
 
Medium Anti-Thermal Screen Reinforcer I <br>
 
Medium Hybrid Collision Accelerator I<br>
 
Medium Hybrid Metastatis Adjustor I
 
|drones=
 
Light Shield Maintenance Bot I x5<br>
 
Hobgoblin II x5
 
|charges=
 
Null M
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
}}
 
}}
 
<noinclude>
 
<br>
 
{{Ship|Myrmidon|box}}
 
</noinclude>
 
{{#ifeq:{{{1|MyrmidonShield}}}|MyrmidonShield|
 
{{Fittings
 
|name=Myrmidon, Shield Incursion T1
 
|high=
 
425mm Medium 'Scout' AutoCannon I <br>
 
425mm Medium 'Scout' AutoCannon I <br>
 
425mm Medium 'Scout' AutoCannon I <br>
 
425mm Medium 'Scout' AutoCannon I <br>
 
425mm Medium 'Scout' AutoCannon I <br>
 
425mm Medium 'Scout' AutoCannon I
 
|mid=
 
Federation Navy Stasis Webifier<br>
 
Large Shield Extender II <br>
 
Adaptive Invulnerability Field II <br>
 
Adaptive Invulnerability Field II <br>
 
EM Ward Field II
 
|low=
 
Damage Control II <br>
 
Tracking Enhancer II <br>
 
Tracking Enhancer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II
 
|rigs=
 
Medium Anti-Thermal Screen Reinforcer I <br>
 
Medium Core Defense Field Extender I<br>
 
Medium Core Defense Field Extender I
 
|drones=
 
Medium Shield Maintenance Bot I x10<br>
 
Hobgoblin I x10
 
|charges=
 
Republic Fleet EMP M
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*This hull is not recommended for Shield Incursions.
 
}}{{Fittings
 
|name=Myrmidon, Shield Incursion T2
 
|high=
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II 
 
|mid=
 
Federation Navy Stasis Webifier<br>
 
Large Shield Extender II <br>
 
Adaptive Invulnerability Field II <br>
 
Adaptive Invulnerability Field II <br>
 
EM Ward Field II
 
|low=
 
Damage Control II <br>
 
Tracking Enhancer II <br>
 
Tracking Enhancer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II
 
|rigs=
 
Medium Anti-Thermal Screen Reinforcer I <br>
 
Medium Projectile Collision Accelerator I<br>
 
Medium Projectile Metastasis Adjuster I
 
|drones=
 
Medium Shield Maintenance Bot II x10<br>
 
Hobgoblin II x10
 
|charges=
 
Republic Fleet EMP M
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*This hull is not recommended for Shield Incursions.
 
}}
 
}}
 
<noinclude>
 
<br>
 
{{Ship|Hurricane|box}}
 
<br>
 
</noinclude>
 
{{#ifeq:{{{1|HurricaneShield}}}|HurricaneShield|
 
{{Fittings
 
|name=Hurricane, Shield Incursion T1
 
|high=
 
425mm Medium 'Scout' AutoCannon I <br>
 
425mm Medium 'Scout' AutoCannon I <br>
 
425mm Medium 'Scout' AutoCannon I <br>
 
425mm Medium 'Scout' AutoCannon I <br>
 
425mm Medium 'Scout' AutoCannon I <br>
 
425mm Medium 'Scout' AutoCannon I <br>
 
Large 'Regard' Power Projector<br>
 
Large 'Regard' Power Projector
 
|mid=
 
Large Shield Extender II<br>
 
Adaptive Invulnerability Field II <br>
 
Adaptive Invulnerability Field II <br>
 
EM Ward Amplifier II
 
|low=
 
Damage Control II <br>
 
Tracking Enhancer II <br>
 
Tracking Enhancer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II
 
|rigs=
 
Medium Anti-Thermal Screen Reinforcer I<br>
 
Medium Core Defense Field Extender I <br>
 
Medium Core Defense Field Extender I
 
|drones=
 
Medium Shield Maintenance Bot I x1<br>
 
Small Shield Maintenance Bot I x4
 
|charges=
 
Republic Fleet EMP M
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*Requires the following skills for 70% resistances:
 
**EM Shield Compensation IV
 
*Requires the following fitting skills:
 
**Electronics V
 
**Engineering V
 
*Pilots with lower fitting skills can use the Meta 4 Rapid Light Missile launcher in one of the high slots.
 
}}{{Fittings
 
|name=Hurricane, Shield Incursion T2
 
|high=
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
425mm AutoCannon II <br>
 
Large 'Regard' Power Projector<br>
 
Large 'Regard' Power Projector
 
|mid=
 
Large F-S9 Regolith Shield Induction<br>
 
Adaptive Invulnerability Field II <br>
 
Adaptive Invulnerability Field II <br>
 
EM Ward Amplifier II
 
|low=
 
Damage Control II <br>
 
Tracking Enhancer II <br>
 
Tracking Enhancer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II
 
|rigs=
 
Medium Anti-Thermal Screen Reinforcer I<br>
 
Medium Core Defense Field Extender I <br>
 
Medium Projectile Collision Accelerator I
 
|drones=
 
Medium Shield Maintenance Bot II x1<br>
 
Small Shield Maintenance Bot II x4
 
|charges=
 
Republic Fleet EMP M
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=
 
*This requires very high fitting skills to fly.
 
*A Caldari Navy Large Shield Extender can be used instead. The Large Shield Extender II requires too much CPU.
 
}}
 
}}<noinclude>
 
 
 
==Sample Armor Fits==
 
(under construction)
 
==Legacy fits==
 
The fits in [[Incursion_Fitting|Incursion Fitting]] do not necessarily conform to this guide. They will be removed after appropriate fits have been added.
 
 
 
== Helpful Links ==
 
 
 
*Incursion fitting advice: http://incursions.nexsoft.de/
 
*Basic incursion ship fits for shield and armor: http://forum.eveuniversity.org/viewtopic.php?f=128&amp;t=46156
 
</noinclude>
 

Latest revision as of 18:59, 8 June 2013