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<noinclude>{{incursions_links}}[[Category:Incursions]]
+
#redirect [[Vanguard_Incursion_fits]]
= Minimum fits =
 
Below are entry-level minimum fits suitable for young unistas to try out incursions, even if they cannot fly the more appropriate hulls and fits.
 
 
 
Normally battlecruisers are ill suited for incursions due to low damage projection or lack of utility midslots. We allow these ships in order to make it possible for young unistas to try out incursions, but they are vastly inferior to the recommended and advanced hulls & fits and in greater numbers pose a serious threat to fleet safety. As such, it will be up to each individual fleet commander to decide how many battlecruisers the fleet can accommodate.
 
 
 
See [[Preparing for Incursions]] and [[Fitting principles]] for more information on what skills and implants are recommended and the reason behind the fittings.
 
 
 
All fits use [http://wiki.eveuniversity.org/Template:ShipFitting Miranda's new template], fits converted from [http://eve.sonicreality.x10.mx/template/ here].
 
 
 
One of the advantages with the new fitting template is that if you view this page in the ingame browser, clicking on any of the modules brings up the ingame ''show info'' window for that module. Similarly, clicking the '''EVE'''-button will open up a fitting complete with how much ammunition you need and any scripts you need for your modules.
 
 
 
== Always bring faction ammunition ==
 
We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.
 
 
 
If you click the '''EVE'''-button on the fit it'll show you which type of ammunition you need and how much to bring.
 
 
 
== Don't compromise these fits ==
 
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill matters, every module matters.
 
 
 
A lot of modules may not seem that much better than their meta four counterparts, but in those cases the skills themselves, trained to the level required by the tech two module, is why we require it. By fitting that module we instantly know that you have certain skill trained to a specific level.
 
 
 
Sometimes the skills are needed for something else, like in the case of tech two drones. The drones are better than the tech one variant, but the skills needed for them are also a requirement for maintenance bots which is a security issue. So the reason we ask for tech two hobgoblin drones are twofold, both for their efficiency over tech one hobgoblins as well as the skills being a prerequisite for shield maintenance bots (which can be trained in mere hours once you have the skills for tech two drones).
 
{{example|Remember that these ships are by no means efficient ships and that you should train out of battlecruisers and into something better as soon as your skills allow you to. Also that the battlecruiser fits below will have '''Phased Weapon Navigation Array Generation Extron''' modules fitted instead of '''Federation Navy Stasis Webifier''' modules due to the limitations on faction modules during war. If we're currently not at war and you have the CPU to spare, the target painter module should be upgraded to a web (with the exception of the Drake).}}
 
== Ship progression ==
 
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which strategic cruiser or pirate faction battleship you'll want in the end, rather than which battlecruiser or battleship you'll get while training up.
 
 
 
You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship. Pending on the race, training for strategic cruisers will make quite some progress towards being able to fly logistics as well. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.
 
{| class="wikitable" style="text-align:left; font-size:90%; border-collapse:collapse; border:1px solid #333333; padding:5px;"
 
|-
 
! style="background:#222222;" | Races
 
! style="background:#222222;" | Ship
 
! style="background:#222222;" | Description
 
|- valign="top"
 
| nowrap style="padding:0px;" | [[image:logo_faction_minmatar_republic.png|64px]][[image:logo_faction_gallente_federation.png|64px]]
 
| style="padding:0px;" | [[image:Machariel.jpg|64px]]
 
| The [[Machariel]] combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched. It also has enough midslots to fit for any occasion.
 
|- valign="top"
 
| nowrap style="padding:0px;" | [[image:logo_faction_amarr_empire.png|64px]][[image:logo_faction_caldari_state.png|64px]]
 
| style="padding:0px;" | [[image:Nightmare.jpg|64px]]
 
| The [[Nightmare]] has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues.
 
|- valign="top"
 
| nowrap style="padding:0px;" | [[image:logo_faction_gallente_federation.png|64px]][[image:logo_faction_minmatar_republic.png|64px]]
 
| style="padding:0px;" | [[image:Vindicator.jpg|64px]]
 
| The [[Vindicator]] is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range.
 
|- valign="top"
 
| nowrap style="padding:0px; text-align:center;" | [[image:logo_faction_amarr_empire.png|64px]]
 
| nowrap style="padding:0px;" | [[image:Legion.jpg|64px]]
 
| The [[Legion]] combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships.
 
|- valign="top"
 
| nowrap style="padding:0px; text-align:center;" | [[image:logo_faction_minmatar_republic.png|64px]]
 
| nowrap style="padding:0px;" | [[image:Loki.jpg|64px]]
 
| The [[Loki]]'s combination of multiple webs and extreme tracking makes it very useful. It also has the option to fit for longer webs, which isn't always needed but makes a world of difference when it is.
 
|- valign="top"
 
| nowrap style="padding:0px;" | [[image:logo_faction_minmatar_republic.png|64px]][[image:logo_boundless_creation.png|64px]]
 
| nowrap style="padding:0px;" | [[image:Sleipnir.jpg|64px]]
 
| Very few Command Ships have the range and utility needed to make them good for incursions, suffering the same problems as most ships with medium weaponry. The [[Sleipnir]] stands out with exceptional tracking, range and damage capabilities.
 
|- valign="top"
 
| nowrap style="padding:0px;" | [[image:logo_faction_minmatar_republic.png|64px]][[image:logo_core_complexion_inc.png|64px]]
 
| nowrap style="padding:0px;" | [[image:Scimitar.jpg|64px]]
 
| The [[Scimitar]] is a logistics ship, the core of fleet defense. It does not rely on energy transfers to be cap stable and can therefor be fully operational on its own. The bonus to tracking links makes it an enormous asset on the field, on top of the repairs it supplies.
 
|- valign="top"
 
| nowrap style="padding:0px;" | [[image:logo_faction_caldari_state.png|64px]][[image:logo_lai_dai.png|64px]]
 
| nowrap style="padding:0px;" | [[image:Basilisk.jpg|64px]]
 
| The [[Basilisk]] is another logistics ship, but unlike the Scimitar, it needs someone to exchange energy transfers with to be effective. With good skills it can provide energy transfers to the fleet or field one more shield transporter for extra repping power.
 
|}
 
 
 
= Amarr ship progression =
 
{|
 
|-
 
| [[image:Logo faction amarr empire.png|borderless|62px]]
 
| valign="middle" | [[Harbinger]] &rarr; [[Apocalypse]] / [[Apocalypse Navy Issue]] / [[Armageddon Navy Issue]] &rarr; [[Nightmare]]<br>[[Harbinger]] &rarr; [[Legion]]
 
|}
 
=== Battlecruisers ===
 
Assuming you have at least some gunnery skills, the '''Harbinger''' will outperform the '''Prophecy''' for incursions, even if you have superior drone skills to utilize the Prophecy's bonuses. Pulse lasers, despite their inherent lack of range and less tracking compared to other medium sized short-range weapons, are still preferred over beams simply because beams have even worse tracking.
 
 
 
This fit can be used for assaults, but be aware that is has '''considerably less tank''' than what is recommended.
 
</noinclude>{{#ifeq:{{{1|Harbinger}}}|Harbinger|{{ShipFitting|showTOC=N|
 
ship=Harbinger|
 
shipTypeID=24696|
 
fitName=Incursions (starter fit)|
 
fitID=Incursions-(starter-fit)|
 
high1name=Heavy Modulated Pulse Energy Beam I|
 
high1typeID=6923|
 
high2name=Heavy Modulated Pulse Energy Beam I|
 
high2typeID=6923|
 
high3name=Heavy Modulated Pulse Energy Beam I|
 
high3typeID=6923|
 
high4name=Heavy Modulated Pulse Energy Beam I|
 
high4typeID=6923|
 
high5name=Heavy Modulated Pulse Energy Beam I|
 
high5typeID=6923|
 
high6name=Heavy Modulated Pulse Energy Beam I|
 
high6typeID=6923|
 
high7name=open|
 
mid1name=Adaptive Invulnerability Field II|
 
mid1typeID=2281|
 
mid2name=Adaptive Invulnerability Field II|
 
mid2typeID=2281|
 
mid3name=Large Shield Extender II|
 
mid3typeID=3841|
 
mid4name=EM Ward Amplifier II|
 
mid4typeID=2553|
 
low1name=Heat Sink II|
 
low1typeID=2364|
 
low2name=Heat Sink II|
 
low2typeID=2364|
 
low3name=Heat Sink II|
 
low3typeID=2364|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
low6name=Damage Control II|
 
low6typeID=2048|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=Medium Shield Maintenance Bot I x5|
 
drone2typeID=23717|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Imperial Navy Multifrequency M x14|
 
charge1typeID=23089|
 
charge2name=Imperial Navy Standard M x14|
 
charge2typeID=23097|
 
charge3name=Imperial Navy Radio M x14|
 
charge3typeID=23103|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Core Defense Field Extender I|
 
rig1typeID=31790|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Anti-Thermal Screen Reinforcer I|
 
rig3typeID=31754|
 
difficulty=1|
 
warsop=Y|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=24696:6923;6:2281;2:2553;1:3841;1:1999;2:2048;1:2364;3:31754;1:31790;2:2456;5:23717;5:23089;14:23097;14:23103;14::|
 
skills=EM Shield Compensation III|
 
notes=Utilize the instant swapping of crystals to your advantage. Use whichever crystal gives you the best range for the target you're shooting.}}}}<noinclude>
 
 
 
=== Battleships ===
 
There aren't that many good ships to progress into when you move up from battlecruisers into battleships. Other races usually have a decent battleship to sit in while you train further, but for Amarr there are only less than ideal hulls to use while training into a '''Nightmare''' or a '''Legion'''.
 
 
 
This is the recommended [[Vanguard Incursion fits#Apocalypse|Apocalypse]] and [[Vanguard Incursion fits#Apocalypse_Navy_Issue|Apocalypse Navy Issue fit]] for vanguards.
 
{{:Vanguard Incursion fits|Apocalypse}}{{:Vanguard Incursion fits|Apocalypse Navy Issue}}
 
There's also an [[Assault Incursion fits#Apocalypse_Navy_Issue|Apocalypse Navy Issue fit]] for assaults.
 
 
 
=== Advanced hulls ===
 
Focusing on Amarr and lasers you'll inevitably end up with either a '''Nightmare''' or a '''Legion'''.
 
 
 
This is the advanced [[Vanguard Incursion fits#Nightmare|Nightmare]] and [[Vanguard Incursion fits#Legion|Legion fit]] for vanguards.
 
{{:Vanguard Incursion fits|Nightmare}}{{:Vanguard Incursion fits|Legion}}
 
There are also [[Assault Incursion fits#Nightmare|Nightmare]] and [[Assault Incursion fits#Legion|Legion fits]] for assaults.
 
 
 
= Caldari ship progression =
 
{|
 
|-
 
| [[image:Logo faction caldari state.png|borderless|62px]]
 
| valign="middle" | [[Ferox]] / <span style="color:grey">Drake</span> &rarr; [[Rokh]] &rarr; [[Vindicator]]<br><span style="color:grey">Drake</span> &rarr; [[Basilisk]] / [[Tengu]]
 
|}
 
=== Battlecruisers ===
 
The '''Ferox''' is preferred as a starter ship for Caldari, fitted with railguns for the simple reason that blasters does not have the range needed unless you can fit tech two blasters with '''Null M''' ammo. This ship will suffer from lack of damage and tracking but at least the railguns will give it the range to hit most of the enemies. With some chances you can also increase the tank a bit to do '''assaults'''.
 
</noinclude>{{#ifeq:{{{1|Ferox}}}|Ferox|{{ShipFitting|showTOC=N|
 
ship=Ferox|
 
shipTypeID=16227|
 
fitName=Incursions (starter fit)|
 
fitID=Incursions-(starter-fit)|
 
high1name=250mm Prototype Gauss Gun|
 
high1typeID=7367|
 
high2name=250mm Prototype Gauss Gun|
 
high2typeID=7367|
 
high3name=250mm Prototype Gauss Gun|
 
high3typeID=7367|
 
high4name=250mm Prototype Gauss Gun|
 
high4typeID=7367|
 
high5name=250mm Prototype Gauss Gun|
 
high5typeID=7367|
 
high6name=250mm Prototype Gauss Gun|
 
high6typeID=7367|
 
high7name=250mm Prototype Gauss Gun|
 
high7typeID=7367|
 
high8name=Drone Link Augmentor I|
 
high8typeID=23527|
 
mid1name=F-90 Positional Sensor Subroutines|
 
mid1typeID=6160|
 
mid2name=Phased Weapon Navigation Array Generation Extron|
 
mid2typeID=19814|
 
mid3name=Large Shield Extender II|
 
mid3typeID=3841|
 
mid4name=Adaptive Invulnerability Field II|
 
mid4typeID=2281|
 
mid5name=Adaptive Invulnerability Field II|
 
mid5typeID=2281|
 
low1name=Magnetic Field Stabilizer II|
 
low1typeID=10190|
 
low2name=Magnetic Field Stabilizer II|
 
low2typeID=10190|
 
low3name=Magnetic Field Stabilizer II|
 
low3typeID=10190|
 
low4name=Damage Control II|
 
low4typeID=2048|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scan Resolution Script x1|
 
charge1typeID=29011|
 
charge2name=Caldari Navy Antimatter Charge M x18000|
 
charge2typeID=23025|
 
charge3name=Caldari Navy Lead Charge M x18000|
 
charge3typeID=23033|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Ancillary Current Router I|
 
rig1typeID=31360|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Anti-EM Screen Reinforcer I|
 
rig3typeID=31718|
 
difficulty=1|
 
warsop=Y|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=16227:7367;7:23527;1:2281;2:3841;1:6160;1:19814;1:2048;1:10190;3:31360;1:31718;1:31790;1:2456;5:23025;18000:23033;18000:29011;1::|
 
skills=|
 
notes=}}{{ShipFitting|showTOC=N|
 
ship=Ferox|
 
shipTypeID=16227|
 
fitName=Incursions (starter assault fit)|
 
fitID=Incursions-(starter-assault-fit)|
 
high1name=250mm Prototype Gauss Gun|
 
high1typeID=7367|
 
high2name=250mm Prototype Gauss Gun|
 
high2typeID=7367|
 
high3name=250mm Prototype Gauss Gun|
 
high3typeID=7367|
 
high4name=250mm Prototype Gauss Gun|
 
high4typeID=7367|
 
high5name=250mm Prototype Gauss Gun|
 
high5typeID=7367|
 
high6name=250mm Prototype Gauss Gun|
 
high6typeID=7367|
 
high7name=250mm Prototype Gauss Gun|
 
high7typeID=7367|
 
high8name=Drone Link Augmentor I|
 
high8typeID=23527|
 
mid1name=Phased Weapon Navigation Array Generation Extron|
 
mid1typeID=19814|
 
mid2name=Large Shield Extender II|
 
mid2typeID=3841|
 
mid3name=Large F-S9 Regolith Shield Induction|
 
mid3typeID=8529|
 
mid4name=Adaptive Invulnerability Field II|
 
mid4typeID=2281|
 
mid5name=Adaptive Invulnerability Field II|
 
mid5typeID=2281|
 
low1name=Magnetic Field Stabilizer II|
 
low1typeID=10190|
 
low2name=Magnetic Field Stabilizer II|
 
low2typeID=10190|
 
low3name=Magnetic Field Stabilizer II|
 
low3typeID=10190|
 
low4name=Damage Control II|
 
low4typeID=2048|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Caldari Navy Antimatter Charge M x18000|
 
charge1typeID=23025|
 
charge2name=Caldari Navy Lead Charge M x18000|
 
charge2typeID=23033|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Ancillary Current Router I|
 
rig1typeID=31360|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Anti-EM Screen Reinforcer I|
 
rig3typeID=31718|
 
difficulty=1|
 
warsop=Y|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=16227:7367;7:23527;1:2281;2:3841;1:8529;1:19814;1:2048;1:10190;3:31360;1:31718;1:31790;1:2456;5:23025;18000:23033;18000::|
 
skills=|
 
notes=}}}}<noinclude>
 
There is nothing down the line for missiles in incursions, so the '''Drake''' is not something you train into, but more like something you can use while crosstraining into turrets if you start off with no gunnery skills at all. With some chances you can also increase the tank a bit to do '''assaults'''.
 
</noinclude>{{#ifeq:{{{1|Drake}}}|Drake|{{ShipFitting|showTOC=N|
 
ship=Drake|
 
shipTypeID=24698|
 
fitName=Incursions (starter fit)|
 
fitID=Incursions-(starter-fit)|
 
high1name='Arbalest' Heavy Missile Launcher|
 
high1typeID=8105|
 
high2name='Arbalest' Heavy Missile Launcher|
 
high2typeID=8105|
 
high3name='Arbalest' Heavy Missile Launcher|
 
high3typeID=8105|
 
high4name='Arbalest' Heavy Missile Launcher|
 
high4typeID=8105|
 
high5name='Arbalest' Heavy Missile Launcher|
 
high5typeID=8105|
 
high6name='Arbalest' Heavy Missile Launcher|
 
high6typeID=8105|
 
high7name=open|
 
mid1name=F-90 Positional Sensor Subroutines|
 
mid1typeID=6160|
 
mid2name=Phased Weapon Navigation Array Generation Extron|
 
mid2typeID=19814|
 
mid3name=Phased Weapon Navigation Array Generation Extron|
 
mid3typeID=19814|
 
mid4name=Large Shield Extender II|
 
mid4typeID=3841|
 
mid5name=Adaptive Invulnerability Field II|
 
mid5typeID=2281|
 
mid6name=Adaptive Invulnerability Field II|
 
mid6typeID=2281|
 
low1name=Ballistic Control System II|
 
low1typeID=22291|
 
low2name=Ballistic Control System II|
 
low2typeID=22291|
 
low3name=Ballistic Control System II|
 
low3typeID=22291|
 
low4name=Damage Control II|
 
low4typeID=2048|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scan Resolution Script x1|
 
charge1typeID=29011|
 
charge2name=Caldari Navy Scourge Heavy Missile x14000|
 
charge2typeID=27441|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Anti-EM Screen Reinforcer I|
 
rig1typeID=31718|
 
rig2name=Medium Warhead Rigor Catalyst I|
 
rig2typeID=31646|
 
rig3name=Medium Warhead Rigor Catalyst I|
 
rig3typeID=31646|
 
difficulty=1|
 
warsop=Y|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=24698:8105;6:2281;2:3841;1:6160;1:19814;2:2048;1:22291;3:31646;2:31718;1:2456;5:27441;14000:29011;1::|
 
skills=|
 
notes=}}{{ShipFitting|showTOC=N|
 
ship=Drake|
 
shipTypeID=24698|
 
fitName=Incursions (starter assault fit)|
 
fitID=Incursions-(starter-assault-fit)|
 
high1name='Arbalest' Heavy Missile Launcher|
 
high1typeID=8105|
 
high2name='Arbalest' Heavy Missile Launcher|
 
high2typeID=8105|
 
high3name='Arbalest' Heavy Missile Launcher|
 
high3typeID=8105|
 
high4name='Arbalest' Heavy Missile Launcher|
 
high4typeID=8105|
 
high5name='Arbalest' Heavy Missile Launcher|
 
high5typeID=8105|
 
high6name='Arbalest' Heavy Missile Launcher|
 
high6typeID=8105|
 
high7name=open|
 
mid1name=Large F-S9 Regolith Shield Induction|
 
mid1typeID=8529|
 
mid2name=Phased Weapon Navigation Array Generation Extron|
 
mid2typeID=19814|
 
mid3name=Phased Weapon Navigation Array Generation Extron|
 
mid3typeID=19814|
 
mid4name=Large Shield Extender II|
 
mid4typeID=3841|
 
mid5name=Adaptive Invulnerability Field II|
 
mid5typeID=2281|
 
mid6name=Adaptive Invulnerability Field II|
 
mid6typeID=2281|
 
low1name=Ballistic Control System II|
 
low1typeID=22291|
 
low2name=Ballistic Control System II|
 
low2typeID=22291|
 
low3name=Ballistic Control System II|
 
low3typeID=22291|
 
low4name=Damage Control II|
 
low4typeID=2048|
 
drone1name=Hobgoblin II x5|
 
drone1typeID=2456|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Caldari Navy Scourge Heavy Missile x14000|
 
charge1typeID=27441|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Anti-EM Screen Reinforcer I|
 
rig1typeID=31718|
 
rig2name=Medium Warhead Rigor Catalyst I|
 
rig2typeID=31646|
 
rig3name=Medium Warhead Rigor Catalyst I|
 
rig3typeID=31646|
 
difficulty=1|
 
warsop=Y|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=24698:8105;6:2281;2:3841;1:8529;1:19814;2:2048;1:22291;3:31646;2:31718;1:2456;5:27441;14000::|
 
skills=|
 
notes=}}}}<noinclude>
 
=== Logistics ===
 
If you like flying logistics or already have Caldari Cruiser V trained, consider training into the '''Basilisk'''. Logistics are always in high demand due to the pivotal role they play in fleets.
 
 
 
This is the recommended [[Vanguard Incursion fits#Basilisk|Basilisk fit]] for vanguards and assaults.
 
{{:Vanguard Incursion fits|Basilisk}}
 
=== Battleships ===
 
None of the missile-based ships are ideal for Incursions and ironically most of them are even less efficient than the Drake, due to the fact you're shooting cruisers and frigates. So that leaves the '''Rokh''' as the next logical step up from a battlecruiser to a battleship.
 
 
 
You might also consider crosstraining into Gallente and the '''Hyperion''' right away, as training Caldari Battleship is not going to get you anywhere, unless you have secondary use for that skill doing something other than incursions.
 
 
 
This is the recommended [[Vanguard Incursion fits#Rokh|Rokh fit]] for vanguards.
 
{{:Vanguard Incursion fits|Rokh}}
 
There are also [[Assault Incursion fits#Rokh|Rokh fits]] for assaults.
 
=== Advanced hulls ===
 
There are no ideal Caldari hulls with Hybrid Weapons to progress into. As a Caldari pilot you're better off aiming for the '''Vindicator''', where you'll at least benefit from having trained Hybrid Weapons even though you'll have to cross-train into two new racial ship-lines.
 
 
 
On the strategic cruiser side there's the '''Tengu''', but that option is much like the Drake, more of a solution while you crosstrain into something more useful. Definitely not something you intentionally train into unless you already have the skills.
 
 
 
This is the advanced [[Vanguard Incursion fits#Vindicator|Vindicator fit]] for vanguards.
 
{{:Vanguard Incursion fits|Vindicator}}
 
There are also [[Assault Incursion fits#Vindicator|Vindicator fits]] for assaults.
 
 
 
= Gallente ship progression =
 
{|
 
|-
 
| [[image:Logo faction gallente federation.png|borderless|62px]]
 
| valign="middle" | [[Brutix]] / [[Myrmidon]] &rarr; [[Hyperion]] &rarr; [[Vindicator]]<br>[[Brutix]] &rarr; [[Proteus]]
 
|}
 
=== Battlecruisers ===
 
The '''Brutix''' can be used as a starter hull for incursions. It doesn't have much room for adding tank to do assaults, so '''be careful''' if you bring this ship into assaults.
 
</noinclude>{{#ifeq:{{{1|Brutix}}}|Brutix|{{ShipFitting|showTOC=N|
 
ship=Brutix|
 
shipTypeID=16229|
 
fitName=Incursions (starter fit)|
 
fitID=Incursions-(starter-fit)|
 
high1name=250mm Prototype Gauss Gun|
 
high1typeID=7367|
 
high2name=250mm Prototype Gauss Gun|
 
high2typeID=7367|
 
high3name=250mm Prototype Gauss Gun|
 
high3typeID=7367|
 
high4name=250mm Prototype Gauss Gun|
 
high4typeID=7367|
 
high5name=250mm Prototype Gauss Gun|
 
high5typeID=7367|
 
high6name=250mm Prototype Gauss Gun|
 
high6typeID=7367|
 
high7name=open|
 
mid1name=Large Shield Extender II|
 
mid1typeID=3841|
 
mid2name=Adaptive Invulnerability Field II|
 
mid2typeID=2281|
 
mid3name=Adaptive Invulnerability Field II|
 
mid3typeID=2281|
 
mid4name=EM Ward Field II|
 
mid4typeID=2301|
 
low1name=Magnetic Field Stabilizer II|
 
low1typeID=10190|
 
low2name=Magnetic Field Stabilizer II|
 
low2typeID=10190|
 
low3name=Magnetic Field Stabilizer II|
 
low3typeID=10190|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
low6name=Damage Control II|
 
low6typeID=2048|
 
drone1name=Hobgoblin II x10|
 
drone1typeID=2456|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Caldari Navy Antimatter Charge M x18000|
 
charge1typeID=23025|
 
charge2name=Caldari Navy Thorium Charge M x18000|
 
charge2typeID=23031|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Core Defense Field Extender I|
 
rig1typeID=31790|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Anti-Thermal Screen Reinforcer I|
 
rig3typeID=31754|
 
difficulty=1|
 
warsop=Y|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=16229:7367;6:2281;2:2301;1:3841;1:1999;2:2048;1:10190;3:31754;1:31790;2:2456;10:23025;18000:23031;18000::|
 
skills=|
 
notes=}}}}<noinclude>
 
If you have really good drone skills, the '''Myrmidon''' can also be a decent starter fit for you. Although drone boats aren't ideal for incursions, the Myrmidon combines a good drone bay for emergency drones and a utility midslot, making it a decent option for Gallente pilots. It also has the ability to up its tank for '''assaults'''.
 
</noinclude>{{#ifeq:{{{1|Myrmidon}}}|Myrmidon|{{ShipFitting|showTOC=N|
 
ship=Myrmidon|
 
shipTypeID=24700|
 
fitName=Incursions (starter fit)|
 
fitID=Incursions-(starter-fit)|
 
high1name=250mm Prototype Gauss Gun|
 
high1typeID=7367|
 
high2name=250mm Prototype Gauss Gun|
 
high2typeID=7367|
 
high3name=250mm Prototype Gauss Gun|
 
high3typeID=7367|
 
high4name=250mm Prototype Gauss Gun|
 
high4typeID=7367|
 
high5name=250mm Prototype Gauss Gun|
 
high5typeID=7367|
 
mid1name=Large Shield Extender II|
 
mid1typeID=3841|
 
mid2name=Adaptive Invulnerability Field II|
 
mid2typeID=2281|
 
mid3name=Adaptive Invulnerability Field II|
 
mid3typeID=2281|
 
mid4name=EM Ward Field II|
 
mid4typeID=2301|
 
mid5name=Phased Weapon Navigation Array Generation Extron|
 
mid5typeID=19814|
 
low1name=Magnetic Field Stabilizer II|
 
low1typeID=10190|
 
low2name=Magnetic Field Stabilizer II|
 
low2typeID=10190|
 
low3name=Magnetic Field Stabilizer II|
 
low3typeID=10190|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
low6name=Damage Control II|
 
low6typeID=2048|
 
drone1name=Hobgoblin II x10|
 
drone1typeID=2456|
 
drone2name=Heavy Shield Maintenance Bot I x4|
 
drone2typeID=22765|
 
drone3name=Valkyrie II x5|
 
drone3typeID=21640|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Caldari Navy Antimatter Charge M x15000|
 
charge1typeID=23025|
 
charge2name=Caldari Navy Thorium Charge M x15000|
 
charge2typeID=23031|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Core Defense Field Extender I|
 
rig1typeID=31790|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Anti-Thermal Screen Reinforcer I|
 
rig3typeID=31754|
 
difficulty=1|
 
warsop=Y|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=24700:7367;5:2281;2:2301;1:3841;1:19814;1:1999;2:2048;1:10190;3:31754;1:31790;2:2456;10:21640;5:22765;4:23025;15000:23031;15000::|
 
skills=|
 
notes=}}{{ShipFitting|showTOC=N|
 
ship=Myrmidon|
 
shipTypeID=24700|
 
fitName=Incursions (starter assault fit)|
 
fitID=Incursions-(starter-assault-fit)|
 
high1name=250mm Prototype Gauss Gun|
 
high1typeID=7367|
 
high2name=250mm Prototype Gauss Gun|
 
high2typeID=7367|
 
high3name=250mm Prototype Gauss Gun|
 
high3typeID=7367|
 
high4name=250mm Prototype Gauss Gun|
 
high4typeID=7367|
 
high5name=250mm Prototype Gauss Gun|
 
high5typeID=7367|
 
mid1name=Large F-S9 Regolith Shield Induction|
 
mid1typeID=8529|
 
mid2name=Large F-S9 Regolith Shield Induction|
 
mid2typeID=8529|
 
mid3name=Adaptive Invulnerability Field II|
 
mid3typeID=2281|
 
mid4name=Adaptive Invulnerability Field II|
 
mid4typeID=2281|
 
mid5name=EM Ward Field II|
 
mid5typeID=2301|
 
low1name=Magnetic Field Stabilizer II|
 
low1typeID=10190|
 
low2name=Magnetic Field Stabilizer II|
 
low2typeID=10190|
 
low3name=Magnetic Field Stabilizer II|
 
low3typeID=10190|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
low6name=Damage Control II|
 
low6typeID=2048|
 
drone1name=Hobgoblin II x10|
 
drone1typeID=2456|
 
drone2name=Heavy Shield Maintenance Bot I x4|
 
drone2typeID=22765|
 
drone3name=Valkyrie II x5|
 
drone3typeID=21640|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Caldari Navy Antimatter Charge M x15000|
 
charge1typeID=23025|
 
charge2name=Caldari Navy Thorium Charge M x15000|
 
charge2typeID=23031|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Core Defense Field Extender I|
 
rig1typeID=31790|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Anti-Thermal Screen Reinforcer I|
 
rig3typeID=31754|
 
difficulty=1|
 
warsop=Y|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=24700:7367;5:2281;2:2301;1:8529;2:1999;2:2048;1:10190;3:31754;1:31790;2:2456;10:21640;5:22765;4:23025;15000:23031;15000::|
 
skills=|
 
notes=}}}}<noinclude>
 
=== Battleships ===
 
Moving up from battlecruisers there aren't really that many boats with enough midslots to be ideal for incursions. The '''Megathron''' cannot be self-sufficient due to lack of midslots, the '''Dominix''' relies too much on drones for damage and has a considerably weaker tank than the other ships. As such, the '''Hyperion''' is the recommended boat to progress into.
 
 
 
This is the recommended [[Vanguard Incursion fits#Hyperion|Hyperion fit]] for vanguards.
 
{{:Vanguard Incursion fits|Hyperion}}
 
There are also [[Assault Incursion fits#Hyperion|Hyperion fits]] for assaults.
 
 
 
=== Advanced hulls ===
 
There aren't that many pirate faction battleship options for Gallente pilots with Hybrid Weapons. Luckily the option is a good one, the '''Vindicator''', a ship that combines excellent short range damage with superb webs.
 
 
 
When it comes to strategic cruisers the '''Proteus''' can be useful in incursions, although the inherent lack of range for medium blasters has them as a huge disadvantage. Even with tech two blasters and '''Null M''' ammo they still have range issues. So just like the Tengu it is not an ideal boat to train into for the purpose of running incursions.
 
 
 
This is the advanced [[Vanguard Incursion fits#Vindicator|Vindicator fit]] for vanguards.
 
{{:Vanguard Incursion fits|Vindicator}}
 
There are also [[Assault Incursion fits#Vindicator|Vindicator fits]] for assaults.
 
 
 
= Minmatar ship progression =
 
{|
 
|-
 
| [[image:Logo faction minmatar republic.png|borderless|62px]]
 
| valign="middle" | [[Hurricane]] &rarr; [[Maelstrom]] / [[Tempest Fleet Issue]] &rarr; [[Machariel]]<br>[[Hurricane]] &rarr; [[Scimitar]] / [[Loki]] / [[Sleipnir]]
 
|}
 
=== Battlecruisers ===
 
The '''Hurricane''' is the suggested starter hull for Minmatar pilots looking to get into incursions. The '''Cyclone''' suffers not only from being a missile boat, but also becomes a less than ideal ship simply because it has more defensive bonuses than offensive ones.
 
 
 
Due to the limitations of the hull, the Hurricane cannot really refit for assaults, so if you take this ship into assaults be aware that the tank is '''considerably lower''' than what is recommended for assaults.
 
</noinclude>{{#ifeq:{{{1|Hurricane}}}|Hurricane|{{ShipFitting|showTOC=N|
 
ship=Hurricane|
 
shipTypeID=24702|
 
fitName=Incursions (starter fit)|
 
fitID=Incursions-(starter-fit)|
 
high1name=425mm Medium 'Scout' Autocannon I|
 
high1typeID=9135|
 
high2name=425mm Medium 'Scout' Autocannon I|
 
high2typeID=9135|
 
high3name=425mm Medium 'Scout' Autocannon I|
 
high3typeID=9135|
 
high4name=425mm Medium 'Scout' Autocannon I|
 
high4typeID=9135|
 
high5name=425mm Medium 'Scout' Autocannon I|
 
high5typeID=9135|
 
high6name=425mm Medium 'Scout' Autocannon I|
 
high6typeID=9135|
 
high7name=Drone Link Augmentor I|
 
high7typeID=23527|
 
mid1name=Large Shield Extender II|
 
mid1typeID=3841|
 
mid2name=Adaptive Invulnerability Field II|
 
mid2typeID=2281|
 
mid3name=Adaptive Invulnerability Field II|
 
mid3typeID=2281|
 
mid4name=EM Ward Field II|
 
mid4typeID=2301|
 
low1name=Gyrostabilizer II|
 
low1typeID=519|
 
low2name=Gyrostabilizer II|
 
low2typeID=519|
 
low3name=Gyrostabilizer II|
 
low3typeID=519|
 
low4name=Tracking Enhancer II|
 
low4typeID=1999|
 
low5name=Tracking Enhancer II|
 
low5typeID=1999|
 
low6name=Damage Control II|
 
low6typeID=2048|
 
drone1name=Hobgoblin II x6|
 
drone1typeID=2456|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Republic Fleet EMP M x32000|
 
charge1typeID=21896|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Anti-Thermal Screen Reinforcer I|
 
rig1typeID=31754|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Core Defense Field Extender I|
 
rig3typeID=31790|
 
difficulty=1|
 
warsop=Y|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=24702:9135;6:23527;1:2281;2:2301;1:3841;1:519;3:1999;2:2048;1:31790;1:31754;1:31790;1:2456;6:21896;32000::|
 
skills=|
 
notes=}}}}<noinclude>
 
=== Logistics ===
 
If you like flying logistics or already have Mimmatar Cruiser V trained, consider training into the '''Scimitar'''. Logistics are always in high demand due to the pivotal role they play in fleets.
 
 
 
This is the recommended [[Vanguard Incursion fits#Scimitar|Scimitar fit]] for vanguards and assaults.
 
{{:Vanguard Incursion fits|Scimitar}}
 
 
 
=== Battleships ===
 
The '''Maelstrom''' is a good incursion ship, with enough utility midslots to be effective in incursions. You should consider the '''Tempest Fleet Issue''' however, since it is usually very cheap and doesn't cost much more than the Maelstrom does. The difference might not be obvious, but the Tempest Fleet Issue has better [[Fitting principles#Applied DPS|applied dps]] and brings much more to the fleet with its utility highslots and increased base stats of the hull itself.
 
 
 
These are the [[Vanguard Incursion fits#Maelstrom|Maelstrom]] and [[Vanguard Incursion fits#Tempest_Fleet_Issue|Tempest Fleet Issue fits]] for vanguards.
 
{{:Vanguard Incursion fits|Maelstrom}}{{:Vanguard Incursion fits|Tempest Fleet Issue}}
 
There are also [[Assault Incursion fits#Maelstrom|Maelstrom]] and [[Assault Incursion fits#Tempest_Fleet_Issue|Tempest Fleet Issue fits]] for assaults.
 
 
 
=== Advanced hulls ===
 
Moving on towards the more advanced ships, the '''Machariel''', '''Sleipnir''' and the '''Loki''' are obvious choices for Minmatar pilots. The Machariel is an excellent combat ship as is the '''Sleipnir''', even though it doesn't quite match the absurd range and damage potential of the Machariel. It does however have incredible tracking and more than enough range to be useful for incursions. As for the Loki it has good webbing capabilities, including the ability to fit for extremely long webs.
 
 
 
These are the [[Vanguard Incursion fits#Machariel|Machariel]], [[Vanguard Incursion fits#Sleipnir|Sleipnir]] and [[Vanguard Incursion fits#Loki|Loki fits]] for vanguards.
 
{{:Vanguard Incursion fits|Machariel}}{{:Vanguard Incursion fits|Sleipnir}}{{:Vanguard Incursion fits|Loki}}
 
There are also [[Assault Incursion fits#Machariel|Machariel]], [[Assault Incursion fits#Sleipnir|Sleipnir]] and [[Assault Incursion fits#Loki|Loki fits]] for assaults.
 

Latest revision as of 20:05, 7 October 2015