Difference between revisions of "User:Telinchei/Test Two Incursions"
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== Advanced fits == | == Advanced fits == | ||
− | While there are several ways to fit high-end ships for incursions, here are some frequently used variants. These largely revolve around swapping in the rigs, as mentioned in the [[fitting principles#Rigging choice|Rigging choice]] section above. | + | While there are several ways to fit high-end ships for incursions, here are some frequently used variants. These largely revolve around swapping in the rigs, as mentioned in the [[Incursion fitting principles#Rigging choice|Rigging choice]] section above. |
=== Calibration === | === Calibration === | ||
Due to the limit of calibration points, there are several combinations available. Here are some common ones. | Due to the limit of calibration points, there are several combinations available. Here are some common ones. |
Latest revision as of 09:14, 11 January 2017
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Cassiel's Edit template
Incursion fitting principles Battleship setups
Below are some examples of tank setups for battleships; both the setups we use for our minimum fits as well as some advanced ones for high-end ships. The sections show the variance between tanking features of the ship, notably midslots but also rigs or other in-built resistances.
In order to highlight the transition of each type of fit from vanguards to headquarters, each setup will not only show the vanguard fit in question, but also how it works if you take off some tank as well as what's needed to make that setup work for assaults and headquarters.
Minimum setup
This is the minimum skill setup that we use within our community and these provide the basis for the fits we provide at the Vanguard Incursion fits page. It is designed to cheap and flexible enough to be useful in a variety of different sites. For assaults and headquarters, we often use a Large Shield Extender II to ensure that everyone has enough buffer, even with the minimum skills we require.
This assumes our minimum skills so the EM resist can be up to 2% higher with EM Shield Compensation V instead of III.
Slots | Vanguard (less tank) [1] | Vanguard | Assault | Headquarter |
---|---|---|---|---|
Freed up mid slot Adaptive Invulnerability Field II Adaptive Invulnerability Field II EM Ward Amplifier II |
Freed up mid slot Adaptive Invulnerability Field II Adaptive Invulnerability Field II EM Ward Amplifier II |
Large Shield Extender II Adaptive Invulnerability Field II Adaptive Invulnerability Field II EM Ward Amplifier II |
Large Shield Extender II Adaptive Invulnerability Field II Adaptive Invulnerability Field II Pithum C-Type EM Ward Amplifier [2] | |
Freed up low slot | Damage Control II | Damage Control II | Damage Control II | |
Anti-Thermal Screen Reinforcer I | Anti-Thermal Screen Reinforcer I | Anti-Thermal Screen Reinforcer I | Anti-Thermal Screen Reinforcer II [2] | |
65,2%65,7%69,0%74,1% | 69,5%70,0%72,8%77,4% | 69,5%70,0%72,8%77,4% | 71,9%72,1%72,8%77,4% | |
67,7%68,2%73,5%77,9% | 71,7%72,2%76,8%80,7% | 71,7%72,2%76,8%80,7% | 73,9%74,2%76,8%80,7% |
- ^ This should only be used by people who know what they are doing, but currently fly a T1 hull (eg do not have an advanced hull yet). The reasoning for this fit is that in a good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods. Note the EM hole in this fit - this substitution is ideally done with high (above-minimum) EM Compensation and/or a Deadspace resistance amplifier.
- ^ a b This is a necessary upgrade in order to improve overall resists for headquarter sites.
Resist bonused ships
Ships like the Rokh with resist bonuses can fit slightly different due to their higher base resistances.
This assumes our minimum skills so the various resist can be up to 3% higher with Caldari Battleship V instead of III and in the case of the headquarter fit with the EM amplifier, additional EM resist can be gained by training EM Shield Compensation V.
Slots | Vanguard (less tank) [1] | Vanguard | Assault | Headquarter |
---|---|---|---|---|
Adaptive Invulnerability Field II Adaptive Invulnerability Field II Freed up mid slot |
Adaptive Invulnerability Field II Adaptive Invulnerability Field II Freed up mid slot |
Adaptive Invulnerability Field II Adaptive Invulnerability Field II Freed up mid slot |
Adaptive Invulnerability Field II Adaptive Invulnerability Field II EM Ward Amplifier II | |
Freed up low slot | Damage Control II | Damage Control II | Damage Control II | |
Anti-Thermal Screen Reinforcer I Anti-EM Screen Reinforcer I |
Anti-Thermal Screen Reinforcer I Anti-EM Screen Reinforcer I |
Anti-Thermal Screen Reinforcer I Anti-EM Screen Reinforcer I |
Anti-Thermal Screen Reinforcer I Anti-EM Screen Reinforcer I | |
62,3%69,8%72,7%77,2% | 67,0%73,6%76,1%80,1% | 67,0%73,6%76,1%80,1% | 75,4%73,6%76,1%80,1% | |
65,0%72,0%76,7%80,6% | 69,4%75,5%79,6%83,0% | 69,4%75,5%79,6%83,0% | 76,1%75,5%79,6%83,0% |
- ^ In a good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.
Advanced fits
While there are several ways to fit high-end ships for incursions, here are some frequently used variants. These largely revolve around swapping in the rigs, as mentioned in the Rigging choice section above.
Calibration
Due to the limit of calibration points, there are several combinations available. Here are some common ones.
Slots | Offensive | Defensive | Warp speed |
---|---|---|---|
Anti-EM Screen Reinforcer I Large Hybrid Burst Aerator II [1] |
Anti-Thermal Screen Reinforcer II Spare rig slot Spare rig slot |
Anti-EM Screen Reinforcer II Large Hyperspatial Velocity Optimizer II Spare rig slot | |
SUM | 350/350 (0 points left) | 75/350 (275 points left) | 150/350 (200 points left) |
- ^ This should of course be a Energy Burst Aerator II for laser weapons and a Projectile Burst Aerator II for projectile weapons.
Filling up the spare rig slots is a matter of figuring out what rig benefits you the most, based on the type of fleet compositions you run, what kind of ship you fly and if a rig can in some way help you free up a low- or midslot. If you need more range use a Locus Coordinator II rig (150 points), if you need more shield hit points use a Core Defense Field Extender II rig (75 points) and if you need more cap use either a Capacitor Control Circuit II rig (150 points) or a Discharge Elutriation II rig (150 points).
Just remember that any offensive rig you fit on your ship needs to be tech two, otherwise it'll end up at the end of stacking penalties and that will render it completely useless.
Thermal rig
The thermal rig setup is primarily a more defensive setup, used for even resists with the ability to really push the resists up. The downside of this setup is that you're forced to use two midslots and cannot drop down to one midslot for vanguards. Depending on what other rigs you use, you'll have enough calibration points to upgrade to a tech two anti-thermal rig further increasing your tank.
This assumes our minimum skills so the EM resist can be up to 2% higher with EM Shield Compensation V instead of III.
Slots | Vanguard | Assault | Headquarter | Headquarter (alternative) [1] |
---|---|---|---|---|
Freed up mid slot Pithum C-Type Adaptive Invuln ... Pithum C-Type EM Ward Amplifier |
Freed up mid slot Pithum C-Type Adaptive Invuln ... Pithum C-Type EM Ward Amplifier |
Adaptive Invulnerability Field II Pithum C-Type Adaptive Invuln ... Pithum C-Type EM Ward Amplifier |
Freed up mid slot Pithum A-Type Adaptive Invuln ... [2] Pithum A-Type EM Ward Amplifier [2] | |
Freed up low slot | Damage Control II | Damage Control II | Damage Control II | |
Anti-Thermal Screen Reinforcer I | Anti-Thermal Screen Reinforcer I | Anti-Thermal Screen Reinforcer I | Anti-Thermal Screen Reinforcer I | |
66,0%66,9%64,4%70,3% | 70,3%69,3%68,8%74,0% | 75,4%74,5%77,0%80,8% | 75,0%72,5%72,1%76,8% | |
71,0%71,8%72,4%77,0% | 74,7%73,8%75,8%79,9% | 77,2%76,4%80,4%83,6% | 78,7%76,6%78,4%82,0% |
- ^ This alternative is only suitable for ships with a high native shield hit point count like the Nightmare, since it can't really push resists higher without using additional slots (at which point the other option is cheaper and more flexible). This setup also loses the ability to stagger two invulns in order to keep at least one of them up at all times even when neuted out. With just one invuln it is more susceptible to neuts.
- ^ a b This is a necessary upgrade in order to get enough resists with just one invulnerability field for headquarter sites.
Electromagnetic rig
The EM rig setup is primarily used to free up as many slots are possible, but requires you to spend considerably more ISK on deadspace hardeners and will still have considerably lower resists for vanguards.
Slots | Vanguard (much less tank) [1] | Vanguard [2] | Assault | Headquarter |
---|---|---|---|---|
Freed up mid slot Freed up mid slot Pithum B-Type Adaptive Invuln ... |
Freed up mid slot Freed up mid slot Pithum B-Type Adaptive Invuln ... |
Freed up mid slot Adaptive Invulnerability Field II Pithum B-Type Adaptive Invuln ... |
Freed up mid slot Pithum B-Type Adaptive Invuln ... [3] Pithum B-Type Adaptive Invuln ... | |
Freed up low slot | Damage Control II | Damage Control II | Damage Control II | |
Anti-EM Screen Reinforcer I | Anti-EM Screen Reinforcer I | Anti-EM Screen Reinforcer I | Anti-EM Screen Reinforcer I | |
58,4%55,0%66,3%71,9% | 63,6%60,6%70,5%75,4% | 69,8%70,9%78,2%81,8% | 74,7%75,6%81,7%84,7% | |
64,6%65,1%73,8%78,2% | 69,0%69,5%77,1%80,9% | 72,1%75,2%81,4%84,5% | 76,6%79,2%84,4%87,0% |
- ^ In a really good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.
- ^ This setup is considerably weaker than your average vanguard setup and relies heavily on higher applied damage to mitigate incoming damage by killing them before they get into optimal range.
- ^ This is a necessary upgrade in order to get your EM and thermal resists up to an acceptable level for headquarter sites, especially if you run with less than recommended shield hit points.