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− | {{Incursions links}} | + | {{Incursions links}}{{eunic}} |
− | = Fitting principles =
| + | Incursion fleets rely rely on good resists, sufficient buffer, command bursts and active logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better. |
− | Incursion fleets rely on good resists and buffer supported by a logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better. | |
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− | Once you have a good enough tank, the rest of your spare slots should be used to augment your damage potential. While there's such a thing as under-tanked, being over-tanked is not only wasteful in incursions but even dangerous if done at the cost of offence. | + | Once you have a good enough tank, the rest of your spare slots should be used to augment your (and the fleet's) damage potential. While being undertanked is obviously dangerous, being overtanked is not only wasteful, but can present a a different kind of danger if done at the cost of offensive capability. |
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| See [[Preparing for Incursions]] for more information about what skills we ask that members of the [[EVE University Incursion Community]] have trained. While other communities might have similar requirements, this is just what we recommend. | | See [[Preparing for Incursions]] for more information about what skills we ask that members of the [[EVE University Incursion Community]] have trained. While other communities might have similar requirements, this is just what we recommend. |
− | == Shield vs armour doctrines ==
| |
− | Incursions can be done with both armour and shield doctrines, but there is a certain game design bias towards shield ships and fits.
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| | | |
− | * Shield tanking modules are less skill-dependant compared to armour, since the passive armour modules require high armour compensation skills to function effectively.
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− | * Armour tanking modules have much stronger passive resists, allowing them to ensure high resists despite being neuted out. This is more of a benefit for headquarter sites as there are more neuting capable ships there, unlike vanguards where the neuting risk can be removed reliably.
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− | * Remote shield booster modules apply their repairs at the beginning of the cycle, while remote armour repairers apply their repairs at the end of the cycle. This makes it easier to manage sudden aggro-shifts with shield logistics.
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− | In the [[EVE University Incursion Community]] we run almost exclusively shield fleets due to the fact that it's slightly faster to train the shield skills.
| + | == Fitting principles == |
| | | |
− | == Omni damage and resists ==
| + | The EVE University Incursion community suggests fits based on a set of principles which are designed to allow us to run the sites safely and efficiently. These principles act as guidelines that are followed in every fit we suggest to our community. |
− | The Sansha incursion rats deal damage in two ways, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types. While you can sometimes compensate for a low kinetic resist by having a higher explosive resist, or get away with lower resists due to having a small signature and high speed, generally you don't have the luxury of having resist holes in incursions. | |
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− | Just as they do damage across the board, the Sansha incursion rats have omni tanks as well. The only notable exception is the '''Lirsautton Parichaya''', it's a little weaker against thermal damage and stronger against explosive damage. So contrary to missions where Amarr and Gallente weapons are somewhat limited due to their set damage types, these weapons are not hampered by resists in incursions.
| + | {| |
| + | | [[File:Icon armor plate.png|link=|64px]] |
| + | | {{co|coral|Armor Tank}} |
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− | You can find out more statistics about the Sansha incursion rats on the [[Sansha's Manual]] page.
| + | The EVE University Incursion Community uses an armor-tanked doctrine to run sites. We aim for all of our damage-dealing ships to have '''67% Armor resists''' in every damage type, and to have around '''10,000 armor hitpoints''' before any command bursts are applied. |
| + | |- |
| + | | [[File:Module icon armor rig tech1.png|link=|64px]] |
| + | | {{co|coral|Rigs}} |
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− | == Applied DPS ==
| + | Our suggested fits are designed with rigs that are compatible with the suggested fits of public armor headquarters communities. This allows our members to join in with content that the Univeristy cannot provide without having to buy a separate ship or spend excess ISK on rerigging their ships. The fits for these public headquarters groups can be found [https://contingencyinc.com/fits here], [https://t-d-f.one/fits here], and [https://wl.tlaincursions.com/fits?Tier=Armor here]. |
− | One of the most important aspects to realize is that whatever DPS (damage per second) your favourite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term ''"applied DPS"'' as opposed to ''"paper DPS"'' which is basically just your potential damage.
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− | Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See [[Turret Damage|turret damage]] or the [[Gunnery Guide|gunnery guide]] for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your theoretical bubble. Practically this means that utility modules often make or break fleets.
| + | |- |
| + | | [[image:icon_stasis_webifier_faction.png|64px|link=]] |
| + | | {{co|coral|Utility Modules}} |
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− | 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, like '''Null L''' for blaster boats or '''Scorch L''' for pulse lasers, 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.
| + | In general, we prefer that utility midslots are occupied with a mix of primarily '''Tracking Computers''' and '''Sensor Boosters'''. Beyond these, Target Painters can be useful, as well as '''Stasis Webifiers'''. |
| + | |- |
| + | | {{icon|drones|64px}} |
| + | | {{co|coral|Drones}} |
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− | == Utility modules ==
| + | Drones will not be called upon in every fleet, as they are of marginal benefit. However, they can get fleets out of sticky situations on occasion, so we ask that every ship be fitted with at least a set of '''Acolytes''' and a set of '''Armor Maintenance Bots''' for use in emergencies. |
− | Utility modules refer to modules you fit that doesn't directly give you a higher dps in your favourite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.
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− | {| class="wikitable" style="font-size:90%"
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− | ! style="background:#222222;" | [[image:icon mid slot.png|24px|Utility midslot]] Utility medium slots
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− | ! style="background:#222222;" | [[image:icon hi slot.png|24px|Utility highslot]] Utility high slots
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− | ! style="background:#222222;" | [[image:icon drones.png|24px|Utility drones]] Utility drones
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| |- | | |- |
− | | valign="top" style="padding:4px;" | {{icon|sensor resolution|24}} '''Sensor Booster II'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_tracking_computer_i.png|24px|link=]] '''Tracking Computer II'''<br>[[image:icon_target_painter_faction.png|24px|link=]] '''Republic Fleet Target Painter''' | + | | {{icon|turret new|64px}} |
− | | valign="top" style="padding:4px;" | [[image:icon_shield_transporter_i.png|24px|link=]] Large S95a Remote Shield Booster<br>[[image:icon_remote_capacitor_transmitter_i.png|24px|link=]] Large 'Regard' Capacitor Transmitters<br>[[image:icon auto targeting system i.png|24px|link=]] Auto Targeting System I<br>[[image:icon_drone_link_augmentor_i.png|24px|link=]] Drone Link Augmentor I | + | | {{co|coral|Turrets}} |
− | | valign="top" style="padding:4px;" | [[image:Icon ISIS weapon Drones.png|24px|link=]] Heavy Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Medium Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Light Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Light Armor Maintenance Bot I
| + | |
| + | We do not accept ships that use missiles as their primary weapon system. This is due to the flight time of missiles leading to DPS being wasted on missiles which are in flight to targets which have already been killed. |
| + | |- |
| + | | [[File:Icon module damage control.png|link=|64px]] |
| + | | {{co|coral|Damage Control}} |
| + | |
| + | All of our fits make use of a '''Damage Control''', as this both provides an okay bump in armor resistance, but vitally provides significant hull resistance, which could be the difference between a ship living or dying in an emergency. |
| + | |- |
| + | | [[image:module_icon_propulsion_rig_tech2.png|64px|link=]] |
| + | | {{co|coral|Hyperspatial Rig}} |
| + | |
| + | A significant amount of time in fleet is spent in warp between sites. We include this rig as it is compatible with headquarters fits on ships where that applies, and by having it on all of our ships it allows the entire fleet to warp faster, thus making the fleet more efficient. |
| + | |
| |} | | |} |
− | While the exact fits vary between communities as well as fleet compositions, there are a few common grounds for using utility mids. In vanguards, the sensor boosters allow you to lock up the much smaller frigates more quickly, webs are used to help apply damage to enemies that come close, while painters and tracking computers help apply damage at range. The same can be said for assaults and headquarters, although the need for sensor boosters rapidly diminish as you move on from vanguards, as there are fewer frigates in assaults and headquarter sites, reducing the need for sensor boosters. They are sometimes only needed on dronebunnies or to push your locking range.
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− | Utility highs are selected based on individual ship needs or what type of logistics you have. A fleet with scimitars will often focus on remote shield boosters on battleships with utility highs for emergencies, unless individual ships require a cap chain in order to have enough cap (like certain nightmare fits). A fleet with basilisks might need a few spare remote capacitor transmitters amongst their damage dealers, in case one of the basilisks disconnects and they need someone else to establish a cap chain with. The auto targeting module (extra locks) and drone link augmentor (to push drone control range far enough to reach enemies where they spawn) are rare options, but used in case you don't need more remote shield boosters or remote capacitor transmitters.
| + | == Why these principles? == |
| | | |
− | As for utility drones, you have the choice of replacing some of your damage dealing drones with maintenance bots, or carry both, for emergencies.
| + | === Shield vs armor doctrine === |
| + | Incursions can be done with both shield and armor doctrines. Previously the EVE University Incursion Community has used a shield doctrine, however we now use an armor doctrine. There are pros and cons to both: |
| | | |
− | ==== Supporting short or long range setups ====
| + | * Shield tanking modules are less skill dependent compared to armor, as passive armor modules require the armor compensation skills. However, there is no multispectrum passive shield amplifier, so shield tanking relies on capacitor, and can be turned off if a ship is sufficiently neuted. This aspect is most prevalent in Assault and Headquarters sites, where neut pressure is much more of a concern owing to the Outuni Mesen, which carries a capital-sized neutralizer, as well as the requirement of those sites to equip propulsion modules which are exceedingly capacitor hungry on their own. |
− | The priority for certain utility modules change depending on your setup. If you're fighting mostly within web range, webs themselves end up giving you far more applied damage than tracking computers do. On top of that, they benefit everyone who's shooting that target and not just you. But if you're engaging primarily at range, outside web range, a web is utterly useless and you benefit more from a target painter or local tracking computers to improve your damage application. While sensor boosters are critical in [[Incursion_sites#Vanguard_sites|vanguards]], they are less important in [[Incursion_sites#Assault_sites|assaults]] and [[Incursion_sites#Headquarter_sites|headquarters]].
| + | * Remote shield boosters apply their repairs at the start of a cycle, which can allow logistics to be applied sooner in the case of sudden aggro switches, however armor repairs cycle faster, and armor ships have buffer in their shields, meaning this benefit is somewhat negated. |
| + | * In the event that a ships tank were to break, shield ships have more buffer than armor ships - a shield ship can bleed both armor and hull, whereas an armor tanked ship would only be bleeding hull. |
| + | * Shield tanking modules occupy the midslots of a ship, which could otherwise be used by modules such as tracking computers and sensor boosters (which are more effective and flexible as compared to their lowslot counterparts), as well as other utility modules such as stasis webifiers and target painters. Armor tanking modules instead take up lowslots, potentially at the expense of damage modules. |
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− | Below are some examples of how you could change your midslots depending on your fleet composition for vanguards.
| + | In the [[EVE University Incursion Community]] we run armor doctrine because of a mix of these reasons, as well as the fact that the majority of the public incursion communities now run armor doctrine fleets, meaning Unistas who wish to explore the incursions content that the University cannot provide are best positioned to do so. |
− | {| class="wikitable" style="font-size:90%"
| + | |
− | ! style="background:#111111;" colspan="2" | Short range
| + | === Sansha incursion rats === |
− | ! style="background:#111111;" colspan="2" | Long range
| + | The Sansha incursion rats deal damage in two ways, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types. While you can sometimes compensate for a low kinetic resist by having a higher explosive resist, or get away with lower resists due to having a small signature and high speed, generally you don't have the luxury of having resist holes in incursions. |
− | |-
| + | |
− | ! style="background:#222222;" | Flexible<small> <ref>If your fleet has a decent amount of webs already, a tracking computer to increase your tracking or extend your range will benefit you more than adding another web.</ref></small>
| + | The incursion rats also do a wide variety of Electronic Warfare, including ECM, target painting, stasis webifying, warp disrupting, and energy neutralizing. You can find out more statistics about the Sansha incursion rats on the [[Sansha's Manual]] page. |
− | ! style="background:#222222;" | Dedicated webber<small> <ref>If you're one of the few with webs, use as many as possible to capitalize on your role.</ref></small>
| + | |
− | ! style="background:#222222;" | Flexible<small> <ref>In fleets where you're shooting targets both at range and within web range, a mix might be beneficial if you don't have dedicated webbers.</ref></small>
| + | === Applied DPS === |
− | ! style="background:#222222;" | Alpha doctrine<small> <ref>In a setup where you rely on shooting things where they spawn, you need both the tracking and range as well as the ability to quickly lock targets up. In competitions the faster lock time is also advantageous.</ref></small>
| + | Just as they do damage across the board, the Sansha incursion rats also have omni tank. The only notable exception is the '''Lirsautton Parichaya''', which is a little weaker against thermal damage and stronger against explosive damage. So contrary to missions where Amarr and Gallente weapons are somewhat limited due to their set damage types, these weapons are not hampered by resists in incursions. |
| + | |
| + | One of the most important aspects to realize is that whatever DPS (damage per second) your favorite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term ''"applied DPS"'' as opposed to ''"paper DPS"'' which is basically just your potential damage. |
| + | |
| + | One notable example of this is the use of missiles. Because of missile flight time, it is possible to fire missiles at a target, but have that target die before those missiles apply their damage. This is effectively lost DPS, and would be a common situation in any fleet involving ships with missile-based weapon systems. As such, we do not allow missile ships in our fleets, as they do not do anywhere near close to their paper DPS consistently throughout the fleet. |
| + | |
| + | Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See [[Turret Damage|turret damage]] or the [[Gunnery Guide|gunnery guide]] for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your theoretical bubble. Practically this means that utility modules (in particular the bonused stasis webifiers of a Vindicator) often make or break fleets. |
| + | |
| + | |
| + | === Utility === |
| + | Utility modules refer to modules you fit that doesn't directly give you a higher dps in your favorite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong. |
| + | |
| + | {| class="wikitable" style="font-size: 90%" |
| + | |- style="background: #222222;" |
| + | ! [[image:icon mid slot.png|24px|Utility midslot]] Utility medium slots |
| + | ! [[image:icon hi slot.png|24px|Utility highslot]] Utility high slots |
| |- | | |- |
− | | valign="top" style="padding:4px;" | {{icon|sensor resolution|24}} '''Sensor Booster II'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_tracking_computer_i.png|24px|link=]] '''Tracking Computer II''' | + | | valign="top" style="padding:4px;" | [[image:icon_sensor_booster_ii.png|24px|link]] '''Sensor Booster II'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_tracking_computer_ii.png|24px|link=]] '''Tracking Computer II'''<br>[[image:icon_target_painter_faction.png|24px|link=]] '''Republic Fleet Target Painter''' |
− | | valign="top" style="padding:4px;" | {{icon|sensor resolution|24}} '''Sensor Booster II'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''
| + | | valign="top" style="padding:4px;" | [[File:Icon remote armor repair i.png|24px]] Large Remote Armor Repairer I <br>[[image:Icon remote capacitor transmitter ii.png|24px|link=]] Large Remote Capacitor Transmitter II<br>[[image:icon auto targeting system i.png|24px|link=]] Auto Targeting System I<br>[[image:icon_drone_link_augmentor_i.png|24px|link=]] Drone Link Augmentor I |
− | | valign="top" style="padding:4px;" | {{icon|sensor resolution|24}} '''Sensor Booster II'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_target_painter_faction.png|24px|link=]] '''Republic Fleet Target Painter'''<br>[[image:icon_tracking_computer_i.png|24px|link=]] '''Tracking Computer II''' | |
− | | valign="top" style="padding:4px;" | {{icon|sensor resolution|24}} '''Sensor Booster II'''<br>{{icon|sensor resolution|24}} '''Sensor Booster II'''<br>[[image:icon_tracking_computer_i.png|24px|link=]] '''Tracking Computer II'''<br>[[image:icon_tracking_computer_i.png|24px|link=]] '''Tracking Computer II'''<br>
| |
| |} | | |} |
− | <small><references/></small>
| + | While the exact fits vary between communities as well as fleet compositions, there are a few common grounds for using utility mids. In vanguards, the sensor boosters allow you to lock up the much smaller frigates more quickly, webs are used to help apply damage to enemies that come close, while painters and tracking computers help apply damage at range. The same can be said for assaults and headquarters, although the need for sensor boosters rapidly diminish as you move on from vanguards, as there are fewer frigates in assaults and headquarter sites, reducing the need for sensor boosters. |
− | ==== Standard loadout for the EVE University Incursion Community ====
| |
− | In the [[EVE University Incursion Community]] we focus primarily on the ability to get rid of warp disrupt capable ships, which are mostly frigates. That means we go for the more flexible fittings to ensure decent locking times and enough webs and painters to apply damage. | |
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− | When in doubt, just follow the recommended fits on the [[Vanguard Incursion fits|Vanguard]] and [[Assault Incursion fits|Assault]] fitting pages or ask your '''fleet commander''' for advice.
| + | Utility highs are selected based on individual ship needs. It is common for ships to include an '''Auto Targeting System''' in a utility highslot to give access to more locked targets, potentially allowing a ship to lock all of the Sansha in a wave up at the same time, removing the need to continually lock rats as the wave progresses. Outside of this, it is good practice to include '''Remote Armor Repairers''' for use in emergencies where the logistics pilot in a fleet may have disconnected. Outside of Vanguards, ''Remote Capacitor Transmitters'' can be useful, as these can help ships being targetted by Sansha such as the Deltole Tegmentum or Outuni Mesen, which provide significant capacitor neutralization pressure. |
| | | |
− | == Drones == | + | === Drones === |
− | Drones can be a tremendous asset, if you pick the right ones and use them intelligently. The sum of all the drones in fleet can easily amount to the equivalent of adding an extra pilot or two on grid, so it's not something to treat lightly. See [[Anatomy_of_Incursions#Utilizing_drones|utilizing drones]] for tactical information on how to make the most of drones.
| + | Though we tend not to use them, drones can be a tremendous asset on a fleet that is weak in terms of DPS, if you pick the right ones and use them intelligently. The sum of all the drones in fleet can easily amount to the equivalent of adding an extra pilot or two on grid, so it's not something to treat lightly. See [[Anatomy_of_Incursions#Utilizing_drones|utilizing drones]] for tactical information on how to make the most of drones. |
| | | |
− | ==== Drone choice ====
| |
| When selecting drones you need to factor in how to get the best mix of microwarpdrive and orbital speeds, as well as tracking and optimal range for the type of fleet and sites you run - generally smaller sites have more frigates, which need fast, well tracking drones. Amarr drones generally provide the best mix for most situations ''except for headquarter sites'' where slower drones, but with higher focused DPS, are useful for taking down large ships. See [[Drones#Light.2C_medium_and_heavy_drones|drones]] for more statistics about drone attributes. | | When selecting drones you need to factor in how to get the best mix of microwarpdrive and orbital speeds, as well as tracking and optimal range for the type of fleet and sites you run - generally smaller sites have more frigates, which need fast, well tracking drones. Amarr drones generally provide the best mix for most situations ''except for headquarter sites'' where slower drones, but with higher focused DPS, are useful for taking down large ships. See [[Drones#Light.2C_medium_and_heavy_drones|drones]] for more statistics about drone attributes. |
| | | |
| Below are the drones we recommend within our community: | | Below are the drones we recommend within our community: |
− | {| class="wikitable" style="text-align:center;" | + | {| class="wikitable" style="text-align: center;" |
− | ! style="background:#222222;" | Recommended drones/site
| + | |- style="background:#222222;" |
− | ! style="background:#222222;" | Light drones | + | ! Recommended drones/site |
− | ! style="background:#222222;" | Medium drones | + | ! Light drones |
− | ! style="background:#222222;" | Heavy drones | + | ! Medium drones |
− | ! style="background:#222222;" | Sentry drones | + | ! Heavy drones |
− | |- valign="top" | + | ! Sentry drones |
− | | style="text-align:left;" | [[image:incursions vanguard icon.png|18px|Vanguard sites]] [[Incursion sites#Vanguard sites|Vanguard sites]] | + | |- |
| + | | style="text-align: left;" | [[image:incursions vanguard icon.png|18px|Vanguard sites]] [[Incursion sites#Vanguard sites|Vanguard sites]] |
| | '''Acolyte II'''<small> <ref>[[Alpha Clones]] can use {{co|coral|Imperial Navy Acolytes}} instead, due to skill restrictions.</ref></small> | | | '''Acolyte II'''<small> <ref>[[Alpha Clones]] can use {{co|coral|Imperial Navy Acolytes}} instead, due to skill restrictions.</ref></small> |
| | <small>{{co|grey|Not recommended}}</small> | | | <small>{{co|grey|Not recommended}}</small> |
| | <small>{{co|grey|Not recommended}}</small> | | | <small>{{co|grey|Not recommended}}</small> |
| | {{co|slateblue|'''Garde II'''}}<small> <ref>{{co|slateblue|(Situational)}} Unbonused sentries have considerably lower tracking and needs to operate at range or stay on cruisers..</ref></small> | | | {{co|slateblue|'''Garde II'''}}<small> <ref>{{co|slateblue|(Situational)}} Unbonused sentries have considerably lower tracking and needs to operate at range or stay on cruisers..</ref></small> |
− | |- valign="top" | + | |- |
− | | style="text-align:left;" | [[image:incursions assault icon.png|18px|Assault sites]] [[Incursion sites#Assault sites|Assault sites]] | + | | style="text-align: left;" | [[image:incursions assault icon.png|18px|Assault sites]] [[Incursion sites#Assault sites|Assault sites]] |
| | '''Acolyte II''' | | | '''Acolyte II''' |
| | '''Infiltrator II''' | | | '''Infiltrator II''' |
| | <small>{{co|grey|Not recommended}}</small> | | | <small>{{co|grey|Not recommended}}</small> |
| | {{co|slateblue|'''Curator II'''}}<small> <ref>{{co|slateblue|(Situational)}} In order to use '''Curator II''' drones you need to remain stationary more often than not. The extra range of curators is needed for the 35 - 65 km engagement range.</ref></small> | | | {{co|slateblue|'''Curator II'''}}<small> <ref>{{co|slateblue|(Situational)}} In order to use '''Curator II''' drones you need to remain stationary more often than not. The extra range of curators is needed for the 35 - 65 km engagement range.</ref></small> |
− | |- valign="top" | + | |- |
− | | style="text-align:left;" | [[image:incursions headquarter icon.png|18px|Headquarter sites]] [[Incursion sites#Headquarter sites|Headquarter sites]]<small> <ref>Drones are often put on stationary objects in headquarter sites, thus focus shifts from '''Amarr drones''' (speed and application) to '''Gallente drones''' (maximum damage).</ref></small> | + | | style="text-align: left;" | [[image:incursions headquarter icon.png|18px|Headquarter sites]] [[Incursion sites#Headquarter sites|Headquarter sites]]<small> <ref>Drones are often put on stationary objects in headquarter sites, thus focus shifts from '''Amarr drones''' (speed and application) to '''Gallente drones''' (maximum damage).</ref></small> |
| | '''Hobgoblin II''' | | | '''Hobgoblin II''' |
| | '''Hammerhead II''' | | | '''Hammerhead II''' |
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| <small><references/></small> | | <small><references/></small> |
| | | |
− | == Rigging choice == | + | Aside from damage drones, logistics drones are vital to the safety of a fleet. In the case that the logistics pilot disconnects, the fleet is at significant risk due to the diminished remotre repairs available. In such as case, the fleet relies on the repping power of the logibooster, on the utility reps of ships which have them, and on the logistics drones that every member of the fleet carries. To this end, we suggest that every ship be equipped with at least a set of Armor Maintenance Bots. Additionally, if a pilot wishes, they could bring a set of Hull Maintenance Bots to repair any hull scratches that might occur in sticky situations. |
− | [[image:albert_einstein.jpg|thumb|200px|[http://en.wikipedia.org/wiki/Albert_Einstein ''"It’s all relative, you might say."'']]] | + | |
| + | === Rigging choice === |
| + | [[image:albert_einstein.jpg|thumb|200px|[[Wikipedia:Albert Einstein|''"It’s all relative, you might say."'']]]] |
| It's very easy to dismiss the importance of the rig selection when buying a new ship. While it's usually not something a new pilot needs to worry about when getting any of the [[Vanguard Incursion fits|minimum fits]] posted on the wiki, it's extremely important for people looking to get a new ship as it heavily influences your options in terms of flexibility and utility slots (which is everything in incursions). Don't spend too much ISK on a temporary setup, either go for a cheap ''"good enough"'' setup while you're saving up for your ideal setup, or just wait until you can afford the whole setup you want in the end. | | It's very easy to dismiss the importance of the rig selection when buying a new ship. While it's usually not something a new pilot needs to worry about when getting any of the [[Vanguard Incursion fits|minimum fits]] posted on the wiki, it's extremely important for people looking to get a new ship as it heavily influences your options in terms of flexibility and utility slots (which is everything in incursions). Don't spend too much ISK on a temporary setup, either go for a cheap ''"good enough"'' setup while you're saving up for your ideal setup, or just wait until you can afford the whole setup you want in the end. |
| | | |
− | For examples of these setups, see the [[#Advanced fits|advanced fits]] section below.
| |
| | | |
− | ==== Electromagnetic or thermal rig ====
| + | {| |
− | In general the electromagnetic rig will free up more midslots, but tends to require fancier deadspace modules to compensate for the overall lower resists. The thermal rig gives you a stronger and more flexible tank without having to rely on the high-end deadspace modules, at the cost of not being able to free up as many midslots.
| + | | [[File:Module icon armor rig tech1.png|link=|64px]] |
| + | | {{co|coral|Defense Rigs}} |
| | | |
− | ==== Defence or offence ====
| + | It is common for fits to have one or a combination of an Explosive, Thermal, or Kinetic armor resistance rig. It is also common for some fits to utilize a trimark armor pump rig, especially for those ships with less raw armor HP such as the Praxis. This can help eek out enough armor HP to avoid the need for a plate in the lowslots. |
− | Going for offence means that you're limited to a single tech one resist rig in combination to your burst rig, due to the high calibration cost of the tech two damage rig (a tech one burst rig wouldn't work due to stacking penalties). Choosing a more defensive setup will allow you to fit a tech two resist rig as well as making full use of the other two rigs. The offensive rigs are usually much cheaper than the defensive ones, but since the offensive setup usually has to up the quality of their deadspace modules to get a comparable resist profile, they're often forced to use higher tiered deadspace mods.
| + | |- |
| + | | [[File:Icon projectile rig.png|link=|64px]] |
| + | | {{co|coral|Offence Rigs}} |
| | | |
− | ==== Flexibility vs efficiency vs cost ====
| + | Going for damage means that you're limited somewhat due to the high calibration cost of rigs such as Burst Aerators. However, these rigs are often utilized in headquarters fits, particularly in the Vindicator and Marauders. |
− | Given the different needs for tank and utility modules between the different type of sites, most incursion communities go for the most efficient rig setup for the kind of sites they are running. A community running vanguards exclusively often have different setups than those who run headquarters only. Communities that push for high-end fits with expensive deadspace modules usually have different rig selections too, since those stronger modules opens up for a few more options.
| + | |- |
| + | | [[image:module_icon_propulsion_rig_tech2.png|64px|link=]] |
| + | | {{co|coral|Hyperspatial Rigs}} |
| | | |
− | Going for the most efficient setup is of course always going to be the strongest way to do it, but sometimes you have to be practical. In our case, within our community, we factor in flexibility and cost a lot more. We want our members to be able to use the same ship for any type of site without having to resort to spending billions on faction and deadspace modules. That doesn't stop people who want to from doing it, but it does mean that some of our recommended fits will differ quite a lot from that of public communities.
| + | Alternatively, Hyperspatial Velocity Optimization rigs offer the benefit of allowing your ship to warp faster, which is particularly advantageous in a situation where every fleet member is capable of the same, minimising the time the fleet spends in warp thus improving fleet efficiency. All of the EVE University Incursion Community doctrine ships have a Tech 2 hyperspatial rig, so we would suggest including one if you can. |
| | | |
− | See [[Ship_progression_in_Incursions#Fit_progression|fit progression]] for an example of how your efficiency and flexibility is increased (with additional midslots) going from the cheapest setup to more costly ones.
| + | |} |
− | {{clear}}
| |
| | | |
− | == Determining a proper tank ==
| + | In general we recommend rigging your ship such that it is compatible with the public headquarters communities. This allows you to utilize the same hull for fleets run by those communities as well as the EVE University Incursion Community. With this flexibiltiy we hope to encourage people to explore more of the content as the barrier to entry is lowered. |
− | There are a few easy ways to determine whether a tank is ok or not. Below are some key aspects that help when you're testing your ship in your favourite third-party fitting tool or if you've taken on the role of [[Roles_in_Incursions#Waitlist_manager|waitlist manager]] and need to quickly gauge whether the fit someone x up with is ok or not.
| |
| | | |
− | ==== Resist holes ==== | + | === Determining a proper tank === |
− | A lot of ships share a standard resist profile, so they share the same resist holes and have the same issues and weaknesses. Understanding what innate weaknesses a ship has is key to knowing how to best raise it to the desired high average resists mentioned above.
| + | There are a few easy ways to determine whether a tank is OK or not. You can judge your tank by many means, but for Incursions the best way to measure your tank is to look at your ship's '''armor effective hit points''' (armor EHP), as opposed to '''damage per second repaired''' (DPS-tank) or the generic '''effective hit points''' (EHP). This is because a lot of ships have significant shield and hull hit points, so the effective hit points value can be quite misleading on a battleship with a damage control for example, as the EHP-value skyrockets compared to a ship without a damage control fitted, but very little of it applies to the actual armor EHP. |
| | | |
− | Below is a list of different resist profiles for various ship classes as well as a few specific ships with deviating profiles. The last column lists the obvious weaknesses of the class/hull, which will help you determine how to best achieve the desired resist profile. Plugging a hole is usually a simple matter of adding a resist rig or a combination of a rig and a shield amplifier, then up the resists in general by using one or two invulnerability fields.
| + | While the above mentioned armor effective hit points is a good measure, it is not always practical to use on the fly. For one it doesn't really tell you if the ship has any glaring resist holes, so for practical reasons we tend to speak in more general terms -- Armor hit points and resists. It's much easier to just ask the pilot ''"How many raw armor hit points do you have?"'' and ''"What are your resists?"''. It's very easy for people to check this ingame and it tells us enough to judge whether or not the fit is OK. |
− | {| class="wikitable" style="font-size:90%; vertical-align:middle; padding:0px; border-collapse:collapse;""
| |
− | ! style="background:#222222;" | Ship
| |
− | ! style="background:#222222;" | Base resist profile
| |
− | ! style="background:#222222;" | Comments
| |
− | |-
| |
− | | nowrap | Regular/faction battleships<small> <ref>Includes '''regular battleships''', '''navy''' and '''fleet issue battleships''' as well as '''pirate faction battleships'''.</ref></small>
| |
− | | nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]] 0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| |
− | | An {{co|slateblue|EM}} hole and a weak {{co|crimson|thermal}} resist.
| |
− | |-
| |
− | | nowrap | Resist bonused battleships<small> <ref>Like the '''Rokh''' and other ships with 4% per level resist bonuses. The values are assuming maximum skills, so the full +20% better resists.</ref></small>
| |
− | | nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]36%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]52%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
| |
− | | Weak {{co|slateblue|EM}} and {{co|crimson|thermal}} resists, but no resist holes.
| |
− | |-
| |
− | | Scimitar
| |
− | | nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| |
− | | No resist holes.
| |
− | |-
| |
− | | Basilisk
| |
− | | nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]] 0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]80%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| |
− | | An {{co|slateblue|EM}} hole.
| |
− | |}
| |
− | <small><references/></small>
| |
− | ==== Effective shield hit points ====
| |
− | You can judge your tank by many means, but for Incursions the best way to measure your tank is to look at '''effective shield hit points''' (ESHP), as opposed to '''damage per second repaired''' (DPS-tank) or the generic '''effective hit points''' (EHP). This is because a lot of ships have significant armour and hull hit points, so the effective hit points value can be quite misleading on a battleship with a damage control for example, as the EHP-value skyrockets compared to a ship without a damage control fitted, but very little of it applies to the actual ESHP. You also need to factor in things like speed and signature, because a smaller ship that is orbiting will be a lot harder to hit than a large, stationary ship. So don't casually compare a ship's effective shield hit points against another without taking that into your consideration.
| |
− | | |
− | ==== Shield hit points and resists ====
| |
− | While the above mentioned effective shield hit points is a good measure, it is not always practical to use on the fly. For one it doesn't really tell you if the ship has any glaring resist holes, so for practical reasons we tend to speak in more general terms -- Shield hit points and resists. It's much easier to just ask the pilot ''"How many raw shield hit points do you have?"'' and ''"What are your resists if you undock and turn on all your modules?"''. It's very easy for people to check this ingame and it tells us enough to judge whether or not the fit is ok. | |
| | | |
| ==== Guidelines ==== | | ==== Guidelines ==== |
− | Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively high recommended level for our community. The values below are of raw shield hit points and paired average resists (EM/thermal and kinetic/explosive), values '''before boosts''' for easy comparison. | + | {{note box|Values listed here are approximate based on our tank guidelines, and inferred from the basic fits of armor headquarters groups. Though the public shield Incursion community Warp To Me does publish their tank requirements (67% omni shield resists and 12,000 raw shield HP as of February 2024), others do not.}} |
| + | Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively high recommended level for our community. The values below are of raw armor hit points and paired average resists (EM/thermal and kinetic/explosive), values '''before boosts''' for easy comparison. |
| {| | | {| |
− | | valign="middle" | [[image:Incursions_vanguard_icon.png|42px|Vanguards]]
| + | | [[image:Incursions_vanguard_icon.png|42px|Vanguards]] |
− | | valign="middle" | [[Incursion sites#Vanguard sites|Vanguards]] ''(33k+ effective shield hit points)''<br>70% resists and at least 10,000 raw shield hit points.
| + | | [[Incursion sites#Vanguard sites|Vanguards]] ''33k+ effective armor hit points''<br>67% resists and at least 10,000 raw armor hit points. |
| |- | | |- |
− | | valign="middle" | [[image:Incursions_assault_icon.png|42px|Assaults]]
| + | | [[image:Incursions_assault_icon.png|42px|Assaults]] |
− | | valign="middle" | [[Incursion sites#Assault sites|Assaults]] ''(40k+ effective shield hit points)''<br>70% resists and at least 12,000 raw shield hit points.
| + | | [[Incursion sites#Assault sites|Assaults]] ''50k+ effective armor hit points''<br>70% resists and at least 15,000 raw armor hit points. |
| |- | | |- |
− | | valign="middle" | [[image:Incursions_headquarter_icon.png|42px|Headquarters]]
| + | | [[image:Incursions_headquarter_icon.png|42px|Headquarters]] |
− | | valign="middle" | [[Incursion sites#Headquarter sites|Headquarters]] ''(52k+ effective shield hit points + 100k effective hit points in total)''<br>73% resists and at least 14,000 raw shield hit points.
| + | | [[Incursion sites#Headquarter sites|Headquarters]] ''75k+ effective armor hit points''<br>70% resists and 20,000 raw armor hit points. |
| |} | | |} |
− | Naturally lower shield hit points is doable if you adjust your resists accordingly. In vanguards and assaults it's also possible to drop a little lower in really good fleets. Just remember that resists are far more important than raw shield hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs. Below is a graph illustrating how damage changes with scaling resists.
| |
− | {| class="wikitable" style="font-size:90%; cellspacing:0px; border-spacing:0; border-collapse:collapse; border:0px;"
| |
− | ! colspan="2" style="background-color:#222222;" | Resists
| |
− | ! style="background-color:#222222;" | Actual damage taken
| |
− | |-
| |
− | | style="background-color:#300000; padding-left:5px; padding-right:5px;" | 61% resists
| |
− | | rowspan="7" style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:0.25em"|
| |
− | | style="background-color:#300000; padding-left:5px; padding-right:5px;" | 30% more damage ''(39% damage taken)''
| |
− | |-
| |
− | | style="background-color:#200000; padding-left:5px; padding-right:5px;" | 64% resists
| |
− | | style="background-color:#200000; padding-left:5px; padding-right:5px;" | 20% more damage ''(36% damage taken)''
| |
− | |-
| |
− | | style="background-color:#100000; padding-left:5px; padding-right:5px;" | 67% resists
| |
− | | style="background-color:#100000; padding-left:5px; padding-right:5px;" | 10% more damage (33% damage taken)
| |
− | |-
| |
− | | style="padding-left:5px; padding-right:5px;" | {{co|yellow|70% resists}}
| |
− | | style="padding-left:5px; padding-right:5px;" | {{co|yellow|Baseline damage ''(30% damage taken)''}}
| |
− | |-
| |
− | | style="background-color:#001000; padding-left:5px; padding-right:5px;" | 73% resists
| |
− | | style="background-color:#001000; padding-left:5px; padding-right:5px;" | 10% less damage (27% damage taken)
| |
− | |-
| |
− | | style="background-color:#002000; padding-left:5px; padding-right:5px;" | 76% resists
| |
− | | style="background-color:#002000; padding-left:5px; padding-right:5px;" | 20% less damage (24% damage taken)
| |
− | |-
| |
− | | style="background-color:#003000; padding-left:5px; padding-right:5px;" | 79% resists
| |
− | | style="background-color:#003000; padding-left:5px; padding-right:5px;" | 30% less damage (21% damage taken)
| |
− | |-
| |
− | |}
| |
− |
| |
− | ==== Stacking penalties and offgrid boosts ====
| |
− | A ship with fewer modules or rigs stacking will also benefit more from boosts, thus not suffering quite as much as they might initially seem to. This of course means they also have more to lose if boosts go down, which is worth noting.
| |
− |
| |
− | Further down this page you'll see examples of this with the [[Incursion_fitting_principles#Advanced_fits|advanced setups]]. If you pay attention to the normal resist profiles vs the resist profile with command bursts you'll see that the [[Incursion_fitting_principles#Electromagnetic_rig|electromagnetic rig setup]] for vanguards for example has a deceptively low EM/thermal resist, averaging around 62% instead of the recommended 70%. This would suggest nearly +30% more damage taken from turret damage, as your resists are almost 9% lower (see the graph above). But due to less stacking penalties that setup ends up having roughly ~68% average EM/thermal resists after boosts which is fairly close to the 72% of our recommended fits and will eventually only take +10% more damage from turrets, while taking torpedoes just fine.
| |
− |
| |
− | This is then further compensated by pirate faction hulls (which this expensive setup should be used on) who overall have much lower signatures. The signature difference is at the very least 22% between the highest signature pirate faction hull (Vindicator) and the lowest signature regular battleship (Maelstrom), thus pirate faction hulls take reduced damage from missiles thanks to their much lower signature. The Nightmare and Machariel have even smaller signatures, meaning they take even less damage.
| |
− |
| |
− | = Upgrade priorities =
| |
− | {{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls and modules or put expensive implants into your head due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.}}
| |
− | There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that '''buying a pirate faction battleship''', getting '''faction and deadspace modules''' or '''injecting implants''' into your head. Some of these options are more effective than others, so before you start ''"throwing ISK at the problem"'' with wild abandon ... take a moment to consider your options.
| |
| | | |
− | == Buying a pirate faction battleship ==
| + | In vanguards it is somewhat common for FCs to allow (sometimes significantly) lower resists in fleets with sufficient DPS. This is a concept known as ''DPS tanking''. Though it can be precarious and depend on all members of the fleet flying their ships effectively, having 4 or 5 Marauders in a Vanguard fleet means that a significant portion of the Sanshas DPS never applies because the ships die before the get into range to apply significant damage. With that said, remember that resists are far more important than raw armor hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs. Below is a graph illustrating how damage changes with scaling resists. |
− | In almost all cases, upgrading your hull should be your first goal if you're looking to invest more ISK. Generally speaking for hisec, while faction and deadspace modules are great, pirate faction hulls often give superior bonuses without inflating the value of droppable modules fit to your ship. In the case of Incursions specifically, the matter comes down to the pirate faction battleships having two damage bonuses and powerful role bonuses (instead of having an offensive and a defensive bonus), plus much better overall ship stats such as align time.
| |
| | | |
− | Below is a list of some of the differences (relevant to incursions) for a [[Vindicator]] compared to a Hyperion and a [[Machariel]] compared to a Maelstrom. The same kind of vast improvement is found when upgrading to a [[Nightmare]] as well, even though it doesn't have a direct tech one ship to compare it to.
| + | {| class="wikitable" style="font-size:90%;" |
− | {| class="wikitable" style="font-size:90%;" | + | |- style="background-color: #222222;" |
− | ! style="background-color:#222222;" | Improvements
| + | ! colspan="2" | Resists |
− | ! style="background-color:#222222;" | Hyperion » Vindicator | + | ! Actual damage taken |
− | ! style="background-color:#222222;" | Maelstrom » Machariel
| + | |- style="background-color:#300000;" |
− | |- | + | | style="padding-left:5px; padding-right:5px;" | 61% resists |
− | | {{icon|turret new|24}} Effective turrets<small> <ref name="turrets">'''Effective turrets''' is a measure of raw turrets modified by rate of fire or damage bonuses of the hulls as well as role bonuses.</ref></small>
| + | | rowspan="7" style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width: 0.25em"| |
− | | {{co|lightgreen|+22,2% more damage}} | + | | style="padding-left:5px; padding-right:5px;" | 18% more damage ''(39% damage taken)'' |
− | | {{co|lightgreen|+9,4% more damage}} | + | |- style="background-color: #200000" |
− | |- | + | | style="padding-left:5px; padding-right:5px;" | 64% resists |
− | | {{icon|tracking|24}} Tracking speed | + | | style="padding-left:5px; padding-right:5px;" | 9% more damage ''(36% damage taken)'' |
− | | {{co|lightgreen|+37,5% more tracking}} | + | |- style="background-color: #100000;" |
− | | {{co|grey|Similar}}
| + | | style="padding-left:5px; padding-right:5px;" | {{co|yellow|67% resists}} |
− | |- | + | | style="padding-left:5px; padding-right:5px;" | {{co|yellow|''Baseline Damage (33% damage taken)''}} |
− | | {{icon|range|24}} Turret falloff
| |
− | | {{co|grey|Similar}} | |
− | | {{co|lightgreen|+50% more falloff}}
| |
| |- | | |- |
− | | [[image:Icon capacitor capacity.png|24px|link=]] Capacitor recharge<small> <ref name="cap">'''Peak recharge''' is a measure of capacitor capacity / capacitor recharge time * 2,5 (peak coefficient). See [[Capacitor_Recharge_Rate|capacitor recharge rate]] for more information.</ref></small> | + | | style="padding-left:5px; padding-right:5px;" | 70% resists |
− | | {{co|lightgreen|+14,3% capacitor recharge}} | + | | style="padding-left:5px; padding-right:5px;" | 9% less damage ''(30% damage taken)'' |
− | | {{co|lightgreen|+4,7% capacitor recharge}} | + | |- style="background-color: #001000;' |
| + | | style="padding-left:5px; padding-right:5px;" | 73% resists |
| + | | style="padding-left:5px; padding-right:5px;" | 18% less damage ''(27% damage taken)'' |
| + | |- style="background-color: #002000;" |
| + | | style="padding-left:5px; padding-right:5px;" | 76% resists |
| + | | style="padding-left:5px; padding-right:5px;" | 27% less damage ''(24% damage taken)'' |
| + | |- style="background-color: #003000;" |
| + | | style="padding-left:5px; padding-right:5px;" | 79% resists |
| + | | style="padding-left:5px; padding-right:5px;" | 36% less damage ''(21% damage taken)'' |
| |- | | |- |
− | | {{icon|shield|24}} Shield hit points
| |
− | | {{co|lightgreen|+16,7% more shield hp}}
| |
− | | {{co|lightgreen|+16,5% more shield hp}}
| |
− | |-
| |
− | | {{icon|sig|24}} Signature
| |
− | | {{co|lightgreen|17,5% smaller signature}}
| |
− | | {{co|lightgreen|23,9% smaller signature}}
| |
− | |-
| |
− | | {{icon|range|24}} Targeting range
| |
− | | {{co|lightgreen|20,8% longer lock range}}
| |
− | | {{co|grey|Similar}}
| |
− | |-
| |
− | | [[image:icon_drones.png|24px|link=]] Drone capacity
| |
− | | {{co|crimson|-25 m3 drone bay}}
| |
− | | {{co|lightgreen|+25 m3 drone bay}}
| |
− | |-
| |
− | | {{icon|sensor resolution|24}} Scan resolution
| |
− | | {{co|crimson|-9,1% scan resolution}}
| |
− | | {{co|lightgreen|+38,9% scan resolution}}
| |
− | |-
| |
− | | [[image:icon_warp_speed.png|24px|link=]] Warp speed
| |
− | | {{co|grey|Similar}}
| |
− | | {{co|lightgreen|+1 AU/s warp speed}}
| |
− | |-
| |
− | | {{icon|inertia|24}} Inertia
| |
− | | {{co|lightgreen|+29,7% more agile}}
| |
− | | {{co|lightgreen|+29,4% more agile}}
| |
− | |}
| |
− | <small><references/></small>
| |
− |
| |
− | == Faction and deadspace modules ==
| |
− | First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the '''Federation Navy''' or '''Serpentis Stasis Webifier''' and '''tech two weapons''', it is recommended that you get a better hull long before you look into upgrading modules.
| |
− |
| |
− | Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot. But even though a faction tracking computer or a sensor booster might make sense for public fleets built to compete, for our community that isn't going to be as worthwhile of an investment as we usually don't compete.
| |
− | ==== What do you get in return? ====
| |
− | To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.
| |
− |
| |
− | ==== Module variants and price deviations ====
| |
− | {|
| |
− | | valign="top" style="padding:0px;" | [[Image:Market.png|64px|link=]]
| |
− | | valign="top" style="padding-top:12px;" | When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the {{co|coral|Federation Navy Tracking Computer}} is identical in all but the name to the {{co|coral|Shadow Serpentis Tracking Computer}} and their prices fluctuate over time, so use the [[Show Info and Compare]]-feature ingame to find potential alternatives and you might save millions.
| |
− | |}
| |
− |
| |
− | == Injecting implants ==
| |
− | There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent and cheap enough to use even while at war due to the low risk of actually losing your pod.
| |
− |
| |
− | The best hardwiring implants (apart from officer implants) come from the [[Loyalty_Points#CONCORD_loyalty_points|CONCORD Loyalty Point]] store and give a +6% bonus but require {{sk|Cybernetics|V}}. Implants are available for all skills and wallets however, ranging from the 1%, 3% and 5% implants of normal LP stores to the CONCORD specific 2%, 4% and 6% implants.
| |
− |
| |
− | As with all things, do your research and see if it's cheaper to simply buy it off of the market instead of getting it yourself from the LP store. See [[List of Skill Hardwiring Implants|hardwiring implants]] for a full list of available implants.
| |
− | ==== Suitable implants for times of war ====
| |
− | Consider having a clone dedicated for doing incursions during peace as well as a cheaper clone you can use during war.
| |
− |
| |
− | While one shouldn't run around with a head full of expensive implants during war, there are some rather cheap +3% implants you could use even while at war. A set of 4% implants from the CONCORD Loyalty Point store might also be worth considering, they go for 37,5M ISK and 37,5k CONCORD LP each.
| |
− | ==== Recommended implants ====
| |
− | Given the focus on applied damage in incursions, most of our recommended implants will be in that group. The numbers after the - denotes the slot it uses. For example the {{co|slateblue|Motion Prediction MR-703}} implant occupies slot 7 and gives a 3% bonus. The bonus is omitted in this table as people will get different bonuses based on their skills and budget.
| |
− | {| class="wikitable" style="font-size:90%;"
| |
− | ! style="background-color:#222222;" | {{icon|turret new|24}} Gunnery implants
| |
− | ! style="background-color:#222222;" | [[image:icon_capacitor_capacity.png|24px|link=]] Capacitor implants
| |
− | |- style="text-align:center;"
| |
− | | valign="top" style="padding:6px;" nowrap | {{co|coral|'''Motion Prediction MR-7'''}}<small> <ref>For the high-end tracking speed implants, the {{co|coral|'''Ogdin's Eye Coordination Enhancer'''}} implant is often much cheaper than the 6% implant from CONCORD. It only requires {{sk|Cybernetics|III}}.</ref></small> (turret tracking)<br>{{co|coral|'''Gunnery RF-9'''}} (turret rate of fire)<br>{{co|coral|'''Large Projectile Turret LP-10'''}} (damage)<br>{{co|coral|'''Large Energy Turret LE-10'''}} (damage)<br>{{co|coral|'''Large Hybrid Turret LH-10'''}} (damage)
| |
− | | valign="top" style="padding:6px;" nowrap | {{co|coral|'''Engineering EG-6'''}}<small> <ref name="alt">For people who doesn't need slot 6 for capacitor implants or special implant sets like ascendancies, either the '''Engineering EG-6''' or '''Acceleration Control AC-6''' implants could be useful to help fit for larger assault and headquarter sites.</ref></small> (powergrid)<br>{{co|coral|'''Acceleration Control AC-6'''}}<small> <ref name="alt"></ref></small> (AB/MWD speed)<br>{{co|coral|'''Capacitor Systems Operation EO-6'''}} (capacitor recharge)<br>{{co|coral|'''Capacitor Management EM-8'''}} (capacitor capacity)<br>{{co|coral|'''Zor's Custom Navigation Hyper-Link''' [8]}}<small> <ref name="alt"></ref></small> (AB/MWD speed)
| |
− | |}
| |
− | There are also some special implants like {{co|coral|Inquest 'Eros' Stasis Webifier MR-807}} that improves web range, which can sometimes be useful in vanguards to get that extra range on your webs.
| |
− | <small><references/></small>
| |
− |
| |
− | ==== Implant sets ====
| |
− | Apart from hardwiring implants occupying slot 6 through 10, you can also use special implant sets using slot 1 through 6 (slot 1 through 5 being the usual attribute implant slots). The '''genolution''' set can be used to give various boosts to your ships capabilities while the '''ascendancy''' set (comes in mid- and high-grade variants) only has a niche use in communities flying special doctrines based on improved warp speed.
| |
− | {| class="wikitable" style="font-size:90%;"
| |
− | | style="background-color:#222222; text-align:center;" | {{icon|powergrid|24}} '''Genolution set''' (fitting/support)
| |
− | | style="background-color:#222222; text-align:center;" | [[image:icon_warp_speed.png|24px|link=]] '''Ascendancy set''' (warp speed)
| |
− | |- style="text-align:center;"
| |
− | | valign="top" style="padding:6px;" nowrap | {{co|coral|'''Genolution Core Augmentation CA-1''' [1]}} (pg, cap & perception)<br>{{co|coral|'''Genolution Core Augmentation CA-4''' [2]}} (agility, armour & memory)<br>{{co|coral|'''Genolution Core Augmentation CA-3''' [3]}} (velocity, shield & willpower)<br>{{co|coral|'''Genolution Core Augmentation CA-2''' [4]}} (CPU, cap & intelligence)
| |
− | | valign="top" style="padding:6px;" nowrap | {{co|coral|'''Ascendancy Alpha''' [1]}} (warp speed & perception)<br>{{co|coral|'''Ascendancy Beta''' [2]}} (warp speed & memory)<br>{{co|coral|'''Ascendancy Gamma''' [3]}} (warp speed & willpower)<br>{{co|coral|'''Ascendancy Delta''' [4]}} (warp speed & intelligence)<br>{{co|coral|'''Ascendancy Epsilon''' [5]}} (warp speed & charisma)<br>{{co|coral|'''Ascendancy Omega''' [6]}}<small> <ref>A cheaper alternative is the {{co|coral|'''Eifyr and Co. 'Rogue' Warp Drive Speed WS-618'''}} implant, which is almost as good.</ref></small> (set bonus)
| |
− | |}
| |
− | <small><references/></small>
| |
− |
| |
− | = 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 for [[Vanguard Incursion fits|vanguard]] and [[Assault Incursion fits|assault fits]]. It is designed to be cheap and flexible enough to be useful in a variety of different sites. For assaults and headquarters, we often use a {{co|coral|Large Shield Extender II}} to ensure that everyone has enough buffer, even with the minimum skills we require.
| |
− |
| |
− | This assumes our [[Preparing_for_Incursions#Damage_dealers|minimum skills]] so the {{icon|em resist|20}}EM resist can be up to '''2% higher''' with {{sk|EM Shield Compensation|V|icon=yes}} instead of III.
| |
− | {| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
| |
− | |-
| |
− | ! style="background:#222222;" | <small>Slots</small>
| |
− | | style="background:#222222; text-align:center;" | '''Vanguard''' ''(less tank)''<small> <ref>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.</ref></small>
| |
− | ! style="background:#222222;" | Vanguard
| |
− | ! style="background:#222222;" | Assault
| |
− | ! style="background:#222222;" | Headquarter
| |
− | |- valign="top"
| |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
| |
− | | nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II
| |
− | | nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II
| |
− | | nowrap style="vertical-align:middle;" | [[image:icon_shield_extender_ii.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II
| |
− | | nowrap style="vertical-align:middle;" | [[image:icon_shield_extender_ii.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] {{co|crimson|Pithum C-Type EM Ward Amplifier}}<small> <ref name="upgrade">This is a necessary upgrade in order to improve overall resists for headquarter sites.</ref></small>
| |
− | |- valign="top"
| |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
| |
− | | nowrap | [[image:icon low slot.png|24px]] Freed up low slot
| |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| |
− | |- valign="top"
| |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
| |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
| |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
| |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
| |
− | | nowrap | [[image:module icon shield rig tech2.png|24px|Large Anti-Thermal Screen Reinforcer II]] {{co|crimson|Anti-Thermal Screen Reinforcer II}}<small> <ref name="upgrade"></ref>
| |
− | |- valign="middle"
| |
− | ! style="text-align:center; background:#222222;" | [[image:icon_resists.png|24px|Normal resist profile.]]
| |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]65,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]65,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]69,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]74,1%
| |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,5%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
| |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,5%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
| |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]71,9%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,1%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
| |
− | |- valign="middle" align="center"
| |
− | ! style="background:#001000; padding:0px;" | {{icon|warfare link|24|Resist profile with warfare links active.}}
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,3%[[Image:icon_resist_therm.png|20px|Thermal resistance]]67,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,3%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]71,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]71,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,2%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,1%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]71,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]71,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,2%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,1%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]73,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]73,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,2%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,1%
| |
− | <!--
| |
− |
| |
− | Overheating and neuted out ...
| |
− | |- valign="top"
| |
− | ! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | |- valign="top"
| |
− | ! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | -->
| |
| |} | | |} |
− | <small><references/></small>
| |
− | === Resist bonused ships ===
| |
− | Ships like the {{sh|Rokh}} with resist bonuses can fit slightly different due to their higher base resistances.
| |
| | | |
− | This assumes our [[Preparing_for_Incursions#Damage_dealers|minimum skills]] so the various resist can go up by '''1 - 3% higher''' with {{sk|Caldari Battleship|V|icon=yes}} instead of III and additional {{icon|em resist|20}}EM resist can be gained by training {{sk|EM Shield Compensation|V|icon=yes}}.
| + | ==== Stacking penalties and the ongrid booster ==== |
− | {| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
| + | A ship with fewer modules or rigs stacking will also benefit more from boosts, thus not suffering quite as much as they might initially seem to. Thus, the way in which a ship obtains the required resist profile to be allowed into a fleet run by the EVE University Incursion Community is important - using a large number of cheap multispectrum energized membranes (see the Praxis fit in ~~link~~) leads to the ongrid boosts being much less effective, causing the incoming damage to be increased as compared to a similarly tanked ship with fewer, but higher quality tank modules. |
− | |-
| |
− | ! style="background:#222222;" | <small>Slots</small>
| |
− | | style="background:#222222; text-align:center;" | '''Vanguard''' ''(less tank)''<small> <ref>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.</ref></small>
| |
− | ! style="background:#222222;" | Vanguard
| |
− | ! style="background:#222222;" | Assault
| |
− | ! style="background:#222222;" | Headquarter
| |
− | |- valign="top"
| |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
| |
− | | nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
| |
− | | nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
| |
− | | nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II
| |
− | | nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II
| |
− | |- valign="top"
| |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
| |
− | | nowrap | [[image:icon low slot.png|24px]] Freed up low slot
| |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| |
− | |- valign="top"
| |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
| |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
| |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
| |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
| |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
| |
− | |- valign="top"
| |
− | ! style="text-align:center; background:#222222;" | [[image:icon_resists.png|24px|Normal resist profile.]]
| |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]63,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]63,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]63,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]69,2%
| |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]68,1%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]67,7%[[Image:icon_resist_exp.png|20px|Explosive resistance]]73,0%
| |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]73,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]73,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,1%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,1%
| |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]73,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]73,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,1%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,1%
| |
− | |- valign="top"
| |
− | ! style="text-align:center; vertical-align:middle; background:#001000; padding:0px;" | {{icon|warfare link|24|Resist profile with warfare links active.}}
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]68,1%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]70,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]75,0%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]71,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,7%[[Image:icon_resist_exp.png|20px|Explosive resistance]]78,1%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]74,8%[[Image:icon_resist_therm.png|20px|Thermal resistance]]75,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]79,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]82,5%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]74,8%[[Image:icon_resist_therm.png|20px|Thermal resistance]]75,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]79,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]82,5%
| |
− | <!--
| |
| | | |
− | Resist profile with overheat & neuted out.
| + | With that said, it is worth noting that the reverse is true - if the ongrid boosts were to no longer be present, a ship with fewer tank modules would be taking relatively more damage as compared to a normal situation. This can sometimes become important to consider in ships fit with an expensive A-Type energized membrane, which would likely be accepted onto a fleet (at the FC's discretion) but which might be under the tank guidelines of the community. |
| | | |
− | |- valign="top"
| + | == Applying the guidelines - a practical example == |
− | ! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
| + | This section serves as a guide on how to apply the fitting principles in a way that could generate a suitable fit for any suitable hull. In this example, we will work towards a fit for a pilot who has been flying a pulse Praxis, and wants to begin flying a Nightmare. They have the skills to fit T2 guns, but don't have a whole lot of ISK to be spending on expensive modules. |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | |- valign="top"
| |
− | ! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | -->
| |
− | |}
| |
− | <small><references/></small>
| |
− | <!-- The navy setups are no longer needed due to the pricing of pirate faction ships, removing this entire section as it's not viable for a ship with more than 4 midslots. -->
| |
− | <!--
| |
− | === Navy & Fleet Issue ships with four midslots ===
| |
− | Ships like the [[Apocalypse Navy Issue]] and the [[Megathron Navy Issue]] with only four midslots aren't recommended for incursions, mostly due to their lack of midslots but also due to being armour based and suffering from fairly low shield hit points (and in the case of the apocalypse serious capacitor issues) which just compounds the issues of these ships. Within certain limits they can still do reasonably well in vanguards and assaults, but they are unable to do headquarter sites both from an efficiency point of view as well as due to their weak tank.
| |
| | | |
− | Navy and Fleet Issue ships have higher rig calibration points than other ships (400 points instead of the regular 350 points).
| + | ==== Required modules - rigs, tank, and guns ==== |
− | {| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
| + | We begin with the rigs, as we would like for our fit to be useful outside of Vanguards. The rigs used by the public armor headquarters community Contingency Incursions for their "Advanced" Nightmare fit (and also by the similar community The Ditanian Fleet, but only in their "Antigank" fit) are a T1 Explosive and Kinetic Armor Reinforcer, and a T2 Hyperspatial Velocity Optimizer. |
− | |-
| |
− | ! style="background:#222222;" | <small>Slots</small>
| |
− | | style="background:#222222; text-align:center;" | '''Vanguard''' ''(less tank)''<small> <ref>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.</ref></small>
| |
− | ! style="background:#222222;text-align:center;" | Vanguard
| |
− | | style="background:#222222;text-align:center;" | '''Assault''' ''(less tank)''<small> <ref>This setup is considerably weaker than your average assault setup, even with the extra shield extender. Its considerably weaker resists means repairs are less effective.</ref></small>
| |
− | |- valign="top"
| |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
| |
− | | nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
| |
− | | nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
| |
− | | nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[image:icon shield extender ii.png|24px]] Large Shield Extender II<small> <ref>The '''Large Shield Extender II''' module is often needed in assaults for armour tanked ships to compensate for lower innate shield hit points.</ref></small>
| |
− | |- valign="top"
| |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
| |
− | | nowrap | [[image:icon low slot.png|24px]] Freed up low slot
| |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| |
− | |- valign="top"
| |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
| |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I<br>[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II
| |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I<br>[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II
| |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I<br>[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II
| |
− | |- valign="top"
| |
− | ! style="text-align:center; background:#222222;" | [[image:icon_resists.png|24px|Normal resist profile.]]
| |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]60,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]65,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]69,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]74,1%
| |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]65,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
| |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]65,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
| |
− | |- valign="top"
| |
− | ! style="text-align:center; vertical-align:middle; background:#001000; padding:0px;" | {{icon|warfare link|24|Resist profile with warfare links active.}}
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]63,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]68,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,9%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,7%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,7%
| |
− | <!--
| |
| | | |
− | Resist profile with overheat & neuted out.
| + | Following this, we consider how to meet the 67% omni resists guideline. Looking to those same headquarters fits, we see expensive A-Type deadspace modules. Looking again to the "Antigank" fits, we see the use of Imperial Navy Multispectrum Energized Membranes. Using two of these on our Nightmare with the aforementioned rigs doesn't quite get us to the resists we need, but adding a Damage Control puts us over the mark. Finally for now, we know that we will need to be able to do damage, so we include the maximum number of Mega Pulse Laser IIs that we can fit - 4 to match the 4 turret hardpoints of the Nightmare. |
| | | |
− | |- valign="top" | + | {{ShipFitting |
− | ! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
| + | | ship=Nightmare |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| + | | fitName= Rigs, Tank, Guns |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| + | | fitID= Incursions (Vanguards) |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| + | | high1name=Mega Pulse Laser II |
− | |- valign="top" | + | | high1typeID=3057 |
− | ! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
| + | | high2name=Mega Pulse Laser II |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| + | | high2typeID=3057 |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| + | | high3name=Mega Pulse Laser II |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| + | | high3typeID=3057 |
− | -->
| + | | high4name=Mega Pulse Laser II |
− | <!-- Extra cut-out.
| + | | high4typeID=3057 |
− | |}
| + | | low1name=Imperial Navy Multispectrum Energized Membrane |
− | <small><references/></small>
| + | | low1typeID=15729 |
− | -->
| + | | low2name=Imperial Navy Multispectrum Energized Membrane |
| + | | low2typeID=15729 |
| + | | low3name=Damage Control II |
| + | | low3typeID=2048 |
| + | | rig1name=Large Explosive Armor Reinforcer I |
| + | | rig1typeID=25888 |
| + | | rig2name=Large Kinetic Armor Reinforcer I |
| + | | rig2typeID=25890 |
| + | | rig3name=Large Hyperspatial Velocity Optimizer II |
| + | | rig3typeID=26322 |
| + | | skills= |
| + | | showSKILLS=N |
| + | | notes= |
| + | | showNOTES=N |
| + | | difficulty=0 |
| + | | version=2024.2.2 |
| + | | showTOC=N |
| + | | alphacanuse=N |
| + | }} |
| | | |
− | == Advanced fits ==
| |
− | While there are several ways to fit high-end ships for incursions depending on your choice of rigs (see the [[#Rigging choice|rigging choice]] section above), here are some frequently used variants.
| |
− | === Calibration ===
| |
− | Due to calibration point limits there are several combinations, but here are three common ones that capitalize on either '''offence''', '''defence''' or '''warp speed'''.
| |
− | {| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
| |
− | |-
| |
− | ! style="background:#222222;" | <small>Slots</small>
| |
− | ! style="background:#222222;" | Offensive
| |
− | ! style="background:#222222;" | Defensive
| |
− | ! style="background:#222222;" | Warp speed
| |
− | |- valign="top"
| |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
| |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I<br>[[image:module icon hybrid rig tech2.png|24px|Large Hybrid Burst Aerator II]] Large Hybrid Burst Aerator II<small> <ref>This should of course be a '''Energy Burst Aerator II''' for laser weapons and a '''Projectile Burst Aerator II''' for projectile weapons.</ref></small>
| |
− | | nowrap | [[image:module icon shield rig tech2.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer II<br>[[image:icon mid slot.png|24px]] Spare rig slot<br>[[image:icon mid slot.png|24px]] Spare rig slot
| |
− | | nowrap | [[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II<br>[[image:module icon propulsion rig tech2.png|24px|Large Hyperspatial Velocity Optimizer II]] Large Hyperspatial Velocity Optimizer II<br>[[image:icon mid slot.png|24px]] Spare rig slot
| |
− | |-
| |
− | | style="background:#222222; text-align:center;" | '''<small>SUM</small>'''
| |
− | | style="background:#200000; text-align:center;" | '''350/{{co|grey|350}}''' (0 points left)
| |
− | | style="background:#002000; text-align:center;" | '''75/{{co|grey|350}}''' (275 points left)
| |
− | | style="background:#002000; text-align:center;" | '''150/{{co|grey|350}}''' (200 points left)
| |
− | |}
| |
− | <small><references/></small>
| |
− | 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.
| + | ==== Rounding out the lowslots ==== |
| + | Now we have a fit which, while not particularly useful or effective, meets all of the requirements to join a fleet. Now we have some choices to make regarding the remaining slots. The easiest of these choices is what to do with the low slots. These slots are the only ones which allow us to directly increase the raw DPS that the ship does, and it would be advisable to make use of these slots in that way. As this is a ship using energy weapons, we require heat sinks. Here, we choose to splash some ISK to get faction heat sinks, as they provide a nice bump in DPS over their Tech 2 counterparts, whilst also being no more expensive than the faction midslots which, while also useful, do not provide as much of a tangible benefit. |
| | | |
− | === Thermal rig ===
| + | If a fit were to have more than 4 lowslots available, other options for these might include capacitor power relays if the fit were to end up being short on capacitor life, signal amplifiers to speed up lock time and increase the limit on concurrently locked targets, or tracking enhancers to increase application of DPS. |
− | 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 without taking some serious hits to your overall resists, even if you add a {{co|coral|Damage Control II}} instead. 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 [[Preparing_for_Incursions#Damage_dealers|minimum skills]] so the {{icon|em resist|20}}EM resist can be up to '''2% higher''' with {{sk|EM Shield Compensation|V|icon=yes}} instead of III.
| + | {{ShipFitting |
− | {| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
| + | | ship=Nightmare |
− | |- | + | | fitName= Heat Sinks |
− | ! style="background:#222222;" | <small>Slots</small>
| + | | fitID= Incursions (Vanguards) |
− | | style="background:#222222; text-align:center;" | '''Vanguard''' ''(much less tank)''<small> <ref>Unlike most other fits, this will drastically increase the incoming damage across the board, but it's still doable in a really good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics.</ref></small> | + | | high1name=Mega Pulse Laser II |
− | ! style="background:#222222;" | Vanguard
| + | | high1typeID=3057 |
− | ! style="background:#222222;" | Assault
| + | | high2name=Mega Pulse Laser II |
− | ! style="background:#222222;" | Headquarter
| + | | high2typeID=3057 |
− | | style="background:#222222; text-align:center;" | '''Headquarter''' ''(alternative)''<small> <ref>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.</ref></small> | + | | high3name=Mega Pulse Laser II |
− | |- valign="top" | + | | high3typeID=3057 |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]] | + | | high4name=Mega Pulse Laser II |
− | | nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[image:icon mid slot.png|24px]] Freed up mid slot<br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] Pithum C-Type EM Ward Amplifier | + | | high4typeID=3057 |
− | | nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invuln ...<br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] Pithum C-Type EM Ward Amplifier | + | | low1name=Imperial Navy Multispectrum Energized Membrane |
− | | nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invuln ...<br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] Pithum C-Type EM Ward Amplifier | + | | low1typeID=15729 |
− | | nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invuln ...<br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] Pithum C-Type EM Ward Amplifier | + | | low2name=Imperial Navy Multispectrum Energized Membrane |
− | | nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum A-Type Adaptive Invulnerability Field]] {{co|crimson|Pithum A-Type Adaptive Invuln ...}}<small> <ref name="upgrade">This is a necessary upgrade in order to get enough resists with just one invulnerability field for headquarter sites.</ref></small><br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] {{co|crimson|Pithum A-Type EM Ward Amplifier}}<small> <ref name="upgrade"></ref></small> | + | | low2typeID=15729 |
− | |- valign="top" | + | | low3name=Damage Control II |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]] | + | | low3typeID=2048 |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| + | | low4name=Imperial Navy Heat Sink |
− | | nowrap | [[image:icon low slot.png|24px]] Freed up low slot | + | | low4typeID=15810 |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II | + | | low5name=Imperial Navy Heat Sink |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II | + | | low5typeID=15810 |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II | + | | low6name=Imperial Navy Heat Sink |
− | |- valign="top" | + | | low6typeID=15810 |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]] | + | | rig1name=Large Explosive Armor Reinforcer I |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I | + | | rig1typeID=25888 |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I | + | | rig2name=Large Kinetic Armor Reinforcer I |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I | + | | rig2typeID=25890 |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I | + | | rig3name=Large Hyperspatial Velocity Optimizer II |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I | + | | rig3typeID=26322 |
− | |- valign="top" | + | | skills= |
− | ! style="text-align:center; background:#222222;" | [[image:icon_resists.png|24px|Normal resist profile.]]
| + | | showSKILLS=N |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]54,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]51,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]47,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]56,2%
| + | | notes= |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]66,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]64,9%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]64,4%[[Image:icon_resist_exp.png|20px|Explosive resistance]]70,3%
| + | | showNOTES=N |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]70,3%[[Image:icon_resist_therm.png|20px|Thermal resistance]]69,3%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]68,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]74,0%
| + | | difficulty=0 |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]75,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]74,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]77,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,8%
| + | | version=2024.2.2 |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]75,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,1%[[Image:icon_resist_exp.png|20px|Explosive resistance]]76,8%
| + | | showTOC=N |
− | |- valign="top" | + | | alphacanuse=N |
− | ! style="text-align:center; vertical-align:middle; background:#001000; padding:0px;" | {{icon|warfare link|24|Resist profile with warfare links active.}}
| + | }} |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]62,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]60,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]58,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]65,7%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]70,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]69,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]71,1%[[Image:icon_resist_exp.png|20px|Explosive resistance]]75,9%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]73,9%[[Image:icon_resist_therm.png|20px|Thermal resistance]]73,1%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]74,7%[[Image:icon_resist_exp.png|20px|Explosive resistance]]78,9%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]76,9%[[Image:icon_resist_therm.png|20px|Thermal resistance]]76,1%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]79,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]83,2%
| |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]78,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]75,9%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]77,3%[[Image:icon_resist_exp.png|20px|Explosive resistance]]81,1%
| |
− | <!--
| |
| | | |
− | Resist profile with overheat & neuted out.
| + | ==== Utility midslots ==== |
| + | The Nightmare is designed to be a shield-tanked ship, so it benefits from an abundance of midslots, especially now that we are not using those slots for tank modules. As such, we are spoiled for choice, and we choose to be greedy. The first thing we should choose to include is a set of tracking computers. These massively increase our applied DPS by causing us to miss our shots less often, and allowing us to use higher damage ammunition at longer range. Being scripted also makes them a good choice, especially compared to their lowslot counterparts. We will also choose to include some sensor boosters. These will always be used in combination with scan resolution scripts, as in Vanguards we do not require the extra locking range, and the ECCM is nice but not vital. By being able to lock targets faster, we can kill them faster, which makes the whole fleet safer and more efficient. |
| | | |
− | |- valign="top"
| + | Aside from these choices, there is a lot of flexibility here. In the fit below, we have opted for 3 tracking computers, 3 sensor boosters, and a stasis webifier. This is a good general choice - it provides a good mix of locking speed and application. Swapping to a mix of 4 tracking computers and 2 sensor boosters is also perfectly fine, and swapping the web for a target painter provides better application at long range whilst almost being as effective as a web up close in terms of applied DPS. It would be perfectly acceptable to keep the web and paint, and switch to 3 tracking computers and 2 sensor boosters. The world is your oyster. |
− | ! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | |- valign="top"
| |
− | ! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | -->
| |
− | |}
| |
− | <small><references/></small>
| |
| | | |
− | === Electromagnetic rig ===
| + | {{ShipFitting |
− | 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 slightly lower EM and thermal resists for vanguard fits compared to the others, but that is offset by the larger buffer, smaller signature of the pirate faction battleships this setup should be fitted to and the fact it takes less damage from missiles due to comparably higher kinetic and explosive resists.
| + | | ship=Nightmare |
− | {| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
| + | | fitName= Midslots |
− | |- | + | | fitID= Incursions (Vanguards) |
− | ! style="background:#222222;" | <small>Slots</small>
| + | | high1name=Mega Pulse Laser II |
− | | style="background:#222222; text-align:center;" | '''Vanguard''' ''(less tank)''<small> <ref>While your combined EM and thermal resists are a bit low, your kinetic and explosive resists remain high, so 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.</ref></small> | + | | high1typeID=3057 |
− | | style="background:#222222; text-align:center;" | '''Vanguard''' | + | | high2name=Mega Pulse Laser II |
− | ! style="background:#222222;" | Assault
| + | | high2typeID=3057 |
− | ! style="background:#222222;" | Headquarter
| + | | high3name=Mega Pulse Laser II |
− | |- valign="top" | + | | high3typeID=3057 |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]] | + | | high4name=Mega Pulse Laser II |
− | | nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Adaptive Invulnerability Field]] Pithum B-Type Adaptive Invuln ... | + | | high4typeID=3057 |
− | | nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Adaptive Invulnerability Field]] Pithum B-Type Adaptive Invuln ... | + | | mid1name=Tracking Computer II |
− | | nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Adaptive Invulnerability Field]] Pithum B-Type Adaptive Invuln ... | + | | mid1typeID=1978 |
− | | nowrap style="vertical-align:middle;" | [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Adaptive Invulnerability Field]] {{co|crimson|Pithum B-Type Adaptive Invuln ...}}<small> <ref>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.</ref></small><br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Adaptive Invulnerability Field]] Pithum B-Type Adaptive Invuln ... | + | | mid2name=Tracking Computer II |
− | |- valign="top" | + | | mid2typeID=1978 |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]] | + | | mid3name=Tracking Computer II |
− | | nowrap | [[image:icon low slot.png|24px]] Freed up low slot | + | | mid3typeID=1978 |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II | + | | mid4name=Sensor Booster II |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II | + | | mid4typeID=1952 |
− | | nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II | + | | mid5name=Sensor Booster II |
− | |- valign="top" | + | | mid5typeID=1952 |
− | | nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]] | + | | mid6name=Sensor Booster II |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I | + | | mid6typeID=1952 |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I | + | | mid7name=Federation Navy Stasis Webifier |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I | + | | mid7typeID=17559 |
− | | nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I | + | | low1name=Imperial Navy Multispectrum Energized Membrane |
− | |- valign="top" | + | | low1typeID=15729 |
− | ! style="text-align:center; background:#222222;" | [[image:icon_resists.png|24px|Normal resist profile.]]
| + | | low2name=Imperial Navy Multispectrum Energized Membrane |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]58,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]55,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]66,3%[[Image:icon_resist_exp.png|20px|Explosive resistance]]71,9%
| + | | low2typeID=15729 |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]63,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]60,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]70,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]75,4%
| + | | low3name=Damage Control II |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,8%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,9%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]78,2%[[Image:icon_resist_exp.png|20px|Explosive resistance]]81,8%
| + | | low3typeID=2048 |
− | ! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]74,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]75,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]81,7%[[Image:icon_resist_exp.png|20px|Explosive resistance]]84,7%
| + | | low4name=Imperial Navy Heat Sink |
− | |- valign="top" | + | | low4typeID=15810 |
− | ! style="text-align:center; vertical-align:middle; background:#001000; padding:0px;" | {{icon|warfare link|24|Resist profile with warfare links active.}}
| + | | low5name=Imperial Navy Heat Sink |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]63,5%[[Image:icon_resist_therm.png|20px|Thermal resistance]]63,4%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,6%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,1%
| + | | low5typeID=15810 |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]68,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]68,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,0%
| + | | low6name=Imperial Navy Heat Sink |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]80,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]75,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]81,4%[[Image:icon_resist_exp.png|20px|Explosive resistance]]84,5%
| + | | low6typeID=15810 |
− | ! nowrap style="background:#001000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]76,3%[[Image:icon_resist_therm.png|20px|Thermal resistance]]78,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]83,9%[[Image:icon_resist_exp.png|20px|Explosive resistance]]86,6%
| + | | rig1name=Large Explosive Armor Reinforcer I |
− | <!--
| + | | rig1typeID=25888 |
| + | | rig2name=Large Kinetic Armor Reinforcer I |
| + | | rig2typeID=25890 |
| + | | rig3name=Large Hyperspatial Velocity Optimizer II |
| + | | rig3typeID=26322 |
| + | | charge1name=Conflagration L x4 |
| + | | charge1typeID=12816 |
| + | | charge2name=Scorch L x4 |
| + | | charge2typeID=12820 |
| + | | charge3name=Imperial Navy Multifrequency L x4 |
| + | | charge3typeID=23105 |
| + | | charge4name=Scan Resolution Script x3 |
| + | | charge4typeID=29011 |
| + | | charge5name=Optimal Range Script x3 |
| + | | charge5typeID=28999 |
| + | | charge6name=Tracking Speed Script x3 |
| + | | charge6typeID=29001 |
| + | | skills= |
| + | | showSKILLS=N |
| + | | notes= |
| + | | showNOTES=N |
| + | | difficulty=0 |
| + | | version=2024.2.2 |
| + | | showTOC=N |
| + | | alphacanuse=N |
| + | }} |
| | | |
− | Resist profile with overheat & neuted out.
| + | ==== Finishing the fit ==== |
− | | + | Finally, we have a pair of utility highslots to fill, as well as our drone bay. Continuing the theme of greed, we will use an Auto Targeting System II in one of our highslots, which will allow us to lock a few more targets, making our experience in fleet a bit nicer. We will also include a Remote Armor Repairer, as this can be used in emergencies to keep our fleetmates alive, especially if the logistics pilot disconnects. Finally, we will include a set of 5 Imperial Navy Acolytes for our damage drones, and a set of 5 Medium Armor Maintenance Bots for further emergency logistics. |
− | |- valign="top"
| |
− | ! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | |- valign="top"
| |
− | ! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | ! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
| |
− | -->
| |
− | |}
| |
− | <small><references/></small>
| |
| | | |
− | = Strategic cruisers and command ships =
| + | This rounds out the fit, which looks very similar to our suggested Intermediate Nightmare fit. |
− | While a lot of communities avoid strategic cruisers and command ships due to the fact that their damage output cannot match that of pirate faction battleships, we still allow them as they can easily match the efficiency of tech one battleships. As such, we welcome properly fit strategic cruisers and command ships in our community, as they are good enough for our purposes and we don't benefit from alienating people who prefer to fly smaller ships.
| |
| | | |
− | Just be sure to inform people that if they have plans to fly with public communities, they will most likely need to train into a proper battleship.
| + | {{ShipFitting |
− | == Different resist profiles == | + | | ship=Nightmare |
− | One of the biggest differences fitting strategic cruisers and command ships compared to battleships is that they have a different resist profile. They are also much smaller in signature, especially the strategic cruisers, so won't need the same raw buffer of shield hit points either. As such, the solution could range from anything between a thermal and EM hardener for the '''Legion''' to a mere anti-EM rig on the '''Tengu''' or an invulnerability field for the '''Sleipnir'''.
| + | | fitName= Incursions (Vanguards) |
− | {| class="wikitable" style="font-size:90%; vertical-align:middle; padding:0px; border-collapse:collapse;""
| + | | fitID= Incursions (Vanguards) |
− | ! style="background:#222222;" | Ship
| + | | high1name=Mega Pulse Laser II |
− | ! style="background:#222222;" | Base resist profile
| + | | high1typeID=3057 |
− | ! style="background:#222222;" | Comments
| + | | high2name=Mega Pulse Laser II |
− | |- | + | | high2typeID=3057 |
− | | nowrap | Astarte / Proteus | + | | high3name=Mega Pulse Laser II |
− | | nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]] 0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]85%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50% | + | | high3typeID=3057 |
− | | An {{co|slateblue|EM}} hole. | + | | high4name=Mega Pulse Laser II |
− | |- | + | | high4typeID=3057 |
− | | nowrap | Legion | + | | high5name=Large Remote Armor Repairer II |
− | | nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]] 0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]87,5% | + | | high5typeID=26914 |
− | | An {{co|slateblue|EM}} hole and weak {{co|crimson|thermal}} resists. | + | | high6name=Auto Targeting System II |
− | |- | + | | high6typeID=1436 |
− | | nowrap | Loki<small> <ref name="resist_subsystem">This is with the '''resist bonused''' defensive subsystem fitted.</ref></small> | + | | mid1name=Tracking Computer II |
− | | nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]80%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]52%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60% | + | | mid1typeID=1978 |
− | | No resist holes. | + | | mid2name=Tracking Computer II |
− | |- | + | | mid2typeID=1978 |
− | | nowrap | Sleipnir | + | | mid3name=Tracking Computer II |
− | | nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50% | + | | mid3typeID=1978 |
− | | No resist holes. | + | | mid4name=Sensor Booster II |
− | |- | + | | mid4typeID=1952 |
− | | nowrap | Tengu<small> <ref name="resist_subsystem"></ref></small> | + | | mid5name=Sensor Booster II |
− | | nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]84%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60% | + | | mid5typeID=1952 |
− | | Weak {{co|slateblue|EM}} resists. | + | | mid6name=Sensor Booster II |
− | |- | + | | mid6typeID=1952 |
− | | nowrap | Vulture | + | | mid7name=Federation Navy Stasis Webifier |
− | | nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]] 0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]80%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50% | + | | mid7typeID=17559 |
− | | An {{co|slateblue|EM}} hole.
| + | | low1name=Imperial Navy Multispectrum Energized Membrane |
− | |}
| + | | low1typeID=15729 |
− | <small><references/></small>
| + | | low2name=Imperial Navy Multispectrum Energized Membrane |
− | [[Category:Incursions]]
| + | | low2typeID=15729 |
| + | | low3name=Damage Control II |
| + | | low3typeID=2048 |
| + | | low4name=Imperial Navy Heat Sink |
| + | | low4typeID=15810 |
| + | | low5name=Imperial Navy Heat Sink |
| + | | low5typeID=15810 |
| + | | low6name=Imperial Navy Heat Sink |
| + | | low6typeID=15810 |
| + | | rig1name=Large Explosive Armor Reinforcer I |
| + | | rig1typeID=25888 |
| + | | rig2name=Large Kinetic Armor Reinforcer I |
| + | | rig2typeID=25890 |
| + | | rig3name=Large Hyperspatial Velocity Optimizer II |
| + | | rig3typeID=26322 |
| + | | charge1name=Imperial Navy Acolyte x5 |
| + | | charge1typeID=31864 |
| + | | charge2name=Medium Armor Maintenance Bot I x5 |
| + | | charge2typeID=23709 |
| + | | charge3name=Conflagration L x4 |
| + | | charge3typeID=12816 |
| + | | charge4name=Scorch L x4 |
| + | | charge4typeID=12820 |
| + | | charge5name=Imperial Navy Multifrequency L x4 |
| + | | charge5typeID=23105 |
| + | | charge6name=Scan Resolution Script x3 |
| + | | charge6typeID=29011 |
| + | | charge7name=Optimal Range Script x3 |
| + | | charge7typeID=28999 |
| + | | charge8name=Tracking Speed Script x3 |
| + | | charge8typeID=29001 |
| + | | skills= |
| + | | showSKILLS=N |
| + | | notes= |
| + | | showNOTES=N |
| + | | difficulty=0 |
| + | | version=2024.2.2 |
| + | | showTOC=N |
| + | | alphacanuse=N |
| + | }} |
|
The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role.
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Incursion fleets rely rely on good resists, sufficient buffer, command bursts and active logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better.
Once you have a good enough tank, the rest of your spare slots should be used to augment your (and the fleet's) damage potential. While being undertanked is obviously dangerous, being overtanked is not only wasteful, but can present a a different kind of danger if done at the cost of offensive capability.
See Preparing for Incursions for more information about what skills we ask that members of the EVE University Incursion Community have trained. While other communities might have similar requirements, this is just what we recommend.
Fitting principles
The EVE University Incursion community suggests fits based on a set of principles which are designed to allow us to run the sites safely and efficiently. These principles act as guidelines that are followed in every fit we suggest to our community.
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Armor Tank
The EVE University Incursion Community uses an armor-tanked doctrine to run sites. We aim for all of our damage-dealing ships to have 67% Armor resists in every damage type, and to have around 10,000 armor hitpoints before any command bursts are applied.
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Rigs
Our suggested fits are designed with rigs that are compatible with the suggested fits of public armor headquarters communities. This allows our members to join in with content that the Univeristy cannot provide without having to buy a separate ship or spend excess ISK on rerigging their ships. The fits for these public headquarters groups can be found here, here, and here.
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Utility Modules
In general, we prefer that utility midslots are occupied with a mix of primarily Tracking Computers and Sensor Boosters. Beyond these, Target Painters can be useful, as well as Stasis Webifiers.
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Drones
Drones will not be called upon in every fleet, as they are of marginal benefit. However, they can get fleets out of sticky situations on occasion, so we ask that every ship be fitted with at least a set of Acolytes and a set of Armor Maintenance Bots for use in emergencies.
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Turrets
We do not accept ships that use missiles as their primary weapon system. This is due to the flight time of missiles leading to DPS being wasted on missiles which are in flight to targets which have already been killed.
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Damage Control
All of our fits make use of a Damage Control, as this both provides an okay bump in armor resistance, but vitally provides significant hull resistance, which could be the difference between a ship living or dying in an emergency.
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Hyperspatial Rig
A significant amount of time in fleet is spent in warp between sites. We include this rig as it is compatible with headquarters fits on ships where that applies, and by having it on all of our ships it allows the entire fleet to warp faster, thus making the fleet more efficient.
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Why these principles?
Shield vs armor doctrine
Incursions can be done with both shield and armor doctrines. Previously the EVE University Incursion Community has used a shield doctrine, however we now use an armor doctrine. There are pros and cons to both:
- Shield tanking modules are less skill dependent compared to armor, as passive armor modules require the armor compensation skills. However, there is no multispectrum passive shield amplifier, so shield tanking relies on capacitor, and can be turned off if a ship is sufficiently neuted. This aspect is most prevalent in Assault and Headquarters sites, where neut pressure is much more of a concern owing to the Outuni Mesen, which carries a capital-sized neutralizer, as well as the requirement of those sites to equip propulsion modules which are exceedingly capacitor hungry on their own.
- Remote shield boosters apply their repairs at the start of a cycle, which can allow logistics to be applied sooner in the case of sudden aggro switches, however armor repairs cycle faster, and armor ships have buffer in their shields, meaning this benefit is somewhat negated.
- In the event that a ships tank were to break, shield ships have more buffer than armor ships - a shield ship can bleed both armor and hull, whereas an armor tanked ship would only be bleeding hull.
- Shield tanking modules occupy the midslots of a ship, which could otherwise be used by modules such as tracking computers and sensor boosters (which are more effective and flexible as compared to their lowslot counterparts), as well as other utility modules such as stasis webifiers and target painters. Armor tanking modules instead take up lowslots, potentially at the expense of damage modules.
In the EVE University Incursion Community we run armor doctrine because of a mix of these reasons, as well as the fact that the majority of the public incursion communities now run armor doctrine fleets, meaning Unistas who wish to explore the incursions content that the University cannot provide are best positioned to do so.
Sansha incursion rats
The Sansha incursion rats deal damage in two ways, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types. While you can sometimes compensate for a low kinetic resist by having a higher explosive resist, or get away with lower resists due to having a small signature and high speed, generally you don't have the luxury of having resist holes in incursions.
The incursion rats also do a wide variety of Electronic Warfare, including ECM, target painting, stasis webifying, warp disrupting, and energy neutralizing. You can find out more statistics about the Sansha incursion rats on the Sansha's Manual page.
Applied DPS
Just as they do damage across the board, the Sansha incursion rats also have omni tank. The only notable exception is the Lirsautton Parichaya, which is a little weaker against thermal damage and stronger against explosive damage. So contrary to missions where Amarr and Gallente weapons are somewhat limited due to their set damage types, these weapons are not hampered by resists in incursions.
One of the most important aspects to realize is that whatever DPS (damage per second) your favorite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term "applied DPS" as opposed to "paper DPS" which is basically just your potential damage.
One notable example of this is the use of missiles. Because of missile flight time, it is possible to fire missiles at a target, but have that target die before those missiles apply their damage. This is effectively lost DPS, and would be a common situation in any fleet involving ships with missile-based weapon systems. As such, we do not allow missile ships in our fleets, as they do not do anywhere near close to their paper DPS consistently throughout the fleet.
Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See turret damage or the gunnery guide for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your theoretical bubble. Practically this means that utility modules (in particular the bonused stasis webifiers of a Vindicator) often make or break fleets.
Utility
Utility modules refer to modules you fit that doesn't directly give you a higher dps in your favorite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.
Utility medium slots
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Utility high slots
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Sensor Booster II
Federation Navy Stasis Webifier
Tracking Computer II
Republic Fleet Target Painter
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Large Remote Armor Repairer I
Large Remote Capacitor Transmitter II
Auto Targeting System I
Drone Link Augmentor I
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While the exact fits vary between communities as well as fleet compositions, there are a few common grounds for using utility mids. In vanguards, the sensor boosters allow you to lock up the much smaller frigates more quickly, webs are used to help apply damage to enemies that come close, while painters and tracking computers help apply damage at range. The same can be said for assaults and headquarters, although the need for sensor boosters rapidly diminish as you move on from vanguards, as there are fewer frigates in assaults and headquarter sites, reducing the need for sensor boosters.
Utility highs are selected based on individual ship needs. It is common for ships to include an Auto Targeting System in a utility highslot to give access to more locked targets, potentially allowing a ship to lock all of the Sansha in a wave up at the same time, removing the need to continually lock rats as the wave progresses. Outside of this, it is good practice to include Remote Armor Repairers for use in emergencies where the logistics pilot in a fleet may have disconnected. Outside of Vanguards, Remote Capacitor Transmitters can be useful, as these can help ships being targetted by Sansha such as the Deltole Tegmentum or Outuni Mesen, which provide significant capacitor neutralization pressure.
Drones
Though we tend not to use them, drones can be a tremendous asset on a fleet that is weak in terms of DPS, if you pick the right ones and use them intelligently. The sum of all the drones in fleet can easily amount to the equivalent of adding an extra pilot or two on grid, so it's not something to treat lightly. See utilizing drones for tactical information on how to make the most of drones.
When selecting drones you need to factor in how to get the best mix of microwarpdrive and orbital speeds, as well as tracking and optimal range for the type of fleet and sites you run - generally smaller sites have more frigates, which need fast, well tracking drones. Amarr drones generally provide the best mix for most situations except for headquarter sites where slower drones, but with higher focused DPS, are useful for taking down large ships. See drones for more statistics about drone attributes.
Below are the drones we recommend within our community:
Recommended drones/site
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Light drones
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Medium drones
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Heavy drones
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Sentry drones
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Vanguard sites
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Acolyte II [1]
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Not recommended
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Not recommended
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Garde II [2]
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Assault sites
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Acolyte II
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Infiltrator II
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Not recommended
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Curator II [3]
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Headquarter sites [4]
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Hobgoblin II
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Hammerhead II
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Ogre II [5]
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Not recommended
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- ^ Alpha Clones can use Imperial Navy Acolytes instead, due to skill restrictions.
- ^ (Situational) Unbonused sentries have considerably lower tracking and needs to operate at range or stay on cruisers..
- ^ (Situational) In order to use Curator II drones you need to remain stationary more often than not. The extra range of curators is needed for the 35 - 65 km engagement range.
- ^ Drones are often put on stationary objects in headquarter sites, thus focus shifts from Amarr drones (speed and application) to Gallente drones (maximum damage).
- ^ If cost isn't an issue, Gecko or 'Augmented' Ogre drones are preferred due to increased speed and better damage application.
Aside from damage drones, logistics drones are vital to the safety of a fleet. In the case that the logistics pilot disconnects, the fleet is at significant risk due to the diminished remotre repairs available. In such as case, the fleet relies on the repping power of the logibooster, on the utility reps of ships which have them, and on the logistics drones that every member of the fleet carries. To this end, we suggest that every ship be equipped with at least a set of Armor Maintenance Bots. Additionally, if a pilot wishes, they could bring a set of Hull Maintenance Bots to repair any hull scratches that might occur in sticky situations.
Rigging choice
It's very easy to dismiss the importance of the rig selection when buying a new ship. While it's usually not something a new pilot needs to worry about when getting any of the minimum fits posted on the wiki, it's extremely important for people looking to get a new ship as it heavily influences your options in terms of flexibility and utility slots (which is everything in incursions). Don't spend too much ISK on a temporary setup, either go for a cheap "good enough" setup while you're saving up for your ideal setup, or just wait until you can afford the whole setup you want in the end.
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Defense Rigs
It is common for fits to have one or a combination of an Explosive, Thermal, or Kinetic armor resistance rig. It is also common for some fits to utilize a trimark armor pump rig, especially for those ships with less raw armor HP such as the Praxis. This can help eek out enough armor HP to avoid the need for a plate in the lowslots.
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Offence Rigs
Going for damage means that you're limited somewhat due to the high calibration cost of rigs such as Burst Aerators. However, these rigs are often utilized in headquarters fits, particularly in the Vindicator and Marauders.
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Hyperspatial Rigs
Alternatively, Hyperspatial Velocity Optimization rigs offer the benefit of allowing your ship to warp faster, which is particularly advantageous in a situation where every fleet member is capable of the same, minimising the time the fleet spends in warp thus improving fleet efficiency. All of the EVE University Incursion Community doctrine ships have a Tech 2 hyperspatial rig, so we would suggest including one if you can.
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In general we recommend rigging your ship such that it is compatible with the public headquarters communities. This allows you to utilize the same hull for fleets run by those communities as well as the EVE University Incursion Community. With this flexibiltiy we hope to encourage people to explore more of the content as the barrier to entry is lowered.
Determining a proper tank
There are a few easy ways to determine whether a tank is OK or not. You can judge your tank by many means, but for Incursions the best way to measure your tank is to look at your ship's armor effective hit points (armor EHP), as opposed to damage per second repaired (DPS-tank) or the generic effective hit points (EHP). This is because a lot of ships have significant shield and hull hit points, so the effective hit points value can be quite misleading on a battleship with a damage control for example, as the EHP-value skyrockets compared to a ship without a damage control fitted, but very little of it applies to the actual armor EHP.
While the above mentioned armor effective hit points is a good measure, it is not always practical to use on the fly. For one it doesn't really tell you if the ship has any glaring resist holes, so for practical reasons we tend to speak in more general terms -- Armor hit points and resists. It's much easier to just ask the pilot "How many raw armor hit points do you have?" and "What are your resists?". It's very easy for people to check this ingame and it tells us enough to judge whether or not the fit is OK.
Guidelines
Values listed here are approximate based on our tank guidelines, and inferred from the basic fits of armor headquarters groups. Though the public shield Incursion community Warp To Me does publish their tank requirements (67% omni shield resists and 12,000 raw shield HP as of February 2024), others do not.
Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively high recommended level for our community. The values below are of raw armor hit points and paired average resists (EM/thermal and kinetic/explosive), values before boosts for easy comparison.
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Vanguards 33k+ effective armor hit points 67% resists and at least 10,000 raw armor hit points.
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Assaults 50k+ effective armor hit points 70% resists and at least 15,000 raw armor hit points.
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Headquarters 75k+ effective armor hit points 70% resists and 20,000 raw armor hit points.
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In vanguards it is somewhat common for FCs to allow (sometimes significantly) lower resists in fleets with sufficient DPS. This is a concept known as DPS tanking. Though it can be precarious and depend on all members of the fleet flying their ships effectively, having 4 or 5 Marauders in a Vanguard fleet means that a significant portion of the Sanshas DPS never applies because the ships die before the get into range to apply significant damage. With that said, remember that resists are far more important than raw armor hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs. Below is a graph illustrating how damage changes with scaling resists.
Resists
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Actual damage taken
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61% resists
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18% more damage (39% damage taken)
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64% resists
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9% more damage (36% damage taken)
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67% resists
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Baseline Damage (33% damage taken)
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70% resists
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9% less damage (30% damage taken)
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73% resists
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18% less damage (27% damage taken)
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76% resists
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27% less damage (24% damage taken)
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79% resists
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36% less damage (21% damage taken)
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Stacking penalties and the ongrid booster
A ship with fewer modules or rigs stacking will also benefit more from boosts, thus not suffering quite as much as they might initially seem to. Thus, the way in which a ship obtains the required resist profile to be allowed into a fleet run by the EVE University Incursion Community is important - using a large number of cheap multispectrum energized membranes (see the Praxis fit in ~~link~~) leads to the ongrid boosts being much less effective, causing the incoming damage to be increased as compared to a similarly tanked ship with fewer, but higher quality tank modules.
With that said, it is worth noting that the reverse is true - if the ongrid boosts were to no longer be present, a ship with fewer tank modules would be taking relatively more damage as compared to a normal situation. This can sometimes become important to consider in ships fit with an expensive A-Type energized membrane, which would likely be accepted onto a fleet (at the FC's discretion) but which might be under the tank guidelines of the community.
Applying the guidelines - a practical example
This section serves as a guide on how to apply the fitting principles in a way that could generate a suitable fit for any suitable hull. In this example, we will work towards a fit for a pilot who has been flying a pulse Praxis, and wants to begin flying a Nightmare. They have the skills to fit T2 guns, but don't have a whole lot of ISK to be spending on expensive modules.
Required modules - rigs, tank, and guns
We begin with the rigs, as we would like for our fit to be useful outside of Vanguards. The rigs used by the public armor headquarters community Contingency Incursions for their "Advanced" Nightmare fit (and also by the similar community The Ditanian Fleet, but only in their "Antigank" fit) are a T1 Explosive and Kinetic Armor Reinforcer, and a T2 Hyperspatial Velocity Optimizer.
Following this, we consider how to meet the 67% omni resists guideline. Looking to those same headquarters fits, we see expensive A-Type deadspace modules. Looking again to the "Antigank" fits, we see the use of Imperial Navy Multispectrum Energized Membranes. Using two of these on our Nightmare with the aforementioned rigs doesn't quite get us to the resists we need, but adding a Damage Control puts us over the mark. Finally for now, we know that we will need to be able to do damage, so we include the maximum number of Mega Pulse Laser IIs that we can fit - 4 to match the 4 turret hardpoints of the Nightmare.
[Nightmare, Rigs, Tank, Guns]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Damage Control II
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Rounding out the lowslots
Now we have a fit which, while not particularly useful or effective, meets all of the requirements to join a fleet. Now we have some choices to make regarding the remaining slots. The easiest of these choices is what to do with the low slots. These slots are the only ones which allow us to directly increase the raw DPS that the ship does, and it would be advisable to make use of these slots in that way. As this is a ship using energy weapons, we require heat sinks. Here, we choose to splash some ISK to get faction heat sinks, as they provide a nice bump in DPS over their Tech 2 counterparts, whilst also being no more expensive than the faction midslots which, while also useful, do not provide as much of a tangible benefit.
If a fit were to have more than 4 lowslots available, other options for these might include capacitor power relays if the fit were to end up being short on capacitor life, signal amplifiers to speed up lock time and increase the limit on concurrently locked targets, or tracking enhancers to increase application of DPS.
[Nightmare, Heat Sinks]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Damage Control II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Utility midslots
The Nightmare is designed to be a shield-tanked ship, so it benefits from an abundance of midslots, especially now that we are not using those slots for tank modules. As such, we are spoiled for choice, and we choose to be greedy. The first thing we should choose to include is a set of tracking computers. These massively increase our applied DPS by causing us to miss our shots less often, and allowing us to use higher damage ammunition at longer range. Being scripted also makes them a good choice, especially compared to their lowslot counterparts. We will also choose to include some sensor boosters. These will always be used in combination with scan resolution scripts, as in Vanguards we do not require the extra locking range, and the ECCM is nice but not vital. By being able to lock targets faster, we can kill them faster, which makes the whole fleet safer and more efficient.
Aside from these choices, there is a lot of flexibility here. In the fit below, we have opted for 3 tracking computers, 3 sensor boosters, and a stasis webifier. This is a good general choice - it provides a good mix of locking speed and application. Swapping to a mix of 4 tracking computers and 2 sensor boosters is also perfectly fine, and swapping the web for a target painter provides better application at long range whilst almost being as effective as a web up close in terms of applied DPS. It would be perfectly acceptable to keep the web and paint, and switch to 3 tracking computers and 2 sensor boosters. The world is your oyster.
[Nightmare, Midslots]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Sensor Booster II
Sensor Booster II
Sensor Booster II
Federation Navy Stasis Webifier
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Damage Control II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Conflagration L x4
Scorch L x4
Imperial Navy Multifrequency L x4
Scan Resolution Script x3
Optimal Range Script x3
Tracking Speed Script x3
Finishing the fit
Finally, we have a pair of utility highslots to fill, as well as our drone bay. Continuing the theme of greed, we will use an Auto Targeting System II in one of our highslots, which will allow us to lock a few more targets, making our experience in fleet a bit nicer. We will also include a Remote Armor Repairer, as this can be used in emergencies to keep our fleetmates alive, especially if the logistics pilot disconnects. Finally, we will include a set of 5 Imperial Navy Acolytes for our damage drones, and a set of 5 Medium Armor Maintenance Bots for further emergency logistics.
This rounds out the fit, which looks very similar to our suggested Intermediate Nightmare fit.
[Nightmare, Incursions (Vanguards)]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Large Remote Armor Repairer II
Auto Targeting System II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Sensor Booster II
Sensor Booster II
Sensor Booster II
Federation Navy Stasis Webifier
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Damage Control II
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Conflagration L x4
Scorch L x4
Imperial Navy Multifrequency L x4
Scan Resolution Script x3
Optimal Range Script x3
Tracking Speed Script x3