Difference between revisions of "User:Olly Wakwako/sandbox/Incursion Fitting Principles"

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{{Incursions links}}
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{{Incursions links}}{{eunic}}
= Overview =
 
 
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 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.
  
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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.
  
= 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 princples act as guidelines that are followed in every fit we suggest to our community.  
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== 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.  
  
 
{|
 
{|
| valign="top" | {{icon|turret new|64}}
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| [[File:Icon armor plate.png|link=|64px]]
| {{co|coral|Armour Tank}}
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| {{co|coral|Armor Tank}}
  
The EVE University Incursion Community uses an armour-tanked doctrine to run sites. We aim for all of our damage-dealing ships to have '''67% Armour resists''' in every damage type, and to have around '''10,000 armour hitpoints''' before any command bursts are applied.
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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.
 
|-
 
|-
| valign="top" | {{icon|drones|64}}
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| [[File:Module icon armor rig tech1.png|link=|64px]]
 
| {{co|coral|Rigs}}
 
| {{co|coral|Rigs}}
  
Our suggested fits are designed with rigs that are compatible with the suggested fits of public armour 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.
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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].
  
 
|-
 
|-
| valign="top" | [[File:icon_cogs.png|64px|link=]]  
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| [[image:icon_stasis_webifier_faction.png|64px|link=]]
 
| {{co|coral|Utility Modules}}
 
| {{co|coral|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'''.
 
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'''.
 
|-
 
|-
| valign="top" | [[File:icon_cog.png|64px|link=]]
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| {{icon|drones|64px}}
 
| {{co|coral|Drones}}
 
| {{co|coral|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 '''Armour Maintainance Bots''' for use in emergencies.
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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.
 
|-
 
|-
| valign="top" | [[File:icon_cog.png|64px|link=]]
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| {{icon|turret new|64px}}
 
| {{co|coral|Turrets}}
 
| {{co|coral|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.
 
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.
 
|-
 
|-
| valign="top" | [[File:icon_cog.png|64px|link=]]  
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| [[File:Icon module damage control.png|link=|64px]]  
 
| {{co|coral|Damage Control}}
 
| {{co|coral|Damage Control}}
  
All of our fits make use of a '''Damage Control''', as this both provides an okay bump in armour 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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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.
 
|-
 
|-
| valign="top" | [[File:icon_cog.png|64px|link=]]  
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| [[image:module_icon_propulsion_rig_tech2.png|64px|link=]]  
 
| {{co|coral|Hyperspatial Rig}}
 
| {{co|coral|Hyperspatial Rig}}
  
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|}
 
|}
  
= Why these principles? =
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== Why these principles? ==
  
== Shield vs armour doctrines ==
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=== Shield vs armor doctrine ===
Incursions can be done with both shield and armour doctrines. Previously the EVE University Incursion Community has used a shield doctrine, however we now use an armour doctrine. There are pros and cons to both:
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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 dependant compared to armour, as passive armour modules require the armour 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 Otouni 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.
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* 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 amour repairs tend to cycle faster, and have some buffer in their shields, meaning this benefit is somewhat negated.
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* 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 armour ships - a shield ship can bleed both armour and hull, whereas an armour tanked ship would only be bleeding hull.
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* 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. Armour tanking modules instead take up lowslots.
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* 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 armour doctrine because of a mix of these reasons, as well as the fact that the majority of the public incursion communities now run armour doctrine fleets, meaning Unistas who wish to explore the incursions content that the University cannot provide are best positioned to do so.
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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 ==
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=== 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 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.
  
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.
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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.
  
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.
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=== 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.
  
== Applied DPS ==
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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 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.
 
  
 
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.
 
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.
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== Utility modules ==
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=== Utility ===
 
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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 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.
 
  
 
{| class="wikitable" style="font-size: 90%"
 
{| class="wikitable" style="font-size: 90%"
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|-
 
|-
 
| 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;" | [[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;" | [[image:icon_shield_transporter_i.png|24px|link=]] Large Remote Armour 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
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| 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
 
|}
 
|}
 
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.
 
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 Armour 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 Otouni Mesen, which provide significant capacitor neutralization pressure.
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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 ==
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=== 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.
 
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.
  
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<small><references/></small>
 
<small><references/></small>
  
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 Armour Maintainance Bots. Additionally, if a pilot wishes, they could bring a set of Hull Maintainance Bots to repair any hull scratches that might occur in sticky situations.
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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 ==
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=== Rigging choice ===
 
[[image:albert_einstein.jpg|thumb|200px|[[Wikipedia:Albert Einstein|''"It’s all relative, you might say."'']]]]
 
[[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 ====
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{|
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 ====
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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.
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|-
 +
| [[File:Icon projectile rig.png|link=|64px]]
 +
| {{co|coral|Offence Rigs}}
  
==== Flexibility vs efficiency vs cost ====
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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.
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|-
 +
| [[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.
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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.
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|}
{{clear}}
 
 
 
== Determining a proper tank ==
 
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 favorite 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 ====
 
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.
 
  
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 multispectrum hardeners.
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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.
{| class="wikitable" style="font-size:90%;"
 
|- style="background:#222222;"
 
! Ship
 
! Base resist profile
 
! Comments
 
|-
 
| Regular/faction battleships<small>&nbsp;<ref>Includes '''regular battleships''', '''navy''' and '''fleet issue battleships''' as well as '''pirate faction battleships'''.</ref></small>
 
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;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.
 
|-
 
| Resist bonused battleships<small>&nbsp;<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>
 
| [[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.
 
|-
 
| Praxis
 
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]28%[[Image:icon_resist_therm.png|24px|Thermal resistance]]28%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]28%[[Image:icon_resist_exp.png|24px|Explosive resistance]]28%
 
| Weak omni resists.
 
|-
 
| Scimitar
 
| [[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
 
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;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 ====
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=== Determining a proper tank ===
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.
+
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.
  
==== Shield hit points and resists ====
+
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.
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 ====
{{note box|Values listed here are pre-Surgical Strike, which reduced the effectiveness of most resist modules by 20%. As such, shield Headquarters groups now only require 67% resists and 95k EHP (Warp to Me minimums).}}
+
{{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 shield hit points and paired average resists (EM/thermal and kinetic/explosive), values '''before boosts''' for easy comparison.
+
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.
 
{|
 
{|
 
| [[image:Incursions_vanguard_icon.png|42px|Vanguards]]
 
| [[image:Incursions_vanguard_icon.png|42px|Vanguards]]
| [[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.
 
|-
 
|-
 
| [[image:Incursions_assault_icon.png|42px|Assaults]]
 
| [[image:Incursions_assault_icon.png|42px|Assaults]]
| [[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.
 
|-
 
|-
 
| [[image:Incursions_headquarter_icon.png|42px|Headquarters]]
 
| [[image:Incursions_headquarter_icon.png|42px|Headquarters]]
| [[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.
+
 
 +
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.
 +
 
 
{| class="wikitable" style="font-size:90%;"  
 
{| class="wikitable" style="font-size:90%;"  
 
|- style="background-color: #222222;"
 
|- style="background-color: #222222;"
Line 211: Line 181:
 
| style="padding-left:5px; padding-right:5px;" | 61% resists
 
| style="padding-left:5px; padding-right:5px;" | 61% resists
 
| rowspan="7" style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width: 0.25em"|
 
| rowspan="7" style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width: 0.25em"|
| style="padding-left:5px; padding-right:5px;" | 30% more damage ''(39% damage taken)''
+
| style="padding-left:5px; padding-right:5px;" | 18% more damage ''(39% damage taken)''
 
|- style="background-color: #200000"
 
|- style="background-color: #200000"
 
| style="padding-left:5px; padding-right:5px;" | 64% resists
 
| style="padding-left:5px; padding-right:5px;" | 64% resists
| style="padding-left:5px; padding-right:5px;" | 20% more damage ''(36% damage taken)''
+
| style="padding-left:5px; padding-right:5px;" | 9% more damage ''(36% damage taken)''
 
|- style="background-color: #100000;"
 
|- style="background-color: #100000;"
| style="padding-left:5px; padding-right:5px;" | 67% resists
+
| style="padding-left:5px; padding-right:5px;" | {{co|yellow|67% resists}}
| style="padding-left:5px; padding-right:5px;" | 10% more damage (33% damage taken)
+
| style="padding-left:5px; padding-right:5px;" | {{co|yellow|''Baseline Damage (33% damage taken)''}}
 
|-
 
|-
| style="padding-left:5px; padding-right:5px;" | {{co|yellow|70% resists}}
+
| style="padding-left:5px; padding-right:5px;" | 70% resists
| style="padding-left:5px; padding-right:5px;" | {{co|yellow|Baseline damage ''(30% damage taken)''}}
+
| style="padding-left:5px; padding-right:5px;" | 9% less damage ''(30% damage taken)''
 
|- style="background-color: #001000;'
 
|- style="background-color: #001000;'
 
| style="padding-left:5px; padding-right:5px;" | 73% resists
 
| style="padding-left:5px; padding-right:5px;" | 73% resists
| style="padding-left:5px; padding-right:5px;" | 10% less damage (27% damage taken)
+
| style="padding-left:5px; padding-right:5px;" | 18% less damage ''(27% damage taken)''
 
|- style="background-color: #002000;"
 
|- style="background-color: #002000;"
 
| style="padding-left:5px; padding-right:5px;" | 76% resists
 
| style="padding-left:5px; padding-right:5px;" | 76% resists
| style="padding-left:5px; padding-right:5px;" | 20% less damage (24% damage taken)
+
| style="padding-left:5px; padding-right:5px;" | 27% less damage ''(24% damage taken)''
 
|- style="background-color: #003000;"
 
|- style="background-color: #003000;"
 
| style="padding-left:5px; padding-right:5px;" | 79% resists
 
| style="padding-left:5px; padding-right:5px;" | 79% resists
| style="padding-left:5px; padding-right:5px;" | 30% less damage (21% damage taken)
+
| style="padding-left:5px; padding-right:5px;" | 36% less damage ''(21% damage taken)''
 
|-
 
|-
 
|}
 
|}
  
==== Stacking penalties and offgrid boosts ====
+
==== 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. This of course means they also have more to lose if boosts go down, which is worth noting.
+
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.
  
Further down this page you'll see examples of this with the [[#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 [[#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.
+
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.
  
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.
+
== 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.
  
= Upgrade priorities =
+
==== Required modules - rigs, tank, and guns ====
{{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.}}
+
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.
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 ==
+
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.
  
== Faction and deadspace modules ==
+
{{ShipFitting
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.
+
| ship=Nightmare
 
+
| fitName= Rigs, Tank, Guns
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.
+
| fitID= Incursions (Vanguards)
 
+
| high1name=Mega Pulse Laser II
==== What do you get in return? ====
+
| high1typeID=3057
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.
+
| high2name=Mega Pulse Laser II
 
+
| high2typeID=3057
==== Module variants and price deviations ====
+
| high3name=Mega Pulse Laser II
{|
+
| high3typeID=3057
| valign="top" style="padding:0px;" | [[Image:Market.png|64px|link=]]
+
| high4name=Mega Pulse Laser II
| 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.
+
| high4typeID=3057
|}
+
| low1name=Imperial Navy Multispectrum Energized Membrane
 
+
| low1typeID=15729
== Injecting implants ==
+
| low2name=Imperial Navy Multispectrum Energized Membrane
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.
+
| low2typeID=15729
 
+
| low3name=Damage Control II
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.
+
| low3typeID=2048
 
+
| rig1name=Large Explosive Armor Reinforcer I
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.
+
| rig1typeID=25888
 
+
| rig2name=Large Kinetic Armor Reinforcer I
See the [[EVE University Incursion Community Implant Guide|Incursion Community Implant Guide]] for more information about recommended implants. This guide will cover the two types of implants that we suggest: Skill Hardwiring (slots 6-10) and Attribute Enhancing (slots 1-5). These implants are not required to fly in our community, but they do greatly improve ship performance. In order to use any of the implants listed in this guide, you will need to have the Cybernetics skill trained to at least level V. This will allow you to use 6% implants, which can be purchased with Concord Loyalty Points (LP) earned by running Incursions. These implants can be found at Concord Stations and cost 250 million ISK and 250,000 LP.
+
| rig2typeID=25890
 
+
| rig3name=Large Hyperspatial Velocity Optimizer II
= Battleship setups =
+
| rig3typeID=26322
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.
+
| skills=
 
+
| showSKILLS=N
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.
+
| notes=
 
+
| showNOTES=N
Boosts are from a max skills, mindlinked attack command ship (e.g. Sleipnir) for Vanguards, and a max skills, mindlinked fleet command ship (e.g. Claymore) for Assaults and Headquarters.
+
| difficulty=0
 
+
| version=2024.2.2
 
+
| showTOC=N
 
+
| alphacanuse=N
= Planning ahead =
+
}}
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship, strategic cruiser or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. Don't worry too much about it though, as the race specific ship and weapon skills you train for the minimum skills only amount to a little over five days worth of training. So changing your mind along the way wouldn't be much of a detour.
 
 
 
Depending on the race, training for strategic cruisers will make quite some progress towards being able to fly logistics as well, or the other way around if your goal is to fly logistics. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.
 
== Synergy ==
 
You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.
 
 
 
So take some time to consider which racial ship line, what racial weapons would benefit you doing missions, exploration, PvP or whatever else you'd like to do in EVE.
 
 
 
= Ship progression =
 
{{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.}}
 
Progression varies a little between the roles of [[Roles in Incursions#Logistics|logistics]] and [[Roles in Incursions#Damage dealers|damage dealers]], but is somewhat straight forward with easily identified high-end ships to aim for.
 
== Logistics ==
 
While there's little in terms of progression for logistics, it's worth mentioning that it can be highly advantageous to train into both the '''Scimitar''' and the '''Basilisk'''. Progression is mostly based on skills once you can fly these two ships, most notably {{sk|Logistics Cruisers|V}} that opens up for a lot of options.
 
==== Scimitar ====
 
{| style="padding:0px;"
 
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[File:Scimitar.jpg|128px|link=]]</div>
 
| valign="top" style="padding:4px;" | The {{ship|scimitar|tooltip}} is cap stable on its own and does not require a cap chain to run all its remote shield boosters. That and the bonus to '''remote tracking computers''' means it's favoured in any fleet that either doesn't need utility cap or has it covered already.
 
 
 
{{icon|minmatar2|28}}{{sk|Minmatar Cruiser}}<br>
 
{{icon|remote shield booster|28}}{{sk|Shield Emission Systems}}<br>
 
{{icon|remote tracking computer|28}}{{sk|Sensor Linking}} (favoured in [[Incursion sites#Vanguard sites|vanguard sites]] for their '''remote tracking computer''' bonus)
 
|}
 
 
 
==== Basilisk ====
 
{| style="padding:0px;"
 
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|caldari|48}}</div>[[File:Basilisk.jpg|128px|link=]]</div>
 
| valign="top" style="padding:4px;" | The {{ship|Basilisk|tooltip}} relies on establishing a cap chain in order to run all its remote shield boosters. The extra high slots allow for either more remote shield boosters or extra utility cap for the fleet. It is often used to ensure enough utility cap for the more difficult incursion sites featuring heavy neuting.
 
 
 
{{icon|caldari2|28}}{{sk|Caldari Cruiser}}<br>
 
{{icon|remote shield booster|28}}{{sk|Shield Emission Systems}}<br>
 
{{icon|remote capacitor transmitter|28}}{{sk|Capacitor Emission Systems}} (favoured in [[Incursion sites#Assault sites|assault]] and [[Incursion sites#Headquarter sites|headquarter sites]] for their ability to provide cap)
 
 
 
|}
 
 
 
== Pirate faction battleships ==
 
The '''Machariel''', '''Nightmare''', and '''Vindicator''' are the preferred ''intermediate hulls''for incursions due to a combination of higher base stats, better bonuses and better slot layouts as compared to T1 battleships and the Praxis.
 
 
 
Some of these have a natural progression, like the [[Vanguard Incursion fits#Maelstrom|Maelstrom]] pilot only needing {{sk|Gallente Battleship}} to move into a '''Machariel''' and a [[Vanguard Incursion fits#Hyperion|Hyperion]] pilot only needing to train {{sk|Minmatar Battleship}} to get into the '''Vindicator'''. Left a bit on the side is the [[Vanguard Incursion fits#Rokh|Rokh]] with a low priority synergy with the '''Nightmare''' given the {{sk|Caldari Battleship}} skill and a slightly stronger synergy with the '''Vindicator''' given that they both use the {{sk|Large Hybrid Turret}} skill for their guns.
 
 
 
Training up a racial battleship skill from scratch to III takes less than four days and training a new racial turret skill to III is about a day and a half, so even if some of these ships have natural progression; don't feel like you're a slave to your initial choice of ship or weaponry.
 
==== Nightmare ====
 
{| style="padding:0px;"
 
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|sansha's nation|48}}</div>[[File:Nightmare.jpg|128px|link=]]</div>
 
| valign="top" style="padding:4px;" | The {{ship|Nightmare|tooltip}} has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues putting some pressure on good cap skills.
 
  
{{icon|amarr2|28}}{{sk|Amarr Battleship}} (increases turret tracking speed)<br>
 
{{icon|caldari2|28}}{{sk|Caldari Battleship}} (low priority as the afterburner effect is hardly used)<br>
 
{{icon|large pulse laser|28}}{{sk|Large Energy Turret}}
 
|}
 
  
==== Machariel ====
+
==== Rounding out the lowslots ====
{| style="padding:0px;"
+
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.
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|angel cartel|48}}</div>[[File:Machariel.jpg|128px|link=]]</div>
 
| valign="top" style="padding:4px;" | The {{ship|Machariel|tooltip}} combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched, although it does suffer comparably with lower overall dps. It also has enough midslots to fit for any occasion.
 
  
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small>&nbsp;<ref name="galmin">{{sk|Gallente Battleship}} and {{sk|Minmatar Battleship}} are shared between both the [[Machariel]] and the [[Vindicator]], so if you like flying multiple hulls you'd have the ship skills covered and you'd only need to train a new racial turret skill.</ref></small> (increases turret falloff)<br>
+
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.
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small>&nbsp;<ref name="galmin"/></small> (highest priority increases turret damage)<br>
 
{{icon|large autocannon|28}}{{sk|Large Projectile Turret}}
 
|}
 
 
 
==== Vindicator ====
 
{| style="padding:0px;"
 
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|serpentis|48}}</div>[[File:Vindicator.jpg|128px|link=]]</div>
 
| valign="top" style="padding:4px;" | The {{ship|Vindicator|tooltip}} is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range.
 
 
 
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small>&nbsp;<ref name="galmin"/></small> (increases turret tracking speed)<br>
 
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small>&nbsp;<ref name="galmin"/></small> (highest priority as it increases webifier effectiveness)<br>
 
{{icon|large blaster|28}}{{sk|Large Hybrid Turret}}
 
|}
 
<small><references/></small>
 
 
 
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, a [[Machariel]] compared to a Maelstrom, and a [[Nightmare]] compared to a Praxis.
 
{| class="wikitable" style="font-size:90%;"
 
|- style="background-color: #222222;"
 
! Improvements
 
! Hyperion &raquo; Vindicator
 
! Maelstrom &raquo; Machariel
 
! Praxis &raquo; Nightmare
 
|-
 
| {{icon|turret new|24}} Effective turrets<small>&nbsp;<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>
 
| {{co|lightgreen|+22,2% more damage}}
 
| {{co|lightgreen|+9,4% more damage}}
 
| {{co|lightgreen|+33,3% more damage}}
 
|-
 
| {{icon|tracking|24}} Tracking speed
 
| {{co|lightgreen|+37,5% more tracking}}
 
| {{co|grey|Similar}}
 
| {{co|lightgreen|+37,5% more tracking}}
 
|-
 
| {{icon|range|24}} Turret falloff
 
| {{co|grey|Similar}}
 
| {{co|lightgreen|+50% more falloff}}
 
| {{co|grey|Similar}}
 
|-
 
| [[image:Icon capacitor capacity.png|24px|link=]] Capacitor recharge<small>&nbsp;<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>
 
| {{co|lightgreen|+14,3% capacitor recharge}}
 
| {{co|lightgreen|+4,7% capacitor recharge}}
 
| {{co|lightgreen|+17,8% capacitor recharge}}
 
|-
 
| {{icon|shield|24}} Shield hit points
 
| {{co|lightgreen|+16,7% more shield hp}}
 
| {{co|lightgreen|+16,5% more shield hp}}
 
| {{co|lightgreen|+62,3% more shield hp}}
 
|-
 
| {{icon|sig|24}} Signature
 
| {{co|lightgreen|17,5% smaller signature}}
 
| {{co|lightgreen|23,9% smaller signature}}
 
| {{co|lightgreen|20,4% smaller signature}}
 
|-
 
| {{icon|range|24}} Targeting range
 
| {{co|lightgreen|20,8% longer lock range}}
 
| {{co|grey|Similar}}
 
| {{co|lightgreen|37,1% longer lock range}}
 
|-
 
| [[image:icon_drones.png|24px|link=]] Drone capacity
 
| {{co|crimson|-50 m3 drone bay}}
 
| {{co|lightgreen|+25 m3 drone bay}}
 
| {{co|crimson|-150 m3 drone bay}}
 
|-
 
| {{icon|sensor resolution|24}} Scan resolution
 
| {{co|crimson|-9,1% scan resolution}}
 
| {{co|lightgreen|+38,9% scan resolution}}
 
| {{co|crimson|-15,2% scan resolution}}
 
|-
 
| [[image:icon_warp_speed.png|24px|link=]] Warp speed
 
| {{co|grey|Same}}
 
| {{co|lightgreen|+1 AU/s warp speed}}
 
| {{co|grey|Same}}
 
|-
 
| {{icon|inertia|24}} Inertia
 
| {{co|lightgreen|+29,7% more agile}}
 
| {{co|lightgreen|+29,4% more agile}}
 
| {{co|crimson|-18,0% less agile}}
 
|-
 
| [[image:icon_velocity.png|24px|link=]] Velocity<ref>A ship's '''velocity''' is unimportant in Vanguards, but valued in Assaults and Headquarters, which involve moving with microwarpdrives to anchor positions.</ref>
 
| {{co|lightgreen|+14,7% faster}}
 
| {{co|lightgreen|+71,3% faster}}
 
| {{co|lightgreen|+52,0% faster}}
 
|}
 
<small><references/></small>
 
  
 
For the most part, fit progression is really only relevant for high-end ships like the three pirate faction battleships mentioned above. Logistics ships use pretty much the same rigs, changing only a few modules based on their desired fit. Remember that upgrading from a regular battleship to a pirate faction battleship alone is a big upgrade and the best use of your ISK for the initial upgrade.
 
 
See [[Incursion fitting principles#Upgrade priorities|upgrade priorities]] for more information and remember that your options are highly limited by your [[Incursion fitting principles#Rigging choice|choice of rigs]]. That choice also heavily influences the amount of ISK you need to front to make the fit work. The examples below will use the more common setups, so will not include specialized fits such as the '''warp speed''' variant.
 
== Cheap ==
 
If you're not entirely sure how you want to fit your ship in the end, the same principle that we follow to fit our [[Incursion fitting principles#Minimum setup|minimum fits]] can be applied to pirate faction ships as well. Practically you can fit a '''Vindicator''' more or less the same way you'd fit a [[Vanguard Incursion fits#Hyperion|Hyperion]]. The same goes for fitting a '''Machariel''' similar to how you fit a [[Vanguard Incursion fits#Maelstrom|Maelstrom]].
 
 
Here's an example of a '''Nightmare''' fit according to our principles, with only a minor change to rigs since their increased stats make shield extender rigs superfluous.
 
 
{{ShipFitting
 
{{ShipFitting
 
| ship=Nightmare
 
| ship=Nightmare
| shipTypeID=17736
+
| fitName= Heat Sinks
| fitName=Cheap setup (example)
+
| fitID= Incursions (Vanguards)
| fitID=Cheap-setup-(example)
+
| high1name=Mega Pulse Laser II
| low1name=Damage Control II
+
| high1typeID=3057
| low1typeID=2048
+
| high2name=Mega Pulse Laser II
| mid1name=Multispectrum Shield Hardener II
+
| high2typeID=3057
| mid1typeID=2281
+
| high3name=Mega Pulse Laser II
| mid2name=Multispectrum Shield Hardener II
+
| high3typeID=3057
| mid2typeID=2281
+
| high4name=Mega Pulse Laser II
| mid3name=EM Shield Hardener II
+
| high4typeID=3057
| mid3typeID=2301
+
| low1name=Imperial Navy Multispectrum Energized Membrane
| rig1name=Large Thermal Shield Reinforcer I
+
| low1typeID=15729
| rig1typeID=26082
+
| low2name=Imperial Navy Multispectrum Energized Membrane
| rig2name=Large Energy Burst Aerator II
+
| low2typeID=15729
| rig2typeID=26380
+
| low3name=Damage Control II
| low2name=open
+
| low3typeID=2048
| low3name=open
+
| low4name=Imperial Navy Heat Sink
| low4name=open
+
| low4typeID=15810
| low5name=open
+
| low5name=Imperial Navy Heat Sink
| low6name=open
+
| low5typeID=15810
| mid4name=open
+
| low6name=Imperial Navy Heat Sink
| mid5name=open
+
| low6typeID=15810
| mid6name=open
+
| rig1name=Large Explosive Armor Reinforcer I
| mid7name=open
+
| rig1typeID=25888
| high1name=open
+
| rig2name=Large Kinetic Armor Reinforcer I
| high2name=open
+
| rig2typeID=25890
| high3name=open
+
| rig3name=Large Hyperspatial Velocity Optimizer II
| high4name=open
+
| rig3typeID=26322
| high5name=open
 
| high6name=open
 
| rig3name=open
 
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=The '''Nightmare''' is often the only decent entry-ship for '''Amarr''' pilots.</li><li>Even using the standard setup the ship sports plenty of midslots allowing for a '''high number of''' [[Incursion fitting principles#Utility modules|utility modules]], four to be exact.
+
| notes=
| showNOTES=Y
+
| showNOTES=N
 
| difficulty=0
 
| difficulty=0
| warsop=A
+
| version=2024.2.2
| warsopReason=
 
| version=June 2020
 
 
| showTOC=N
 
| showTOC=N
| shipDNA=17736:2048;1:2281;2:2301;1:26082;1:26380;1::
+
| alphacanuse=N
| fleetup=
 
 
}}
 
}}
  
== Effective ==
+
==== Utility midslots ====
{{quote|... will free up an extra midslot.}}
+
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.
If you want to keep the cost of the fit down while still having some improvements, you could go halfway with the cheapest deadspace modules. The [[Incursion fitting principles#Thermal rig|advanced EM rig setup]] from the '''fitting principles''' page will free up an extra midslot.
+
 
{{note|This fit changes the rig to a {{icon|em resist|22}}{{co|coral|Large EM Shield Reinforcer I}} and will not work with other resist rigs.}}
+
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.
 +
 
 
{{ShipFitting
 
{{ShipFitting
| ship=Machariel
+
| ship=Nightmare
| shipTypeID=11738
+
| fitName= Midslots
| fitName=Effective setup (example)
+
| fitID= Incursions (Vanguards)
| fitID=Optimal-setup-(example)
+
| high1name=Mega Pulse Laser II
| low1name=Damage Control II
+
| high1typeID=3057
| low1typeID=2048
+
| high2name=Mega Pulse Laser II
| mid1name=Pithum C-Type Multispectrum Shield Hardener
+
| high2typeID=3057
| mid1typeID=4349
+
| high3name=Mega Pulse Laser II
| mid2name=Multispectrum Shield Hardener II
+
| high3typeID=3057
| mid2typeID=2281
+
| high4name=Mega Pulse Laser II
| rig1name=Large EM Shield Reinforcer I
+
| high4typeID=3057
| rig1typeID=26076
+
| mid1name=Tracking Computer II
| rig2name=Large Projectile Burst Aerator II
+
| mid1typeID=1978
| rig2typeID=26430
+
| mid2name=Tracking Computer II
| low2name=open
+
| mid2typeID=1978
| low3name=open
+
| mid3name=Tracking Computer II
| low4name=open
+
| mid3typeID=1978
| low5name=open
+
| mid4name=Sensor Booster II
| low6name=open
+
| mid4typeID=1952
| mid3name=open
+
| mid5name=Sensor Booster II
| mid4name=open
+
| mid5typeID=1952
| mid5name=open
+
| mid6name=Sensor Booster II
| mid6name=open
+
| mid6typeID=1952
| high1name=open
+
| mid7name=Federation Navy Stasis Webifier
| high2name=open
+
| mid7typeID=17559
| high3name=open
+
| low1name=Imperial Navy Multispectrum Energized Membrane
| high4name=open
+
| low1typeID=15729
| high5name=open
+
| low2name=Imperial Navy Multispectrum Energized Membrane
| high6name=open
+
| low2typeID=15729
| high7name=open
+
| low3name=Damage Control II
| high8name=open
+
| low3typeID=2048
| rig3name=open
+
| 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=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=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=With a cheap setup you'd use up 3 midslots for tank, this only uses two, giving you one extra midslot for [[Incursion fitting principles#Utility modules|utility modules]].</li><li>Increasing the tank for this fit is a bit limited, but you can either add a normal {{co|coral|Multispectrum Shield Hardener II}} module for assaults, or if you want to solidify your tank for headquarters, two {{co|coral|Pithum B-Type Multispectrum Shield Hardeners}}.
+
| notes=
| showNOTES=Y
+
| showNOTES=N
 
| difficulty=0
 
| difficulty=0
| version=April 2020
+
| version=2024.2.2
 
| showTOC=N
 
| showTOC=N
| shipDNA=17740:2048;1:4349;1:2281;1:26076;1:26430;1::
+
| alphacanuse=N
| fleetup=
 
 
}}
 
}}
  
== Optimal ==
+
==== Finishing the fit ====
{{quote|... gives you maximum damage and will free up two extra midslots.}}
+
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.
If you're willing to spend a little bit more on your favourite cash-cow ship, you can take it one step further with one of the more costly deadspace hardeners. The [[Incursion fitting principles#Electromagnetic rig|advanced electromagnetic rig setup]] from the '''fitting principles''' page gives you maximum damage and will free up an extra midslot.
+
 
 +
This rounds out the fit, which looks very similar to our suggested Intermediate Nightmare fit.  
  
Here's an example of a '''Vindicator''' fit according to that principle.
 
{{note|This fit changes the rig to a {{icon|em resist|22}}{{co|coral|Large EM Shield Reinforcer I}} and will not work with other resist rigs.}}
 
 
{{ShipFitting
 
{{ShipFitting
| ship=Vindicator
+
| ship=Nightmare
| shipTypeID=17740
+
| fitName= Incursions (Vanguards)
| fitName=Optimal setup (example)
+
| fitID= Incursions (Vanguards)
| fitID=Optimal-setup-(example)
+
| high1name=Mega Pulse Laser II
| low1name=Damage Control II
+
| high1typeID=3057
| low1typeID=2048
+
| high2name=Mega Pulse Laser II
| mid1name=Pithum B-Type Multispectrum Shield Hardener
+
| high2typeID=3057
| mid1typeID=4348
+
| high3name=Mega Pulse Laser II
| rig1name=Large EM Shield Reinforcer I
+
| high3typeID=3057
| rig1typeID=26076
+
| high4name=Mega Pulse Laser II
| rig2name=Large Hybrid Burst Aerator II
+
| high4typeID=3057
| rig2typeID=26394
+
| high5name=Large Remote Armor Repairer II
| low2name=open
+
| high5typeID=26914
| low3name=open
+
| high6name=Auto Targeting System II
| low4name=open
+
| high6typeID=1436
| low5name=open
+
| mid1name=Tracking Computer II
| low6name=open
+
| mid1typeID=1978
| low7name=open
+
| mid2name=Tracking Computer II
| mid2name=open
+
| mid2typeID=1978
| mid3name=open
+
| mid3name=Tracking Computer II
| mid4name=open
+
| mid3typeID=1978
| mid5name=open
+
| mid4name=Sensor Booster II
| high1name=open
+
| mid4typeID=1952
| high2name=open
+
| mid5name=Sensor Booster II
| high3name=open
+
| mid5typeID=1952
| high4name=open
+
| mid6name=Sensor Booster II
| high5name=open
+
| mid6typeID=1952
| high6name=open
+
| mid7name=Federation Navy Stasis Webifier
| high7name=open
+
| mid7typeID=17559
| high8name=open
+
| low1name=Imperial Navy Multispectrum Energized Membrane
| rig3name=open
+
| low1typeID=15729
 +
| low2name=Imperial Navy Multispectrum Energized Membrane
 +
| 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=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=With a cheap setup you'd use up 3 midslots for tank, leaving only 2 midslots for [[Incursion fitting principles#Utility modules|utility modules]]. But since you're only using 1 midslot you now have room for two additional midslots.</li><li>Increasing the tank for this fit can be as cheap as adding a normal {{co|coral|Multispectrum Shield Hardener II}} module for assaults, or if you want to solidify your tank for headquarters, a second {{co|coral|Pithum B-Type}} or {{co|coral|Pithum A-Type Multispectrum Shield Hardener}}.
+
| notes=
| showNOTES=Y
+
| showNOTES=N
 
| difficulty=0
 
| difficulty=0
| version=June 2020
+
| version=2024.2.2
 
| showTOC=N
 
| showTOC=N
| shipDNA=17740:2048;1:4348;1:2281;1:26076;1:26394;1::
+
| alphacanuse=N
| fleetup=
 
 
}}
 
}}
 
= Skill progression =
 
For the most part skill progression is as simple as just topping off the '''minimum''' skills you needed to get ready and perhaps train a couple of new skills to be able to use a different set of drones or a situational module. There are however some differences between skill progression for logistics and damage dealers.
 
== Logistics ==
 
Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like {{sk|Logistics Cruisers|V}} and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank.
 
 
See [[Preparing for Incursions#Minimum skills for logistics|minimum]] and [[Preparing for Incursions#Recommended skills for logistics|recommended skills]] for a list of specific skills to train early on to quickly move into the '''recommended''' and '''advanced''' logistics fits.
 
{|
 
| valign="top" | [[File:icon_implant_hardwiring.png|64px|link=]]
 
| {{co|coral|Implants}}
 
 
It's possible to change the priority or shorten the train early on by using '''implants''' to improve your capacitor regeneration or fitting room. This is because logistics have relatively small capacitor capacity and even small changes can often make or break a fit. See [[Incursion fitting principles#Recommended implants|recommended implants]] for more information.
 
|}
 
 
== Damage dealers ==
 
Most of the progression in terms of skill for damage dealers surrounds gunnery and drones, but also to some extent capacitor management and fitting skills. Skill progression for damage dealers are completely disjointed and separate from ship progression due to the fact that you'll perform better in a pirate faction than you would in a tech one hull no matter what your skills are. So as your skills improve you'll progress the same regardless if it's in a fancy ship or your old but trustworthy tech one battleship; You simply upgrade when your skills allow you to.
 
 
See [[Preparing for Incursions#Minimum skills for damage dealers|minimum]] and [[Preparing for Incursions#Recommended skills for damage dealers|recommended skills]] for a list of specific skills to train early on.
 
{|
 
| valign="top" | {{icon|turret new|64}}
 
| {{co|coral|Tech two weapons}}
 
 
As soon as you have the skills for it, toss away those old meta turrets and replace them with your tech two turrets of choice. All ships, tech one battleships as well as pirate faction battleships benefit greatly from the much more powerful tech two turrets (and their advanced ammunition).
 
|-
 
| valign="top" | {{icon|drones|64}}
 
| {{co|coral|Improved drone skills}}
 
 
There are several drone-related skills to help improve your performance. First training into '''medium drones''' and improving drone control range, then general '''drone support''' and '''specialization''' skills. Later on you might train '''heavy drones''' for headquarter sites or '''sentry drones''' for vanguard sites.
 
|-
 
| valign="top" | [[File:icon_cogs.png|64px|link=]]
 
| {{co|coral|Capacitor management}}
 
 
Some skills improve basic capacitor regeneration, others reduce capacitor usage instead. Some ships will have little to no issues with cap, while others are much more subject to it and require very high skills. Implants play a small role in this as well, so your mileage will vary here depending on your skills, ship, fit and implants.
 
|-
 
| valign="top" | [[File:icon_cog.png|64px|link=]]
 
| {{co|coral|Fitting skills}}
 
 
Long range weapons and propulsion modules in particular put a lot of strain on your '''power grid''' while tech two weapons and damage upgrades require a lot of '''CPU'''. This is not an issue early on, but as you move into assaults and headquarters, you might need to train skills that reduce the power grid and CPU requirements as well as improving the base output of your ship.
 
|}
 
 
[[Category:Incursions]][[Category:Fittings]]
 

Latest revision as of 13:02, 5 February 2024

Incursionlogosmall.png 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.

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.

Icon armor plate.png 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.

Module icon armor rig tech1.png 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.

Icon stasis webifier faction.png 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.

Icon drones.png 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.

Icon gunnery turret.png 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.

Icon module damage control.png 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.

Module icon propulsion rig tech2.png 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.

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 midslot Utility medium slots Utility highslot Utility high slots
link Sensor Booster II
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon tracking computer ii.png Tracking Computer II
Icon target painter faction.png Republic Fleet Target Painter
Icon remote armor repair i.png Large Remote Armor Repairer I
Icon remote capacitor transmitter ii.png Large Remote Capacitor Transmitter II
Icon auto targeting system i.png Auto Targeting System I
Icon drone link augmentor i.png Drone Link Augmentor I

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 Light drones Medium drones Heavy drones Sentry drones
Vanguard sites Vanguard sites Acolyte II [1] Not recommended Not recommended Garde II [2]
Assault sites Assault sites Acolyte II Infiltrator II Not recommended Curator II [3]
Headquarter sites Headquarter sites [4] Hobgoblin II Hammerhead II Ogre II [5] Not recommended
  1. ^ Alpha Clones can use Imperial Navy Acolytes instead, due to skill restrictions.
  2. ^ (Situational) Unbonused sentries have considerably lower tracking and needs to operate at range or stay on cruisers..
  3. ^ (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.
  4. ^ Drones are often put on stationary objects in headquarter sites, thus focus shifts from Amarr drones (speed and application) to Gallente drones (maximum damage).
  5. ^ 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.


Module icon armor rig tech1.png 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.

Icon projectile rig.png 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.

Module icon propulsion rig tech2.png 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.

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.

Vanguards Vanguards 33k+ effective armor hit points
67% resists and at least 10,000 raw armor hit points.
Assaults Assaults 50k+ effective armor hit points
70% resists and at least 15,000 raw armor hit points.
Headquarters Headquarters 75k+ effective armor hit points
70% resists and 20,000 raw armor hit points.

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 Actual damage taken
61% resists 18% more damage (39% damage taken)
64% resists 9% more damage (36% damage taken)
67% resists Baseline Damage (33% damage taken)
70% resists 9% less damage (30% damage taken)
73% resists 18% less damage (27% damage taken)
76% resists 27% less damage (24% damage taken)
79% resists 36% less damage (21% damage taken)

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
EFT
[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



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FITTING DIFFICULTY
EVE VERSION
2024.2.2
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


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
EFT
[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



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FITTING DIFFICULTY
EVE VERSION
2024.2.2
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


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
EFT
[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

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FITTING DIFFICULTY
EVE VERSION
2024.2.2
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


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)
EFT
[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

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FITTING DIFFICULTY
EVE VERSION
2024.2.2
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES