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User:Iavatus/Workbench 2: Difference between revisions

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m Sniper + missiles + tips
 
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This is a very specialised role, only used in TCRC. The site spawns containers, the mtac-d drops the object into a can, the mtac-p tractors it towards them and places it in another container. This needs to be timed, as the tower will rep itself to full if the timer lapses. Think an OTA but with more coordination.
This is a very specialised role, only used in TCRC. The site spawns containers, the mtac-d drops the object into a can, the mtac-p tractors it towards them and places it in another container. This needs to be timed, as the tower will rep itself to full if the timer lapses. Think an OTA but with more coordination.


==Sniper==
A good fleet has a mix of ships, and specializes towards their own optimals. Snipers focus on the long range ships and shoot in their own tagged order. This keeps the rest of the fleet clear to focus on the close range stuff and moves the site along quicker. Good ships for this role include nightmares and machariels fit with artillery
===A word about missiles===
Missiles do see some use in HQs, where there are more battleships and cruisers, enough targets to allow them to focus on and mitigate their shortcomings (delayed damage, sig radius penalties, wasted cycles when the targets already dead). Microwarpdrive torp ravens (navy issue, natch) can do quite successfully, depending on fleet composition and pilot skill. In the uni, it's not frequent enough to merit skilling up and being part of your incursion kit, but if you fly in the other communities, you will be able to fly.


=Ship progression=
=Ship progression=


So, you've been flying your rokh for 2 months now. Fat ISK roll? Time to upgrade.
So, you've been flying your rokh for 2 months now. Fat ISK roll? Time to upgrade.
http://wiki.eveuniversity.org/Ship_progression_in_Incursions


As in all things, in Eve and Real life, a little thought now can make things much smoother. Say you've just spent the last 2 months getting your missile supports up to V, and you want to hop into a Raven Navy Issue for vanguards. While feasible for hqs and assaults, missile ships have some downsides in vgs, not least the delayed damage, and poor damage of bs missiles to frigs and cruisers. So, plan your ship. Like flying Amarr? Keep getting the laser skills and supports up. Minmatar? Projectiles. Gallente? Hybrids. Caldari? Cry in the corner, and crosstrain into pirate. For logi, a t3 is your best bet. Loki for long range webs, legion for flexible ranged dps.
As in all things, in Eve and Real life, a little thought now can make things much smoother. Say you've just spent the last 2 months getting your missile supports up to V, and you want to hop into a Raven Navy Issue for vanguards. While feasible for hqs and assaults, missile ships have some downsides in vgs, not least the delayed damage, and poor damage of bs missiles to frigs and cruisers. So, plan your ship. Like flying Amarr? Keep getting the laser skills and supports up. Minmatar? Projectiles. Gallente? Hybrids. Caldari? Cry in the corner, and crosstrain into pirate. For logi, a t3 is your best bet. Loki for long range webs, legion for flexible ranged dps.
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An important part of being in a fleet of 10, 12, 40 people, is clearly communicating. Less so if you're a grunt following the commands, but we want you to step up and take the tricky roles. Plus, it's good practice for running a pvp op, and communicating with the FC. As this is PvE, there shouldn't be too many suprises, but the routine comments (Anchor enter site, fleet release drones, assign to drone bunny, logis l up) etc, make life a bit smoother for the vets, and help the nubs become bittervets sooner.
An important part of being in a fleet of 10, 12, 40 people, is clearly communicating. Less so if you're a grunt following the commands, but we want you to step up and take the tricky roles. Plus, it's good practice for running a pvp op, and communicating with the FC. As this is PvE, there shouldn't be too many suprises, but the routine comments (Anchor enter site, fleet release drones, assign to drone bunny, logis l up) etc, make life a bit smoother for the vets, and help the nubs become bittervets sooner.
Incursions are nomadic, and with some of the communities acting childish (popping moms early, popping all the high sec moms, contesting, losing, crying and popping the mom, etc) you'd best get used to it. An easy tactic to keep the flying to a minimum, is by stationing a hull or two in several stations. For example, a 400M bs in Jita, Dodixie, Amarr and rens cover a great deal of the map. See where the current constellation is, undock in a shuttle and autopilot to near the station, and it's now 8 jumps in the hull, with the benefit of being convenient to restock ammo, drones and lyavite.
Or, redfrog that bad boy. Quick, a little pricy when you're new, but damn convenient.
And get used to drama if you fly with the public. Incursions generate almost as much drama as LP.


=Tips and tricks=
=Tips and tricks=
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*VG tank - 60 - 70% resists on average, one LSE for buffer. Fairly overtanked, but good for starters and high influence
*VG tank - 60 - 70% resists on average, one LSE for buffer. Fairly overtanked, but good for starters and high influence
Great to practice your incursions in, and to get used to the way they roll. Once you've gotten a few hours of running in, think about checking out a public HQ fleet.


*Assaults - 70% resists average, Add an extra resist mod
*Assaults - 70% resists average, Add an extra resist mod


*HQ - 70% resists min. On busy sites and heavy waves the tank can disappear instantly.
More damage, and more variety then VGs. Remember to broadcast!
 
*HQ - 70% resists min. On busy sites and heavy waves the tank can disappear instantly.
 
HQs are where the damage gets seriously. 3rd wave on the TPPH contains several outunis, enough target painters and webs to make you very big and slow, and enough damage to instantly remove your shields. This is why we practice broadcasting.


*Mom - 70 - 75% resists min. Be on time with broadcasts, learn to overheat, and stay focused.
*Mom - 70 - 75% resists min. Be on time with broadcasts, learn to overheat, and stay focused.
Tank? Check. Ammo? Check. Screaming lungs? Check. Time to do a mom. This is where it's been leading up.


=Special circumstances=
=Special circumstances=
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=Discussion of ships, tank and fittings=
=Discussion of ships, tank and fittings=
Check the incursion hub for great fits and advice.


=Q&A=
=Q&A=


An optional half hour prac will follow. A cruiser/bc/bs will be required, roles will be assigned. This will be a dry run of how to run an incursion, including broadcasting, shooting at tags and following FC commands.
An optional half hour prac will follow. A cruiser/bc/bs will be required, roles will be assigned. This will be a dry run of how to run an incursion, including broadcasting, shooting at tags and following FC commands.