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User:Iavatus/Workbench 3: Difference between revisions

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*High end pve, make much ISK. Requirements are t2 shield tank (AIF II and LSE II). Faction mods *partly* replace, but an important part of being able to fit those mods in particular, is the skills required are vital for an effective shield tank. Some fits, communities and people prefer Amplifier II (passive mod, less resistance, easier fitting requirements, no cap needed) but the pros and cons will be discussed at the end.
*High end pve, make much ISK. Requirements are t2 shield tank (AIF II and LSE II). Faction mods *partly* replace, but an important part of being able to fit those mods in particular, is the skills required are vital for an effective shield tank. Some fits, communities and people prefer Amplifier II (passive mod, less resistance, easier fitting requirements, no cap needed) but the pros and cons will be discussed at the end.
*Nomadic, in certain constellations and they change every few days.
*Nomadic, in certain constellations and they change every few days.
http://eve-survival.org/wikka.php?wakka=IncursionConstelationLayout
http://eve-survival.org/wikka.php?wakka=IncursionConstelationLayout
http://wiki.eveuniversity.org/Constellation_layouts_for_Incursions
http://wiki.eveuniversity.org/Constellation_layouts_for_Incursions
As you can see, there was a recent change and the new constellation layouts are still being mapped.
As you can see, there was a recent change and the new constellation layouts are still being mapped.
*Some in low, high and null. We do high, cause we're not suicidal. Get yer pvp off mah pve. Requires battleship with t2 tank, t3 cruiser (loki or legion preferred) or basilisk/scimitar (caldari/minmatar cruiser V, logi IV, supports) min. Or the much feared, rarely seen scimilisk.
*Some in low, high and null. We do high, cause we're not suicidal. Get yer pvp off mah pve. Requires battleship with t2 tank, t3 cruiser (loki or legion preferred) or basilisk/scimitar (caldari/minmatar cruiser V, logi IV, supports) min. Or the much feared, rarely seen scimilisk.
*Highly profitable, 60m/hour at entry with new runners and taking it carefully, up to 200m/hour with blinged fits, experienced pilots and FC.
*Highly profitable, 60m/hour at entry with new runners and taking it carefully, up to 200m/hour with blinged fits, experienced pilots and FC.
*Great way to learn fleet maneuvers and broadcasting in a safe environment. Your fellow pilots are often more then willing to discuss strategy and reasoning behind their fits and roles.
*Great way to learn fleet maneuvers and broadcasting in a safe environment. Your fellow pilots are often more then willing to discuss strategy and reasoning behind their fits and roles.
*E-uni is largely shield fleets, as are most communities. There are armour incursioners, and the requirements are largely similar (t2 tank, battleship, logi 4, t2 logi ship (Oneiros and Guardian)) but it's recommended to do some research before skilling into.
*E-uni is largely shield fleets, as are most communities. There are armour incursioners, and the requirements are largely similar (t2 tank, battleship, logi 4, t2 logi ship (Oneiros and Guardian)) but it's recommended to do some research before skilling into.


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What does the red/blue bar mean?
What does the red/blue bar mean?
There are 4 different penalties in an Incursion Constellation. The penalties affect cyno-field jamming, which irks Nullsec alliances but has little effect in high, 50% reduction in bounties for killing NPC rats (Incursion site rats have no bounties, ISK is from Concord payout from each site), shield and armour resistances (at 100% influence it is a 10% reduction in Vanguard systems, 25% in Assaults, and 50% in Headquarters), and gun/drone damage reduction (same criteria as the resist penalty). In practice, this means that your ships have less tank and less damage. Obviously, this has an effect on PvP, but in incursions this means that when the penalties are high, the sites are much more difficult. Each site completed reduces the constellation penalties, so you'll often see communities knock down the penalties in vanguards, to make the assaults and HQs safer.
There are 4 different penalties in an Incursion Constellation. The penalties affect cyno-field jamming, which irks Nullsec alliances but has little effect in high, 50% reduction in bounties for killing NPC rats (Incursion site rats have no bounties, ISK is from Concord payout from each site), shield and armour resistances (at 100% influence it is a 10% reduction in Vanguard systems, 25% in Assaults, and 50% in Headquarters), and gun/drone damage reduction (same criteria as the resist penalty). In practice, this means that your ships have less tank and less damage. Obviously, this has an effect on PvP, but in incursions this means that when the penalties are high, the sites are much more difficult. Each site completed reduces the constellation penalties, so you'll often see communities knock down the penalties in vanguards, to make the assaults and HQs safer.
=Running the sites=
==The levels==


http://wiki.eveuniversity.org/Incursion_sites
http://wiki.eveuniversity.org/Incursion_sites


==VGs==
===Scouts===
*No gates
*Soloable with a well tanked bs
*Pathetic ISK/time


Entry level incursions. 9.6M ISK, 1.3 concord LP with 11 fleetmates on grid. Offgrid doesn't get paid.
===VGs===
Damage Dealer - T2 tank, battleship or T3 (Loki or Legion). 10 - 20k range. 50 - 70K for sniper
Logi - T2 tank, logistics 4, scimitar or basilisk, meta 4 links.
Drone bunny - Same as DD, but requires fast lock time and ability to learn how to herd drones
Offgrid booster - Battlecruiser, Orca, Strategic Cruiser or Command Ships. Able to safely stay in space, uncloaked, links running (cannot be at war). Vital for a fleet to run safely and fast, but an AFK role, and reliant on tips from the fleet to earn any ISK
Scout/hacker - T1 frigate, microwarp drive, hacker modules
Picket - T1 cloak, not falling asleep.


==Assaults==
*Entry level incursions. 9.6M ISK, 1.3 concord LP with 11 fleetmates on grid. Offgrid doesn't get paid.
*Damage Dealer - T2 tank, battleship or T3 (Loki or Legion). 10 - 20k range. 50 - 70K for sniper
*Logi - T2 tank, logistics 4, scimitar or basilisk, meta 4 links.
*Drone bunny - Same as DD, but requires fast lock time and ability to learn how to herd drones
*Offgrid booster - Battlecruiser, Orca, Strategic Cruiser or Command Ships. Able to safely stay in space, uncloaked, links running (cannot be at war). Vital for a fleet to run safely and fast, but an AFK role, and reliant on tips from the fleet to earn any ISK
*Scout/hacker - T1 frigate, microwarp drive, hacker modules
*Picket - T1 cloak, not falling asleep.


Same roles as vanguards, more tank and range. More variety in the ships, more cruisers and battleships.
===Assaults===


==HQs==
*Same roles as vanguards, more tank and range. More variety in the ships, more cruisers and battleships.


Room for some missile battleships, due to the abundance of battleship Sansha.
===HQs===
More tank
Cap stability for 20 minutes, and experience with cap discipline - When to turn off cap modules to maintain peak cap regen. There are often basilisks with cap transfers available, but their first job is to keep ships alive. Forcing them to multitask in a hectic site can cause problems.
More varied an intricate roles - Anchor, vindicator anchor, MTac Picker and Mtac Dropper. These require a knowledge of the site and are not recommended for the new incursioner, as you have enough to look at as is. Learn the basics, then step up for roles.


==Mothership==
*Room for some missile battleships, due to the abundance of battleship Sansha.
*More tank
*Cap stability for 20 minutes, and experience with cap discipline - When to turn off cap modules to maintain peak cap regen. There are often basilisks with cap transfers available, but their first job is to keep ships alive. Forcing them to multitask in a hectic site can cause problems.
*More varied an intricate roles - Anchor, vindicator anchor, MTac Picker and Mtac Dropper. These require a knowledge of the site and are not recommended for the new incursioner, as you have enough to look at as is. Learn the basics, then step up for roles.


More tank required
===Mothership===
The payoff


=Running the sites=
*More tank required
*The payoff


Several different sites per level of incursion
==The 3 vanguards==
http://wiki.eveuniversity.org/Incursion_sites


==Nation Mining Colony==
===Nation Mining Colony===


Spawns are far from warp in point, so preload long range ammo.
*Spawns are far from warp in point, so preload long range ammo. 1 mara. This is why we need 1 or 2 snipers, to take it down. Rest of the sites, it's a want, not need.
3 waves. Clearing each wave spawns the next.
*3 waves. Clearing each wave spawns the next.
When the last wave spawns, logi will fly towards the refinery with afterburner on, and drop a stack of lyavite (255 units, 306 m3) into the can to complete it and receive payoff.
*When the last wave spawns, logi will fly towards the refinery with afterburner on, and drop a stack of lyavite (255 units, 306 m3) into the can to complete it and receive payoff.
Slow site with short range fleet.
*Slow site with short range fleet.


==Nation Colony Outpost==
===Nation Colony Outpost===


Spawns are close, 1 mara. This is why we need 1 or 2 snipers, to take it down. Rest of the sites, it's a want, not need.
*Spawns are close.
4 waves, clearing the last ships spawns next wave.
*4 waves, clearing the last ships spawns next wave.
Lock and shoot
*Lock and shoot
Fairly fast site, depending on sniper.
*Fairly fast site, depending on sniper.


==Override Transfer Array==
===Override Transfer Array===


Short range site. Spawns are close.
*Short range site. First two spawns start 70km away, 3rd starts 30km. All move to close range.
Don't shoot Eysturs. They respawn infinitely.
*Don't shoot Eysturs. They respawn infinitely.
3 waves
*3 waves
When the fleet is in and has aggro, the hacker enters and hacks the tower. This stops the tower repping the rats.
*When the fleet is in and has aggro, the hacker enters and hacks the tower. This stops the tower repping the rats.
Fast site, preferred by many due to ease of fitting short range, high dps fleets and speed.
*Fast site, preferred by many due to ease of fitting short range, high dps fleets and speed.


=Fits - How much tank, basic fitting principles (Tank, then ewar/support modules)=
=Fits - Hulls, how much tank, basic fitting principles=


==Hulls==
Hulls we use are the hyperion, maelstrom and rokh, for entry level dd. Scimitar and basilisk, for logi.
Hulls we use are the hyperion, maelstrom and rokh, for entry level dd. Scimitar and basilisk, for logi.


http://wiki.eveuniversity.org/Ship_progression_in_Incursions
http://wiki.eveuniversity.org/Ship_progression_in_Incursions


Minimum tank, as mentioned, is T2 modules. 70% resists across the board and some buffer, from rigs or LSE II. Now, this is a recommendation for new pilots, as it is fairly overtanked and lets you get used to incursions. x up with a fit like that, and the FC would have no problems. Maybe a little joshing, but if you're new, best to go safe. When you've got a few thousand concord LP, start stripping tank and get comfortable with flying light.
There are reasons behind using specifically these ships. The raven has the tank, but missiles are a poor weapon in vanguards. The other battleships have weaknesses or specializations that make them unsuitable for a fleet. Not to say you'll never be accepted, but they don't mesh well with the Uni incursion doctrine.
 
{{ShipFitting|
ship=Scimitar|
shipTypeID=11978|
fitName=Scimitar basic vanguard fit|
fitID=Incursions--minimum-fit-|
high1name=Large S95a Remote Shield Booster|
high1typeID=8641|
high2name=Large S95a Remote Shield Booster|
high2typeID=8641|
high3name=Large S95a Remote Shield Booster|
high3typeID=8641|
high4name=Large S95a Remote Shield Booster|
high4typeID=8641|
mid1name=Adaptive Invulnerability Field II|
mid1typeID=2281|
mid2name=Adaptive Invulnerability Field II|
mid2typeID=2281|
mid3name=Experimental 10MN Afterburner I|
mid3typeID=6005|
mid4name=Cap Recharger II|
mid4typeID=2032|
mid5name=Cap Recharger II|
mid5typeID=2032|
low1name=Beta Reactor Control: Capacitor Power Relay I|
low1typeID=8173|
low2name=Beta Reactor Control: Capacitor Power Relay I|
low2typeID=8173|
low3name=Beta Reactor Control: Capacitor Power Relay I|
low3typeID=8173|
low4name=Beta Reactor Control: Capacitor Power Relay I|
low4typeID=8173|
drone1name=Light Shield Maintenance Bot I x1|
drone1typeID=23719|
drone2name=Medium Shield Maintenance Bot I x4|
drone2typeID=23717|
drone3name=open|
drone4name=open|
drone5name=open|
rig1name=Medium Ancillary Current Router I|
rig1typeID=31360|
rig2name=Medium Capacitor Control Circuit I|
rig2typeID=31372|
difficulty=0|
warsop=A|
warsopReason=|
version=RUBI 1.0|
shipDNA=11978:8641;4:2032;2:2281;2:6005;1:8173;4:31360;1:31372;1:23717;4:23719;1::|
skills=|
notes=}}
 
 
{{ShipFitting|
ship=Basilisk|
shipTypeID=11985|
fitName=Basilisk basic vanguard fit|
fitID=Incursions--minimum-fit-|
high1name=Large S95a Remote Shield Booster|
high1typeID=8641|
high2name=Large S95a Remote Shield Booster|
high2typeID=8641|
high3name=Large S95a Remote Shield Booster|
high3typeID=8641|
high4name=Large S95a Remote Shield Booster|
high4typeID=8641|
high5name=Large 'Regard' Remote Capacitor Transmitter|
high5typeID=16487|
high6name=Large 'Regard' Remote Capacitor Transmitter|
high6typeID=16487|
mid1name=Adaptive Invulnerability Field II|
mid1typeID=2281|
mid2name=EM Ward Field II|
mid2typeID=2301|
mid3name=Large Shield Extender II|
mid3typeID=3841|
mid4name=Experimental 10MN Afterburner I|
mid4typeID=6005|
mid5name=Remote Tracking Computer II|
mid5typeID=2104|
low1name=Damage Control II|
low1typeID=2048|
low2name=Reactor Control Unit I|
low2typeID=1353|
drone1name=Light Shield Maintenance Bot I x5|
drone1typeID=23719|
drone2name=open|
drone3name=open|
drone4name=open|
drone5name=open|
rig1name=Medium Ancillary Current Router I|
rig1typeID=31360|
rig2name=Medium Core Defense Field Extender I|
rig2typeID=31790|
difficulty=0|
warsop=A|
warsopReason=|
version=RUBI 1.0|
shipDNA=11985:8641;4:16487;2:2104;1:2281;1:2301;1:3841;1:6005;1:1353;1:2048;1:31360;1:31790;1:23719;5::|
skills=|
notes=}}
 
{{ShipFitting|
ship=Maelstrom|
shipTypeID=24694|
fitName=Maelstrom basic vanguard fit|
fitID=Incursions--vanguards-|
high1name=800mm Heavy 'Scout' Repeating Cannon I|
high1typeID=9327|
high2name=800mm Heavy 'Scout' Repeating Cannon I|
high2typeID=9327|
high3name=800mm Heavy 'Scout' Repeating Cannon I|
high3typeID=9327|
high4name=800mm Heavy 'Scout' Repeating Cannon I|
high4typeID=9327|
high5name=800mm Heavy 'Scout' Repeating Cannon I|
high5typeID=9327|
high6name=800mm Heavy 'Scout' Repeating Cannon I|
high6typeID=9327|
high7name=800mm Heavy 'Scout' Repeating Cannon I|
high7typeID=9327|
high8name=800mm Heavy 'Scout' Repeating Cannon I|
high8typeID=9327|
mid1name=Sensor Booster II|
mid1typeID=1952|
mid2name=Federation Navy Stasis Webifier|
mid2typeID=17559|
mid3name=Federation Navy Stasis Webifier|
mid3typeID=17559|
mid4name=Adaptive Invulnerability Field II|
mid4typeID=2281|
mid5name=Adaptive Invulnerability Field II|
mid5typeID=2281|
mid6name=EM Ward Amplifier II|
mid6typeID=2553|
low1name=Gyrostabilizer II|
low1typeID=519|
low2name=Gyrostabilizer II|
low2typeID=519|
low3name=Gyrostabilizer II|
low3typeID=519|
low4name=Tracking Enhancer II|
low4typeID=1999|
low5name=Damage Control II|
low5typeID=2048|
drone1name=Medium Shield Maintenance Bot I x5|
drone1typeID=23717|
drone2name=Warrior II x10|
drone2typeID=2488|
drone3name=open|
drone4name=open|
drone5name=open|
rig1name=Large Core Defense Field Extender I|
rig1typeID=26088|
rig2name=Large Core Defense Field Extender I|
rig2typeID=26088|
rig3name=Large Anti-Thermal Screen Reinforcer I|
rig3typeID=26082|
difficulty=0|
warsop=A|
warsopReason=|
version=RUBI 1.0|
shipDNA=24694:9327;8:1952;1:2281;2:2553;1:17559;2:519;3:1999;1:2048;1:26082;1:26088;2:2488;10:23717;5::|
skills=|
notes=}}
 
{{ShipFitting|
ship=Rokh|
shipTypeID=24688|
fitName=Rokh basic vanguard fit|
fitID=Incursions--vanguards-|
high1name=Modal Mega Neutron Particle Accelerator I|
high1typeID=7783|
high2name=Modal Mega Neutron Particle Accelerator I|
high2typeID=7783|
high3name=Modal Mega Neutron Particle Accelerator I|
high3typeID=7783|
high4name=Modal Mega Neutron Particle Accelerator I|
high4typeID=7783|
high5name=Modal Mega Neutron Particle Accelerator I|
high5typeID=7783|
high6name=Modal Mega Neutron Particle Accelerator I|
high6typeID=7783|
high7name=Modal Mega Neutron Particle Accelerator I|
high7typeID=7783|
high8name=Modal Mega Neutron Particle Accelerator I|
high8typeID=7783|
mid1name=Sensor Booster II|
mid1typeID=1952|
mid2name=Tracking Computer II|
mid2typeID=1978|
mid3name=Federation Navy Stasis Webifier|
mid3typeID=17559|
mid4name=Federation Navy Stasis Webifier|
mid4typeID=17559|
mid5name=Adaptive Invulnerability Field II|
mid5typeID=2281|
mid6name=Adaptive Invulnerability Field II|
mid6typeID=2281|
low1name=Magnetic Field Stabilizer II|
low1typeID=10190|
low2name=Magnetic Field Stabilizer II|
low2typeID=10190|
low3name=Magnetic Field Stabilizer II|
low3typeID=10190|
low4name=Tracking Enhancer II|
low4typeID=1999|
low5name=Damage Control II|
low5typeID=2048|
drone1name=Light Shield Maintenance Bot I x5|
drone1typeID=23719|
drone2name=Warrior II x5|
drone2typeID=2488|
drone3name=open|
drone4name=open|
drone5name=open|
rig1name=Large Core Defense Field Extender I|
rig1typeID=26088|
rig2name=Large Anti-EM Screen Reinforcer I|
rig2typeID=26076|
rig3name=Large Anti-Thermal Screen Reinforcer I|
rig3typeID=26082|
difficulty=0|
warsop=A|
warsopReason=|
version=RUBI 1.0|
shipDNA=24688:7783;8:1952;1:1978;1:2281;2:17559;2:1999;1:2048;1:10190;3:26076;1:26082;1:26088;1:2488;5:23719;5::|
skills=|
notes=}}
 
{{ShipFitting|
ship=Hyperion|
shipTypeID=24690|
fitName=Hyperion basic vanguard fit|
fitID=Incursions--vanguards-|
high1name=Modal Mega Neutron Particle Accelerator I|
high1typeID=7783|
high2name=Modal Mega Neutron Particle Accelerator I|
high2typeID=7783|
high3name=Modal Mega Neutron Particle Accelerator I|
high3typeID=7783|
high4name=Modal Mega Neutron Particle Accelerator I|
high4typeID=7783|
high5name=Modal Mega Neutron Particle Accelerator I|
high5typeID=7783|
high6name=Modal Mega Neutron Particle Accelerator I|
high6typeID=7783|
high7name=Large S95a Remote Shield Booster|
high7typeID=8641|
mid1name=Sensor Booster II|
mid1typeID=1952|
mid2name=Federation Navy Stasis Webifier|
mid2typeID=17559|
mid3name=Adaptive Invulnerability Field II|
mid3typeID=2281|
mid4name=Adaptive Invulnerability Field II|
mid4typeID=2281|
mid5name=EM Ward Amplifier II|
mid5typeID=2553|
low1name=Magnetic Field Stabilizer II|
low1typeID=10190|
low2name=Magnetic Field Stabilizer II|
low2typeID=10190|
low3name=Magnetic Field Stabilizer II|
low3typeID=10190|
low4name=Tracking Enhancer II|
low4typeID=1999|
low5name=Tracking Enhancer II|
low5typeID=1999|
low6name=Tracking Enhancer II|
low6typeID=1999|
low7name=Damage Control II|
low7typeID=2048|
drone1name=Heavy Shield Maintenance Bot I x5|
drone1typeID=22765|
drone2name=Warrior II x10|
drone2typeID=2488|
drone3name=open|
drone4name=open|
drone5name=open|
rig1name=Large Core Defense Field Extender I|
rig1typeID=26088|
rig2name=Large Core Defense Field Extender I|
rig2typeID=26088|
rig3name=Large Anti-Thermal Screen Reinforcer I|
rig3typeID=26082|
difficulty=0|
warsop=A|
warsopReason=|
version=RUBI 1.0|
shipDNA=24690:7783;6:8641;1:1952;1:2281;2:2553;1:17559;1:1999;3:2048;1:10190;3:26082;1:26088;2:2488;10:22765;5::|
skills=|
notes=}}
 
==Tank requirements==
 
Minimum tank, as mentioned, is T2 modules. 70% resists across the board and some buffer, from rigs or LSE II. Now, this is a recommendation for new pilots, as it is fairly overtanked and lets you get used to incursions. x up with a fit like that, and the FC would have no problems. Maybe a little joshing, but if you're new, best to go safe. When you've got a few thousand concord LP, start stripping tank and get comfortable with flying light. But at the end of the day, have the mods to vanilla fit nearby, as what the FC says, goes.


A good rule of thumb for PvE, is to fit the tank first, then load up on gank.
A good rule of thumb for PvE, is to fit the tank first, then load up on gank.


Ewar mods
==Ewar mods==
Stasis webifier to slow the rats down and make it easier to track and shoot
*Stasis webifier to slow the rats down and make it easier to track and shoot
Target painters to bloom their signature and make the hits harder
*Target painters to bloom their signature and make the hits harder
Sensor Boosters to improve your lock time to start applying dps sooner (useful especially to drone bunny and vindicators, which prioritise the frigates)
*Sensor Boosters to improve your lock time to start applying dps sooner (useful especially to drone bunny and vindicators, which prioritise the frigates)


=How to survive (and thrive!) in an incursion - the basics, the strategic withdrawal and moving to the site=
=How to survive (and thrive!) in an incursion - the basics, the strategic withdrawal and moving to the site=


==Broadcasting==
http://www.daed.at/images/incursion_sh.png
http://www.daed.at/images/incursion_sh.png
http://s232.photobucket.com/user/kkryte/media/Broadcasting.jpg.html
http://s232.photobucket.com/user/kkryte/media/Broadcasting.jpg.html


To make broadcast shortcuts, Escape/Shortcuts/Navigation. Need shield and in position are necessary for vanguards, need capacitor for HQs and assaults.
*To make broadcast shortcuts, Escape/Shortcuts/Navigation. Need shield and in position are necessary for vanguards, need capacitor for HQs and assaults.
We broadcast so the logi can lock and start repping, and keeps them happy. The time to broadcast is when you are being yellowboxed. It takes 3-5 seconds for the logi to lock, and apply repps, which is close to the time it takes for them to go from yellow to red boxing and start hitting. Broadcasting after the first volley might get you away with armour damage on a tough spawn. Just as important, is to in position when you're no longer being red boxxed. They will keep you yellowboxed until they're dead, so you need to be on your toes especially afterwards.
We broadcast so the logi can lock and start repping, and keeps them happy. The time to broadcast is when you are being yellowboxed. It takes 3-5 seconds for the logi to lock, and apply repps, which is close to the time it takes for them to go from yellow to red boxing and start hitting. Broadcasting after the first volley might get you away with armour damage on a tough spawn. Just as important, is to in position when you're no longer being red boxxed. They will keep you yellowboxed until they're dead, so you need to be on your toes especially afterwards.
Aligning down the gate. As the image shows, look at the gate (keyboard shortcut is holding alt), move it the the centre of the screen and doubleclick in space, to start moving that direction. When the fleet is aligned, the FC will call the fleet to enter, and the site begins. Logi, will wait until after the fleet has jumped, and then activate the gate as cruisers warp quicker. Let the dd grab first aggro and get the Niarja off the field.
 
Follow tags, and shoot in numerical order. 1 before 2, etc. There's a reason the tagger tags in this order, to focus the damage and get the damage off the field asap.
*Aligning down the gate. As the image shows, look at the gate (keyboard shortcut is holding alt), move it the the centre of the screen and doubleclick in space, to start moving that direction. When the fleet is aligned, the FC will call the fleet to enter, and the site begins. Logi, will wait until after the fleet has jumped, and then activate the gate as cruisers warp quicker. Let the dd grab first aggro and get the Niarja off the field.
Learn to love and mage your overview. A tab for gate travel, pod saver, for showing the rats (both for shooting, and noticing when they're shooting you!), for showing your fleetmates. Also learn to arrange the columns by speed or by tags, helps you shoot in order or apply webs to someone who's still moving at speed.
 
Watchlist - add your logi to the top, then FC and then everyone else. In HQs, you'll have the roles there as well. The watchlist is a useful tool for seeing if the important roles are on grid, and to let the logi lock people quickly. It has drawbacks, as it doesn't update damage instantly.
*Follow tags, and shoot in numerical order. 1 before 2, etc. There's a reason the tagger tags in this order, to focus the damage and get the damage off the field asap.
The J tag - This is an important tag. It means don't shoot, for some reason. Whether because it'll spawn the next wave, or other reasons it's important for effective damage management.
 
Support modules and logi drones - If you have a high slot spare, consider fitting a cap transfer or shield transfer module. If a logi disconnects, especially one of the basilisk pair, they will require cap to be stable and give reps. Alternatively, if they get targetted, they will require reps from logi drones or your shield module.
*Learn to love and mage your overview. A tab for gate travel, pod saver, for showing the rats (both for shooting, and noticing when they're shooting you!), for showing your fleetmates. Also learn to arrange the columns by speed or by tags, helps you shoot in order or apply webs to someone who's still moving at speed.
D-scan. A useful tool if you're joining a fleet or get disconnected. A short range d-scan (100 000 km) will show the other ships. If you can't see them, double check settings, warp to fleet commander and check again. Warping into a site by your lonesome is a good way to get your ship exploded needlessly.
 
*Watchlist - add your logi to the top, then FC and then everyone else. In HQs, you'll have the roles there as well. The watchlist is a useful tool for seeing if the important roles are on grid, and to let the logi lock people quickly. It has drawbacks, as it doesn't update damage instantly.
 
*The J tag - This is an important tag. It means don't shoot, for some reason. Whether because it'll spawn the next wave, or other reasons it's important for effective damage management.
 
*Support modules and logi drones - If you have a high slot spare, consider fitting a cap transfer or shield transfer module. If a logi disconnects, especially one of the basilisk pair, they will require cap to be stable and give reps. Alternatively, if they get targetted, they will require reps from logi drones or your shield module. All battleships should have room for a flight of t1 shield maintenance drones
 
*D-scan. A useful tool if you're joining a fleet or get disconnected. A short range d-scan (100 000 km) will show the other ships. If you can't see them, double check settings, warp to fleet commander and check again. Warping into a site by your lonesome is a good way to get your ship exploded needlessly.


==In case of logi disconnect==
==In case of logi disconnect==
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It happens. Bad net, RL aggro, whatever. We have protocols, and your FC will follow them. Here is the order of business.
It happens. Bad net, RL aggro, whatever. We have protocols, and your FC will follow them. Here is the order of business.


1. Don't panic. Inform fleet over comms if you notice one of the logi disconnecting.
*1. Don't panic. Inform fleet over comms if you notice one of the logi disconnecting.
2. Lock your logi. This is for cap transfers and drones
*2. Lock your logi. This is for cap transfers and drones
3. Abandon drones. Right click the drone window, abandon drones. Launch your logi drones, click your logi and assign them to him. This will keep him alive if he does get aggro.
*3. Abandon drones. Right click the drone window, abandon drones. Launch your logi drones, click your logi and assign them to him. This will keep him alive if he does get aggro.
4. Notice tags. Your FC/tagger will have marked one with the J tag. Do not shoot. Follow the rest of the tags.
*4. Notice tags. Your FC/tagger will have marked one with the J tag. Do not shoot. Follow the rest of the tags.
5. Monitor the situation. Once you've got just the J ship (and possibly Eysturs in a OTA), the damage is fairly low and there's little danger. The FC will be coordinating as what's happening. If the logi isn't coming back, and there's no logi on the waitlist, a few things could happen. Either finishing the site for payout, or if the FC believes the next wave is too much danger with one logi down (especially if you're light on DD anyway), he will call you to align to a celestial, and warp the fleet out together. A lost payout isn't a huge deal, a lost ship can be very pricy.
*5. Monitor the situation. Once you've got just the J ship (and possibly Eysturs in a OTA), the damage is fairly low and there's little danger. The FC will be coordinating as what's happening. If the logi isn't coming back, and there's no logi on the waitlist, a few things could happen. Either finishing the site for payout, or if the FC believes the next wave is too much danger with one logi down (especially if you're light on DD anyway), he will call you to align to a celestial, and warp the fleet out together. A lost payout isn't a huge deal, a lost ship can be very pricy.
 
 
That's most of it. The main thing, is to follow directions, and keep calm.
That's most of it. The main thing, is to follow directions, and keep calm.


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=Links and resources=
=Links and resources=
http://forum.eveuniversity.org/viewforum.php?f=242 the incursion forum
http://forum.eveuniversity.org/viewforum.php?f=242 the incursion forum
http://wiki.eveuniversity.org/Incursions - The e-uni incursion hub, much good info
http://wiki.eveuniversity.org/Incursions - The e-uni incursion hub, much good info
http://wiki.eveuniversity.org/Vanguard_Incursion_fits - Good, tried and tested fits
http://wiki.eveuniversity.org/Vanguard_Incursion_fits - Good, tried and tested fits
http://wiki.eveuniversity.org/So,_You_Want_to_Leave_for_the_War%3F#Leaving_for_the_war
http://wiki.eveuniversity.org/So,_You_Want_to_Leave_for_the_War%3F#Leaving_for_the_war
http://incursions.nexsoft.de/ - Alternative fits
http://incursions.nexsoft.de/ - Alternative fits
http://www.thevalhallaproject.net/ - More fits!
http://www.thevalhallaproject.net/ - More fits!
http://wiki.eveuniversity.org/Incursions_101 - Incursions 101
http://wiki.eveuniversity.org/Incursions_101 - Incursions 101
http://wiki.eveuniversity.org/Mumble#Mumble_Quick_Connect_Guide - Mumble
http://wiki.eveuniversity.org/Overview - Overview
http://themittani.com/features/intermediate-guide-incursions - Most of the same links.