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− | == | + | {{incursions links}} |
− | You can | + | {{eunic}} |
+ | = Stepping up for the first time = | ||
+ | = Preparations = | ||
+ | == Ensure everyone has a solid fit == | ||
+ | When checking for fits, first make sure they have a proper tank. You can read more about that on the [[Vanguard Incursion fits]] page for examples, or the [[Incursion_fitting_principles#Battleship_setups|fitting principles]] page for more information, but here are two very common setups: | ||
+ | ; '''Minimum tank: | ||
+ | : [[Image:icon_hardener_adaptive_ii.png|18px|Adaptive Invulnerability Field II]]{{co|coral|Adaptive Invulerability Field II}} | ||
+ | : [[Image:icon_hardener_adaptive_ii.png|18px|Adaptive Invulnerability Field II]]{{co|coral|Adaptive Invulerability Field II}} | ||
+ | : [[image:icon_shield amplifier deadspace.png|18px|Deadspace EM Ward Amplifier]]{{co|coral|EM Ward Amplifier II}} | ||
+ | : [[image:module icon damage control tech2.png|18px|Damage Control II]]{{co|coral|Damage Control II}} | ||
+ | : [[image:module icon shield rig tech1.png|18px|Anti-Thermal Screen Reinforcer]]{{co|coral|Anti-Thermal Screen Reinforcer}} | ||
+ | ; Deadspace tank: | ||
+ | : [[Image:icon_hardener_adaptive_deadspace.png|18px|Pithum B-Type Adaptive Invulnerability Field]]{{co|coral|Pith B-Type Adaptive Invulerability Field}} | ||
+ | : [[image:module icon damage control tech2.png|18px|Damage Control II]]{{co|coral|Damage Control II}} | ||
+ | : [[image:module icon shield rig tech1.png|18px|Anti-EM Screen Reinforcer]]{{co|coral|Anti-EM Screen Reinforcer}} | ||
− | + | It's also important that we ensure that people have proper [[Incursion_fitting_principles#Utility_modules|utility midslots]], such as a [[image:icon_sensor_booster_ii.png|18px|Sensor Booster]] {{co|coral|Sensor Booster II}} and a [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifier}} in their mids. | |
− | {| | + | * [[Vanguard Incursion fits#Maelstrom|Maelstroms]] and [[Vanguard Incursion fits#Rokh|Rokhs]] fit a [[image:icon_target_painter_faction.png|18px|Target painting]]{{co|coral|Republic Fleet Target Painter}} or a second [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifier}}. |
− | + | * [[Vanguard Incursion fits#Nightmare|Nightmares]] and [[Vanguard Incursion fits#Machariel|Machariels]] fit a [[image:icon_target_painter_faction.png|18px|Target painting]]{{co|coral|Republic Fleet Target Painter}} and fill out the rest with [[image:icon_tracking_computer_ii.png|18px|Tracking computer]]{{co|coral|Tracking Computers}}. | |
− | + | * [[Vanguard Incursion fits#Vindicator|Vindicators]] fit more [[image:icon_stasis_webifier_faction.png|18px|Webbing]]{{co|coral|Federation Navy Stasis Webifiers}} and perhaps a [[image:icon_tracking_computer_ii.png|18px|Tracking computer]]{{co|coral|Tracking Computer}}. | |
− | + | ||
+ | == Make sure your picket is ready before undocking == | ||
+ | = While running = | ||
+ | == Watchlist == | ||
+ | {{main|Incursions_checklist#Using_the_Watch_List|Using the Watch List}} | ||
+ | Be sure to remind everyone to add everyone in the ongrid-squad to their '''Watch List''' before starting your first site, as well as whenever someone joins the fleet while running. | ||
+ | |||
+ | == Priority targets for vanguards == | ||
+ | {{important note box|This is a '''fundamental safety aspect''' and starting out it's not recommended to deviate from this kill order, as you could easily find yourself leaving warp disrupt capable ships on grid for longer periods of time, increasing the risk of being caught should a war target show up. See [[Anatomy of Incursions#Standard tactics|Anatomy of Incursions]] for a more in-depth explanation of prioritizing targets.}} | ||
+ | This is a generic priority list for vanguard sites, focusing on removing both damage and warp disruption from grid as soon as possible. Remember that different fleet compositions can change who targets what, as well as various fleet command styles. This is however a solid priority to follow that accounts for our unique need of getting rid of warp disrupt capable ships in order to [[Anatomy_of_Incursions#Facilitating_a_controlled_warp-out|facilitate a controlled warp-out]] without a delay, should a war targets show up. | ||
+ | |||
+ | ; {{co|coral|Targets for the entire fleet}} | ||
+ | : These targets are for the entire fleet, as they need to die as soon as possible. It can also be beneficial to ensure that both regular and small high priority targets are killed before moving on to respective low priority targets. | ||
+ | ; {{co|coral|Regular targets}} | ||
+ | : These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns. The [[Roles in Incursions#Dronebunny|dronebunny]] also shoot these targets if the fleet has other ships dealing with the '''small targets''' already. | ||
+ | ;{{co|coral|Small targets}} | ||
+ | : Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for '''strategic cruisers''', [[Vindicator]]s or the [[Roles in Incursions#Dronebunny|dronebunny]] as a last resort, but if need be the entire fleet will help kill these. | ||
+ | {| class="wikitable" style="font-size:90%;" | ||
|- | |- | ||
− | ! | + | ! style="background:#333333;" nowrap colspan="2" rowspan="2" | # |
− | + | ! style="background:#333333;" nowrap colspan="2" | Targets for the entire fleet | |
− | + | | style="background:#333333; vertical-align:middle; text-align:center" rowspan="2" nowrap | '''Reason for the priority'''<br>(see [[Sansha's Manual]] for more information) | |
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− | + | ! style="background:#222222;" nowrap | Regular targets | |
− | + | ! style="background:#222222;" nowrap | Small targets | |
− | + | |- style="vertical-align:top;" | |
− | + | | nowrap | 1 | |
− | | | + | | style="background:Red;" width="1" | |
− | | | + | | style="text-align:center; padding:5px;" colspan="2" nowrap | '''Niarja Myelen''' {{icon|jam|24|Jamming}}{{icon|neut|24|Energy neutralizing}} |
− | | | + | | style="padding:5px;" | Because the '''Niarja Myelen''' jams and neuts. |
− | | | + | |- style="vertical-align:top;" |
− | + | | nowrap | 2 | |
− | | | + | | style="background:Red;" width="1" | |
− | | | + | | style="text-align:center; padding:5px;" colspan="2" nowrap | '''Sansha's Nation Commander''' {{icon|point|24|Warp disrupting}}<br>'''Tama Cerebellum''' {{icon|point|24|Warp disrupting}} |
− | + | | style="padding:5px;" | Because the '''Sansha's Nation Commander''' does a lot of damage and warp disrupts. | |
− | | | + | |
− | + | The '''Tama''' warp disrupts and has fairly high damage output, but is easy to kill. | |
− | | | + | |- style="vertical-align:top;" |
− | | | + | | nowrap | 3 |
− | + | | style="background:OrangeRed;" width="1" | | |
− | + | | style="padding:5px;" nowrap | '''Mara Paleo''' {{icon|st|24|Remote Shield Booster}}<br>'''Auga Hypophysis''' {{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}}<br>'''Deltole Tegmentum''' {{icon|point|24|Warp disrupting}}{{icon|neut|24|Energy neutralizing}}{{icon|target painter|24|Target painting}} | |
− | + | | style="padding:5px;" nowrap | '''Schmaeel Medulla''' {{icon|point|24|Warp disrupting}}{{icon|web|24|Webbing}} | |
− | | | + | | style="padding:5px;" | The '''Mara''' is a high priority targets because it remote repairs the other ships. |
− | | | + | |
− | | | + | The '''Auga''' warp disrupts, webs and is easier to kill than the '''Deltole''' that warp disrupts, target paints and neuts. |
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− | + | The '''Schmaeel''' warp disrupts and webs. | |
− | The | + | |- style="vertical-align:top;" |
− | + | | nowrap | 4 | |
− | + | | style="background:Green;" width="1" | | |
− | + | | style="padding:5px;" nowrap | '''Romi Thalamus''' | |
− | + | | style="padding:5px;" nowrap | '''Renyn Meten''' {{icon|web|24|Webbing}}<br>'''Eystur Rhomben''' | |
− | + | | style="padding:5px;" | '''Romis''' pose no real threat.<br>'''Renyns''' web and do more damage than '''Eysturs'''. | |
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+ | <small> <font color="red">█</font> '''Very high priority''' (immediate danger to the fleet)<br> <font color="orangered">█</font> '''High priority''' (prevents the fleet from leaving)<br> <font color="green">█</font> '''Low priority''' (only needed for site completion)</small> | ||
<small><references/></small> | <small><references/></small> | ||
+ | ==== Practical examples ==== | ||
+ | Here are some examples of what you should start focusing on for the three vanguard sites, see the individual sites for more information: | ||
+ | * When you start the [[Nation Mining Colony]], the immediate threat is the '''Mara''' {{icon|st|18|Remote Shield Booster}} and the '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} in the first room. For the remaining waves it's '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}} and '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} followed by '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} (in the last wave). | ||
+ | * In a [[Nation Commander Outpost]] it's usually '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}} and '''Schmaeels''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} followed by '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}}. The '''Sansha's Nation Commander''' {{icon|point|18|Warp disrupting}} that spawns in the third wave needs to go first, then the usual order. | ||
+ | * Since everything warp disrupts in the [[Override Transfer Array]], you basically through '''Niarjas''' {{icon|jam|18|Jamming}}{{icon|neut|18|Energy neutralizing}} first, then '''Tamas''' {{icon|point|18|Warp disrupting}}, followed by the '''Augas''' {{icon|point|18|Warp disrupting}}{{icon|web|18|Webbing}} and finally the '''Deltole''' {{icon|point|18|Warp disrupting}}{{icon|neut|18|Energy neutralizing}}{{icon|target painter|18|Target painting}} for three waves then the remaining Eysturs warp off. | ||
+ | This will take care of the immediate threat of jammers and warp disrupt capable ship, meaning you can relax knowing the hardest part of target calling is over, the rest is just finishing off the remainder of the site. See the '''individual site pages''' linked above for more information on priorities. |
Latest revision as of 21:28, 18 November 2019
Incursion links |
---|
General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
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. |
Stepping up for the first time
Preparations
Ensure everyone has a solid fit
When checking for fits, first make sure they have a proper tank. You can read more about that on the Vanguard Incursion fits page for examples, or the fitting principles page for more information, but here are two very common setups:
- Minimum tank:
- Adaptive Invulerability Field II
- Adaptive Invulerability Field II
- EM Ward Amplifier II
- Damage Control II
- Anti-Thermal Screen Reinforcer
- Deadspace tank
- Pith B-Type Adaptive Invulerability Field
- Damage Control II
- Anti-EM Screen Reinforcer
It's also important that we ensure that people have proper utility midslots, such as a Sensor Booster II and a Federation Navy Stasis Webifier in their mids.
- Maelstroms and Rokhs fit a Republic Fleet Target Painter or a second Federation Navy Stasis Webifier.
- Nightmares and Machariels fit a Republic Fleet Target Painter and fill out the rest with Tracking Computers.
- Vindicators fit more Federation Navy Stasis Webifiers and perhaps a Tracking Computer.
Make sure your picket is ready before undocking
While running
Watchlist
- Main article: Using the Watch List
Be sure to remind everyone to add everyone in the ongrid-squad to their Watch List before starting your first site, as well as whenever someone joins the fleet while running.
Priority targets for vanguards
This is a generic priority list for vanguard sites, focusing on removing both damage and warp disruption from grid as soon as possible. Remember that different fleet compositions can change who targets what, as well as various fleet command styles. This is however a solid priority to follow that accounts for our unique need of getting rid of warp disrupt capable ships in order to facilitate a controlled warp-out without a delay, should a war targets show up.
- Targets for the entire fleet
- These targets are for the entire fleet, as they need to die as soon as possible. It can also be beneficial to ensure that both regular and small high priority targets are killed before moving on to respective low priority targets.
- Regular targets
- These targets are usually larger, cruisers or battleships and suitable for ships with good damage projection, lower tracking, like battleships with large guns. The dronebunny also shoot these targets if the fleet has other ships dealing with the small targets already.
- Small targets
- Smaller targets, like frigates or extremely fast or small cruisers. Ideally the primary targets for strategic cruisers, Vindicators or the dronebunny as a last resort, but if need be the entire fleet will help kill these.
# | Targets for the entire fleet | Reason for the priority (see Sansha's Manual for more information) | ||
---|---|---|---|---|
Regular targets | Small targets | |||
1 | Niarja Myelen | Because the Niarja Myelen jams and neuts. | ||
2 | Sansha's Nation Commander Tama Cerebellum |
Because the Sansha's Nation Commander does a lot of damage and warp disrupts.
The Tama warp disrupts and has fairly high damage output, but is easy to kill. | ||
3 | Mara Paleo Auga Hypophysis Deltole Tegmentum |
Schmaeel Medulla | The Mara is a high priority targets because it remote repairs the other ships.
The Auga warp disrupts, webs and is easier to kill than the Deltole that warp disrupts, target paints and neuts. The Schmaeel warp disrupts and webs. | |
4 | Romi Thalamus | Renyn Meten Eystur Rhomben |
Romis pose no real threat. Renyns web and do more damage than Eysturs. |
█ Very high priority (immediate danger to the fleet)
█ High priority (prevents the fleet from leaving)
█ Low priority (only needed for site completion)
Practical examples
Here are some examples of what you should start focusing on for the three vanguard sites, see the individual sites for more information:
- When you start the Nation Mining Colony, the immediate threat is the Mara and the Schmaeels in the first room. For the remaining waves it's Niarjas first, then Tamas and Schmaeels followed by Augas (in the last wave).
- In a Nation Commander Outpost it's usually Niarjas first, then Tamas and Schmaeels followed by Augas . The Sansha's Nation Commander that spawns in the third wave needs to go first, then the usual order.
- Since everything warp disrupts in the Override Transfer Array, you basically through Niarjas first, then Tamas , followed by the Augas and finally the Deltole for three waves then the remaining Eysturs warp off.
This will take care of the immediate threat of jammers and warp disrupt capable ship, meaning you can relax knowing the hardest part of target calling is over, the rest is just finishing off the remainder of the site. See the individual site pages linked above for more information on priorities.