Difference between revisions of "Incursion fitting principles"

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{{Incursions links}}
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= Fitting principles =
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Incursion fleets rely rely on good resists, sufficient buffer, command bursts and active logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better.
Incursion fleets rely on good resists and buffer supported by a logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better.
 
  
Once you have a good enough tank, the rest of your spare slots should be used to augment your damage potential. While there's such a thing as under-tanked, being over-tanked is not only wasteful in incursions but even dangerous if done at the cost of offense.
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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 are needed.
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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.
== Omni damage ==
 
The Sansha incursion rats deal two types of damages, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types and all incursion fits must reflect that. In general we use a rather erroneous term ''"70% resists across the board"'' when we tell people what their resists should be. It is important to know that there is more to it than that.
 
  
First of all, it's more of an average resist per type of damage so you can often compensate one resist for the other. The Basilisk for example can leave a reasonable hole in its EM resist thanks to their high thermal resist and still stand up to the damage inflicted by lasers. It also means that most ships can have a slightly lower kinetic resist as long as their explosive resist is equally higher, averaging a solid 70% resist-profile for the damage inflicted by torpedoes.
 
  
Second, smaller ships take less damage from torpedoes than larger ships, especially if they are also faster. As such, logistics and strategic cruisers can often get away with slightly lower resists for kinetic and explosive, whereas battleships (especially those with huge signatures) would be better off pushing their kinetic and explosive resists a little bit higher to compensate for taking more damage from torpedoes.
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== Fitting principles ==
  
The reason we still use the erroneous ''"70% resists across the board"'' term is that if you have 70% resists in all categories, you're good and there's no risk of anyone getting it wrong thinking you can combine a low EM resist with a high explosive resist.
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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.  
  
== Resist profiles ==
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{|
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.
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| [[File:Icon armor plate.png|link=|64px]]
 +
| {{co|coral|Armor Tank}}
  
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. It also helps new [[Roles_in_Incursions#Waitlist_manager|waitlist managers]] as it tells them what to look for.
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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.
{| class="wikitable" style="font-size:90%; vertical-align:middle; padding:0px; border-collapse:collapse;""
 
! style="background:#222222;" | Ship
 
! style="background:#222222;" | Base resist profile
 
! style="background:#222222;" | Comments
 
|-
 
| nowrap | Regular/faction battleships<small>&nbsp;<ref>Includes '''regular battleships''', '''navy''' and '''fleet issue battleships''' as well as '''pirate faction battleships'''.</ref></small>
 
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&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.
 
 
|-
 
|-
| nowrap | 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>
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| [[File:Module icon armor rig tech1.png|link=|64px]]  
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]36%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]52%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
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| {{co|coral|Rigs}}
| Weak {{co|slateblue|EM}} and {{co|crimson|thermal}} resists, but no resist holes.
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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].
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|-
 
|-
| Vargur
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| [[image:icon_stasis_webifier_faction.png|64px|link=]]
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]25%[[Image:icon_resist_therm.png|24px|Thermal resistance]]30%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
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| {{co|coral|Utility Modules}}
| Slightly lower {{co|slateblue|EM}} and {{co|crimson|thermal}} resists, but no resist holes.
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 +
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'''.
 
|-
 
|-
| Scimitar
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| {{icon|drones|64px}}
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
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| {{co|coral|Drones}}
| No resist holes.
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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.
 
|-
 
|-
| Basilisk
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| {{icon|turret new|64px}}
| nowrap style="background:#111111;" | [[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%
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| {{co|coral|Turrets}}
| An {{co|slateblue|EM}} hole.
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 +
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.
 
|-
 
|-
| nowrap | Legion
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| [[File:Icon module damage control.png|link=|64px]]  
| nowrap style="background:#111111;" | [[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]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]87,5%
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| {{co|coral|Damage Control}}
| An {{co|slateblue|EM}} hole and weak {{co|crimson|thermal}} resists.
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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.
 
|-
 
|-
| nowrap | Loki (resist bonus)
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| [[image:module_icon_propulsion_rig_tech2.png|64px|link=]]  
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]80%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]52%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
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| {{co|coral|Hyperspatial Rig}}
| No resist holes.
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|-
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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.
| nowrap | Proteus
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| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]85%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 
| An {{co|slateblue|EM}} hole.
 
|-
 
| nowrap | Tengu
 
| nowrap style="background:#111111;" | [[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.
 
|-
 
| nowrap | Tengu (resist bonused)
 
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]84%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
 
| Weak {{co|slateblue|EM}} resists.
 
 
|}
 
|}
<small><references/></small>
 
== Applied DPS ==
 
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.
 
  
Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See [[Turret Damage|turret damage]] for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your bubble.
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== Why these principles? ==
 +
 
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=== Shield vs armor doctrine ===
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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:
 +
 
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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 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.
  
Practically this means that utility modules often make or break fleets.
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=== Applied DPS ===
<small><references/></small>
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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.
== Utility modules ==
 
First of all, when the term ''"utility slots"'' is used it means the slots you have left over once you've fitted your tank and your weapons. So if your ship has five midslots and four are needed for your tank, then the fifth slot is your one utility midslot. If you ship has eight highslots and seven turrets, you have one utility highslot.
 
  
Second, the term ''"utility modules"'' refer to modules you fit that doesn't directly give you a higher dps in your favourite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.
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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.
  
Logistics will almost always carry the same utility midslots, so this section is aimed at damage dealers.
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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.
==== Midslot options ====
 
{| class="wikitable" style="font-size:90%"
 
| style="background-color:#111111;" valign="middle" | {{icon|sensor resolution|64}}
 
| style="padding:8px;" valign="top" | In Vanguards, a battleship needs a sensor booster to be able to lock enemy frigates in any kind of timely fashion. For assaults, it is usually a matter of targeting range. Command ships or strategic cruisers can usually get away without a sensor booster. Being able to lock fast is also necessary in order to quickly lock up a logistics to apply repair drones in an emergency.
 
|-
 
| style="background-color:#111111;" valign="middle" | [[image:icon_stasis_webifier_faction.png|64px|link=]]
 
| style="padding:8px;" valign="top" | Stasis webifiers slow down the target, dramatically increasing the chance to land good hits and thus increase applied dps. Webs are always better than tracking computers for shooting smaller targets, assuming the target will come into web range. The '''Federation Navy Stasis Webifier''' or '''True Sansha Stasis Webifier''' is needed for the extra range as regular webs fall short, literally.
 
|-
 
| style="background-color:#111111;" valign="middle" | [[image:icon_tracking_computer_i.png|64px|link=]]
 
| style="padding:8px;" valign="top" | Tracking computers can be scripted for additional range or tracking, or both to a lesser degree. If you primarily engage targets outside web-range, tracking computers become more important, as they'll be able to improve your range and/or your tracking. Remember that this module use scripts, so be sure to bring '''Tracking Speed Scripts''' and '''Optimal Range Scripts'''.
 
|-
 
| style="background-color:#111111;" valign="middle" | [[image:icon_target_painter_i.png|64px|link=]]
 
| style="padding:8px;" valign="top" | Target painters increase the signature of the target, making it easier to lock and shoot. Target painters would not be your first choice, but assuming the other needs are met, you sometimes reach a point where additional webs won't be needed and then the target painter would actually be of more use than another web.
 
|-
 
| style="background-color:#111111;" valign="middle" | [[image:module_icon_microwarpdrive_tech1.png|64px|link=]]
 
| style="padding:8px;" valign="top" | The microwarpdrive is used primarily in headquarter sites but can also be used in assaults. In those sites you need the extra speed to either fly to a specific position or to continuously move into new optimal positions for each wave. The Nightmare has the option to use an afterburner, due to its ship bonus to afterburner speeds.
 
|}
 
For vanguards, we make sure we have at least one sensor booster and one web. If we have room for more midslots we primarily go for a second web first before looking into other modules. Once you've made sure that you have a solid base, you can start looking at other modules to help fleet efficiency.
 
  
For assaults and up, once you've ensured that you have the locking range needed (potentially requires you to use a sensor booster) and fitted any required propulsion modules, it's mostly about having a decent amount of webs and painters in the fleet, then let people fill up empty slots with tracking computers to improve their applied damage through better tracking or range.
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Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See [[Turret Damage|turret damage]] or the [[Gunnery Guide|gunnery guide]] for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your theoretical bubble. Practically this means that utility modules (in particular the bonused stasis webifiers of a Vindicator) often make or break fleets.
  
Each of these modules listed above have their pros and cons, see [[Anatomy of Incursions]] for more information on how you can change these modules around for different tactics based on your fleet composition. Have a few of each readily available, that way you'll be able to quickly refit if your fleet commander asks you to.
 
  
When in doubt, just follow the recommended fits on the [[Vanguard Incursion fits|Vanguard]] and [[Assault Incursion fits|Assault]] fitting pages.
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=== 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.
  
==== Highslot options ====
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{| class="wikitable" style="font-size: 90%"
{| class="wikitable" style="font-size:90%"
+
|- style="background: #222222;"
| style="background-color:#111111;" valign="middle" | [[image:icon_shield_transporter_i.png|64px|link=]]
+
! [[image:icon mid slot.png|24px|Utility midslot]] Utility medium slots
| style="padding:8px;" valign="top" | Large S95a Remote Shield Booster or Large Remote Shield Booster II modules repairs the friendly target's shields. Having a few extra remote shield boosters for emergencies are invaluable. When the fleet doesn't have any Basilisks, it makes more sense to use remote shield boosters in your spare highs, as there won't be much need for utility cap.
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! [[image:icon hi slot.png|24px|Utility highslot]] Utility high slots
 
|-
 
|-
| style="background-color:#111111;" valign="middle" | [[image:icon_remote_capacitor_transmitter_i.png|64px|link=]]
+
| 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'''
| style="padding:8px;" valign="top" | Large 'Regard' Capacitor Transmitters or Large Capacitor Transmitter II consumes cap in order to send it to a friendly target. It creates more cap than it consumes, so giving each other cap like this creates both recipients more cap. It's a favoured module for when you have Basilisks in your fleet, so members can act as emergency cap buddies.
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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
 
|}
 
|}
When you're limited to just one utility highslot, pick the most important one. So a capacitor transmitter if you run with Basilisks and a remote shield booster if you run with Scimitars. Should you have the luxury of having more than one utility highslot, just bring both.
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While the exact fits vary between communities as well as fleet compositions, there are a few common grounds for using utility mids. In vanguards, the sensor boosters allow you to lock up the much smaller frigates more quickly, webs are used to help apply damage to enemies that come close, while painters and tracking computers help apply damage at range. The same can be said for assaults and headquarters, although the need for sensor boosters rapidly diminish as you move on from vanguards, as there are fewer frigates in assaults and headquarter sites, reducing the need for sensor boosters.
  
== Drones ==
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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 can be a tremendous asset, if you pick the right ones and use them intelligently. Below is a breakdown on the raw statistics of drones, without taking skills into account. Most of the skills will affect all drones equally, so their relative strengths and weaknesses will remain the same (with the exception of the Gecko's lack of benefit from drone specialization).
 
  
So when you read this, keep in mind that the following skills will modify these values:
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=== Drones ===
* {{sk|Drone Sharpshooting}} (+5% optional range per level)
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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.
* {{sk|Drone Navigation}} (+5% increase in microwarpspeed per level)
 
* {{sk|Drone Interfacing}} (+10% damage increase per level)
 
* {{co|orange|<size> Drone Operation}}<small>&nbsp;<ref>A different skill for each of the sizes: Light, medium, heavy and sentry drones.</ref></small> (+5% damage increase per level)
 
* {{co|orange|<racial> Drone Specialization}}<small>&nbsp;<ref>One for each of the races: Amarr, Caldari, Gallente and Minmatar.</ref></small> (+2% damage increase per level)
 
<small><references/></small>
 
  
Full spreadsheet of drone attributes from CCP: http://content.eveonline.com/www/newssystem/media/65945/1/DroneRevampUpdated.xls
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When selecting drones you need to factor in how to get the best mix of microwarpdrive and orbital speeds, as well as tracking and optimal range for the type of fleet and sites you run - generally smaller sites have more frigates, which need fast, well tracking drones. Amarr drones generally provide the best mix for most situations ''except for headquarter sites'' where slower drones, but with higher focused DPS, are useful for taking down large ships. See [[Drones#Light.2C_medium_and_heavy_drones|drones]] for more statistics about drone attributes.
  
==== Light combat drones ====
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Below are the drones we recommend within our community:
{| class="wikitable sortable"
+
{| class="wikitable" style="text-align: center;"
! style="background-color:#222222;" | Drones
+
|- style="background:#222222;"
! style="background-color:#222222;" | Weapon range
+
! Recommended drones/site
! style="background-color:#222222;" | Tracking
+
! Light drones
! style="background-color:#222222;" | Damage <small><ref>Raw damage multiplied by the damage modifier.</ref></small>
+
! Medium drones
! style="background-color:#222222;" | Orbit speed
+
! Heavy drones
! style="background-color:#222222;" | MWD speed
+
! Sentry drones
|-
 
| {{icon|amarr2|20}} Acolyte II
 
| {{icon|range|20}} 2,400 + 2,000 m
 
| [[file:icon_tracking_speed_script.png|20px|link=]] 2,988 rad/sec
 
| {{icon|em damage|20}} 33,6 HP
 
| {{icon|velocity|20}} 996 m/sec
 
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 4,620 m/sec
 
 
|-
 
|-
| {{icon|gallente2|20}} Hobgoblin II
+
| style="text-align: left;" | [[image:incursions vanguard icon.png|18px|Vanguard sites]] [[Incursion sites#Vanguard sites|Vanguard sites]]
| {{icon|range|20}} 2,100 + 2,000 m
+
| '''Acolyte II'''<small> <ref>[[Alpha Clones]] can use {{co|coral|Imperial Navy Acolytes}} instead, due to skill restrictions.</ref></small>
| [[file:icon_tracking_speed_script.png|20px|link=]] 2,178 rad/sec
+
| <small>{{co|grey|Not recommended}}</small>
| {{icon|th damage|20}} 38,4 HP
+
| <small>{{co|grey|Not recommended}}</small>
| {{icon|velocity|20}} 660 m/sec
+
| {{co|slateblue|'''Garde II'''}}<small> <ref>{{co|slateblue|(Situational)}} Unbonused sentries have considerably lower tracking and needs to operate at range or stay on cruisers..</ref></small>
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 3,360 m/sec
 
 
|-
 
|-
| {{icon|caldari2|20}} Hornet II  
+
| style="text-align: left;" | [[image:incursions assault icon.png|18px|Assault sites]] [[Incursion sites#Assault sites|Assault sites]]
| {{icon|range|20}} 2,400 + 2,000 m
+
| '''Acolyte II'''
| [[file:icon_tracking_speed_script.png|20px|link=]] 2,448 rad/sec
+
| '''Infiltrator II'''
| {{icon|ki damage|20}} 36,0 HP
+
| <small>{{co|grey|Not recommended}}</small>
| {{icon|velocity|20}} 894 m/sec
+
| {{co|slateblue|'''Curator II'''}}<small> <ref>{{co|slateblue|(Situational)}} In order to use '''Curator II''' drones you need to remain stationary more often than not. The extra range of curators is needed for the 35 - 65 km engagement range.</ref></small>
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 3,780 m/sec
 
 
|-
 
|-
| {{icon|minmatar2|20}} Warrior II
+
| style="text-align: left;" | [[image:incursions headquarter icon.png|18px|Headquarter sites]] [[Incursion sites#Headquarter sites|Headquarter sites]]<small> <ref>Drones are often put on stationary objects in headquarter sites, thus focus shifts from '''Amarr drones''' (speed and application) to '''Gallente drones''' (maximum damage).</ref></small>
| {{icon|range|20}} 2,100 + 2,000 m
+
| '''Hobgoblin II'''
| [[file:icon_tracking_speed_script.png|20px|link=]] 3,240 rad/sec
+
| '''Hammerhead II'''
| {{icon|ex damage|20}} 31,2 HP
+
| '''Ogre II'''<small> <ref>If cost isn't an issue, '''Gecko''' or ''''Augmented' Ogre''' drones are preferred due to increased speed and better damage application.</ref></small>
| {{icon|velocity|20}} 900 m/sec
+
| <small>{{co|grey|Not recommended}}</small>
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 5,040 m/sec
 
 
|}
 
|}
 
<small><references/></small>
 
<small><references/></small>
The '''Warrior II''' and '''Acolyte II''' drones stand out when we focus on the most important aspects like speed and tracking, the applied dps. The Acolyte II drones come out slightly ahead because of their potential to do even more damage to a webbed down target than the Warrior II drones, while simultaneously being ''"fast enough"'' and having ''"good enough"'' tracking.
 
  
As such, our recommended drones for vanguards are the '''Acolyte II''' drones.
+
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 ===
 +
[[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.
  
==== Medium combat drones ====
+
 
{| class="wikitable sortable"
+
{|
! style="background-color:#222222;" | Drones
+
| [[File:Module icon armor rig tech1.png|link=|64px]]
! style="background-color:#222222;" | Weapon range
+
| {{co|coral|Defense Rigs}}
! style="background-color:#222222;" | Tracking
+
 
! style="background-color:#222222;" | Damage <small><ref>Raw damage multiplied by the damage modifier.</ref></small>
+
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.
! style="background-color:#222222;" | Orbit speed
 
! style="background-color:#222222;" | MWD speed
 
 
|-
 
|-
| {{icon|amarr2|20}} Infiltrator II
+
| [[File:Icon projectile rig.png|link=|64px]]
| {{icon|range|20}} 4,800 + 3,000 m
+
| {{co|coral|Offence Rigs}}
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,960 rad/sec
+
 
| {{icon|em damage|20}} 53,76 HP
+
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.
| {{icon|velocity|20}} 630 m/sec
 
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 2,760 m/sec
 
 
|-
 
|-
| {{icon|gallente2|20}} Hammerhead II
+
| [[image:module_icon_propulsion_rig_tech2.png|64px|link=]]
| {{icon|range|20}} 4,200 + 3,000 m
+
| {{co|coral|Hyperspatial Rigs}}
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,696 rad/sec
+
 
| {{icon|th damage|20}} 61,44 HP
+
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.
| {{icon|velocity|20}} 528 m/sec
+
 
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 2,016 m/sec
 
|-
 
| {{icon|caldari2|20}} Vespa II
 
| {{icon|range|20}} 4,800 + 3,000 m
 
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,780 rad/sec
 
| {{icon|ki damage|20}} 57,60 HP
 
| {{icon|velocity|20}} 564 m/sec
 
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 2,268 m/sec
 
|-
 
| {{icon|minmatar2|20}} Valkyrie II
 
| {{icon|range|20}} 4,200 + 3,000 m
 
| [[file:icon_tracking_speed_script.png|20px|link=]] 1,044 rad/sec
 
| {{icon|ex damage|20}} 49,92 HP
 
| {{icon|velocity|20}} 660 m/sec
 
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 3,000 m/sec
 
 
|}
 
|}
<small><references/></small>
 
Similar to light combat drones, the Amarr and Minmatar drones stand out yet again with a good combination of speed and tracking, so both '''Valkyrie II''' and '''Infiltrator II''' drones are good for assaults and up, where you're shooting mostly battleships and cruisers. And again the Amarr Infiltrator II drones pull out ahead with a nice mix resulting in a slightly better applied dps, just like their smaller brethren the Acolyte II drones.
 
  
So our recommended drones for assaults are the '''Infiltrator II''' drones.
+
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.
==== Heavy drones ====
+
 
{| class="wikitable sortable"
+
=== Determining a proper tank ===
! style="background-color:#222222;" | Drones
+
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.
! style="background-color:#222222;" | Weapon range
+
 
! style="background-color:#222222;" | Tracking
+
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.
! style="background-color:#222222;" | Damage <small><ref>Raw damage multiplied by the damage modifier.</ref></small>
+
 
! style="background-color:#222222;" | Orbit speed
+
==== Guidelines ====
! style="background-color:#222222;" | MWD speed
+
{{note box|Values listed here are approximate based on our tank guidelines, and inferred from the basic fits of armor headquarters groups. Though the public shield Incursion community Warp To Me does publish their tank requirements (67% omni shield resists and 12,000 raw shield HP as of February 2024), others do not.}}
|-
+
Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively high recommended level for our community. The values below are of raw armor hit points and paired average resists (EM/thermal and kinetic/explosive), values '''before boosts''' for easy comparison.
| {{icon|amarr2|20}} Praetor II
+
{|
| {{icon|range|20}} 4,800 + 5,000 m
+
| [[image:Incursions_vanguard_icon.png|42px|Vanguards]]
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,756 rad/sec
+
| [[Incursion sites#Vanguard sites|Vanguards]] ''33k+ effective armor hit points''<br>67% resists and at least 10,000 raw armor hit points.
| {{icon|em damage|20}} 107,52 HP
 
| {{icon|velocity|20}} 384 m/sec
 
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 1,656 m/sec
 
|-
 
| {{icon|gallente2|20}} Ogre II
 
| {{icon|range|20}} 4,200 + 5,000 m
 
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,540 rad/sec
 
| {{icon|th damage|20}} 122,88 HP
 
| {{icon|velocity|20}} 300 m/sec
 
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 1,200 m/sec
 
|-
 
| {{icon|caldari2|20}} Wasp II
 
| {{icon|range|20}} 4,800 + 5,000 m
 
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,642 rad/sec
 
| {{icon|ki damage|20}} 115,20 HP
 
| {{icon|velocity|20}} 336 m/sec
 
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 1,350 m/sec
 
 
|-
 
|-
| {{icon|minmatar2|20}} Berserker II
+
| [[image:Incursions_assault_icon.png|42px|Assaults]]
| {{icon|range|20}} 4,200 + 5,000 m
+
| [[Incursion sites#Assault sites|Assaults]] ''50k+ effective armor hit points''<br>70% resists and at least 15,000 raw armor hit points.
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,852 rad/sec
 
| {{icon|ex damage|20}} 99,84 HP
 
| {{icon|velocity|20}} 420 m/sec
 
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 1,800 m/sec
 
 
|-
 
|-
| {{icon|guristas pirates|20}} Gecko <small><ref>The Gecko actually does 262,4 HP worth of omni damage, but use up 50Mbit/sec worth of drone bandwidth. So to compare it with the normal 25Mbit/sec heavy drones the value is halved. Also consider the fact that the Gecko doesn't get the bonus from drone specialization skills (which is at least 8% with spec IV trained).</ref></small>
+
| [[image:Incursions_headquarter_icon.png|42px|Headquarters]]
| {{icon|range|20}} 4,800 + 5,000 m
+
| [[Incursion sites#Headquarter sites|Headquarters]] ''75k+ effective armor hit points''<br>70% resists and 20,000 raw armor hit points.
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,850 rad/sec
 
| [[image:icon_turret_volley.png|20px|link=]] 131,20 HP
 
| {{icon|velocity|20}} 400 m/sec
 
| [[file:module_icon_microwarpdrive_tech1.png|20px|link=]] 1,820 m/sec
 
 
|}
 
|}
<small><references/></small>
 
Heavy drones are mostly used in headquarter sites for brawlers, who move into position and literally try to jump the enemy where they spawn. They can also be used for bashing towers or the mothership in The Kundalini Manifest site.
 
  
There's no clearcut winner for heavy drones, but in general you could say the '''Gecko''' is a solid option if you need mobility and the '''Ogre II''' if you're looking to push out the most damage with max skills. The lower your skills are, the more favourable the Gecko becomes overall, seeing as it gives you a solid performance even with mediocre skills.
+
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.
  
==== Sentry drones ====
+
{| class="wikitable" style="font-size:90%;"  
{| class="wikitable sortable"
+
|- style="background-color: #222222;"
! style="background-color:#222222;" | Drones
+
! colspan="2" | Resists
! style="background-color:#222222;" | Weapon range
+
! Actual damage taken
! style="background-color:#222222;" | Tracking
+
|- style="background-color:#300000;"
! style="background-color:#222222;" | Damage <small><ref>Raw damage multiplied by the damage modifier.</ref></small>
+
| style="padding-left:5px; padding-right:5px;" | 61% resists
 +
| rowspan="7" style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width: 0.25em"|
 +
| style="padding-left:5px; padding-right:5px;" | 18% more damage ''(39% damage taken)''
 +
|- style="background-color: #200000"
 +
| style="padding-left:5px; padding-right:5px;" | 64% resists
 +
| style="padding-left:5px; padding-right:5px;" | 9% more damage ''(36% damage taken)''
 +
|- style="background-color: #100000;"
 +
| style="padding-left:5px; padding-right:5px;" | {{co|yellow|67% resists}}
 +
| style="padding-left:5px; padding-right:5px;" | {{co|yellow|''Baseline Damage (33% damage taken)''}}
 
|-
 
|-
| {{icon|amarr2|20}} Curator II
+
| style="padding-left:5px; padding-right:5px;" | 70% resists
| {{icon|range|20}} 42,000 + 12,000 m
+
| style="padding-left:5px; padding-right:5px;" | 9% less damage ''(30% damage taken)''
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,0276 rad/sec
+
|- style="background-color: #001000;'
| {{icon|em damage|20}} 102,4 HP
+
| style="padding-left:5px; padding-right:5px;" | 73% resists
 +
| style="padding-left:5px; padding-right:5px;" | 18% less damage ''(27% damage taken)''
 +
|- style="background-color: #002000;"
 +
| style="padding-left:5px; padding-right:5px;" | 76% resists
 +
| style="padding-left:5px; padding-right:5px;" | 27% less damage ''(24% damage taken)''
 +
|- style="background-color: #003000;"
 +
| style="padding-left:5px; padding-right:5px;" | 79% resists
 +
| style="padding-left:5px; padding-right:5px;" | 36% less damage ''(21% damage taken)''
 
|-
 
|-
| {{icon|gallente2|20}} Garde II
 
| {{icon|range|20}} 24,000 + 18,000 m
 
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,0360 rad/sec
 
| {{icon|th damage|20}} 108,8 HP
 
|-
 
| {{icon|caldari2|20}} Warden II
 
| {{icon|range|20}} 60,000 + 42,000 m
 
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,0120 rad/sec
 
| {{icon|ki damage|20}} 89,6 HP
 
|-
 
| {{icon|minmatar2|20}} Bouncer II
 
| {{icon|range|20}} 42,000 + 48,000 m
 
| [[file:icon_tracking_speed_script.png|20px|link=]] 0,0192 rad/sec
 
| {{icon|ex damage|20}} 96,0 HP
 
 
|}
 
|}
<small><references/></small>
 
Sentry drones can be very useful if you sit still in the same position for a prolonged period of time and shoot mostly webbed down cruisers and battleships. Given the amount of elite frigates in vanguards and the amount of moving in assaults and headquarters, they remain very situational.
 
  
As to which drone to use, they follow a very simple formula. The more range they get, the less damage and tracking they have, so you often find yourself choosing sentry drones based on how much range you need, only going as far as you need to in order to preserve damage and tracking. This makes the Caldari and Minmatar sentry drones less than ideal due to excessive range at the cost of damage and tracking.
+
==== 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.
  
Our recommendation is to pick either '''Garde II''' or '''Curator II''' depending on how much range is needed, if sentry drones are an option.
+
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.
  
= Vanguard setups =
+
{{ShipFitting
Below is a standard setup for your tank in our fleets. These fits are probably considered overtanked by many public communities and they are in fact overtanked for the most part. There are several reasons for it, mainly it is for safety, to give us a larger buffer and more leeway to save ships if things go wrong. We are not as concerned about pushing for efficiency above safety.
+
| ship=Nightmare
 +
| fitName= Rigs, Tank, Guns
 +
| fitID= Incursions (Vanguards)
 +
| high1name=Mega Pulse Laser II
 +
| high1typeID=3057
 +
| high2name=Mega Pulse Laser II
 +
| high2typeID=3057
 +
| high3name=Mega Pulse Laser II
 +
| high3typeID=3057
 +
| high4name=Mega Pulse Laser II
 +
| high4typeID=3057
 +
| low1name=Imperial Navy Multispectrum Energized Membrane
 +
| low1typeID=15729
 +
| low2name=Imperial Navy Multispectrum Energized Membrane
 +
| low2typeID=15729
 +
| low3name=Damage Control II
 +
| low3typeID=2048
 +
| rig1name=Large Explosive Armor Reinforcer I
 +
| rig1typeID=25888
 +
| rig2name=Large Kinetic Armor Reinforcer I
 +
| rig2typeID=25890
 +
| rig3name=Large Hyperspatial Velocity Optimizer II
 +
| rig3typeID=26322
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| version=2024.2.2
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
  
We also recommend fits that are flexible in terms of being able to do vanguards, assaults and even headquarter sites with the same ship. So some seemingly superfluous rigs are there to enable the ships to just swap out a few midslots and go from vanguards to headquarter sites.
 
== Standard battleship setups ==
 
The main goal of these fits are to remain as cheap as possible while still being safe enough to run with minimal skills and rigged in a way that they can easily refit for vanguards as well as assaults and headquarter sites. Staying as cheap as possible is also useful for times of war.
 
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
 
|-
 
! style="background:#222222;" | Slots
 
! style="background:#222222;" | Regular ships
 
! style="background:#222222;" | Resist-bonused ships
 
! style="background:#222222;" | Navy / Fleet Issue
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
 
[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
 
[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
 
[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
 
[[image:icon mid slot.png|24px]] Freed up mid slot
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
 
[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
 
[[image:icon mid slot.png|24px]] Freed up mid slot
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Core Defense Field Extender I]] Core Defense Field Extender I<br>
 
[[image:module icon shield rig tech1.png|24px|Large Core Defense Field Extender I]] Core Defense Field Extender I<br>
 
[[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Core Defense Field Extender I]] Core Defense Field Extender I<br>
 
[[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I<br>
 
[[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Core Defense Field Extender I]] Core Defense Field Extender I<br>
 
[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II<br>
 
[[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
 
|- valign="top"
 
! style="text-align:center; background:#111111;" | Resists
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]69,5%[[Image:icon_resist_therm.png|24px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|24px|Explosive resistance]]77,4%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]64,0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]71,2%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]73,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]78,3%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]65,2%[[Image:icon_resist_therm.png|24px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|24px|Explosive resistance]]77,4%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]72,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]74,5%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]80,8%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]69,4%[[Image:icon_resist_therm.png|24px|Thermal resistance]]75,5%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]77,8%[[Image:icon_resist_exp.png|24px|Explosive resistance]]81,5%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]69,2%[[Image:icon_resist_therm.png|24px|Thermal resistance]]74,5%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]80,8%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]43,1%[[Image:icon_resist_therm.png|24px|Thermal resistance]]44,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]41,2%[[Image:icon_resist_therm.png|24px|Thermal resistance]]53,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]49,6%[[Image:icon_resist_exp.png|24px|Explosive resistance]]58,0%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]35,0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]44,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
 
|}
 
; Regular ships
 
: This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like '''Shield Management''' and gotten a decent buffer on your ship. The amplifier isn't quite as effective as the active hardener, but good enough and serves to give some cap relief.
 
; Resist-bonused ships
 
: Ships with resist bonuses like the '''Rokh''', especially if they also have good base shield hit points, can use a different setup to free up a midslot. The resists given are based on a generic 4% resist bonus per level, assuming a ship level of IV. If your skills are low, just leave the damage control on or simply fit your ship like you would a regular ship.
 
; Navy / Fleet Issue
 
: '''Navy''' and '''Fleet Issue''' ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing [[Incursion sites#Assault sites|assault]] and [[Incursion sites#Headquarter sites|headquarter sites]]. This variant could be adopted to normal ships as well, unless they have very low base hit points.
 
  
== Advanced battleship setups ==
+
==== Rounding out the lowslots ====
There are several ways to improve your fits, especially with some of the more efficient but costly deadspace modules and tech two rigs. Below are just examples of three common ways to upgrade your tank to free up more slots for additional offensive modules to increase your applied damage.
+
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.
  
While it's possible to use these setups on ordinary tech one hulls it makes little sense to put several hundreds of millions, if not billions, worth of deadspace modules and rigs on anything but the efficient '''pirate faction battleships'''. Just remember that your best initial upgrade option is still investing in your favourite pirate faction battleship, even if it's just with any of the regular setups with tech one rigs.
+
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.
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
 
|-
 
! style="background-color:#222222;" | Slots
 
! style="background-color:#222222;" | Weighted resists
 
! style="background-color:#222222;" | Balanced resists
 
! style="background-color:#222222;" | All-out offense
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invuln ...<br>
 
[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
 
[[image:icon mid slot.png|24px]] Freed up mid slot
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invuln ...<br>
 
[[image:icon shield_amplifier_deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] Pithum C-Type EM Ward Amplifier<br>
 
[[image:icon mid slot.png|24px]] Freed up mid slot
 
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum A-Type Adaptive Invulnerability Field]] Pithum A-Type Adaptive Invuln ...<br>[[image:icon mid slot.png|24px]] Freed up mid slot<br>
 
[[image:icon mid slot.png|24px]] Freed up mid slot
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
 
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
 
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Core Defense Field Extender II]] Core Defense Field Extender II<br>[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II<br>[[image:icon rigs.png|24px]] Freed up rig slot
 
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Core Defense Field Extender II]] Core Defense Field Extender II<br>[[image:module icon shield rig tech2.png|24px|Large Anti-Thermal Screen Reinforcer II]] Anti-Thermal Screen Reinforcer II<br>[[image:icon rigs.png|24px]] Freed up rig slot
 
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I<br>[[image:module icon hybrid rig tech2.png|24px|Large  Burst Aerator II]] Burst Aerator II<br>
 
[[image:icon rigs.png|24px]] {{co|grey|Unusable rig slot}}
 
|- valign="top"
 
! style="text-align:center; background:#111111;" | Resists
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]65,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]64,9%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]73,7%[[Image:icon_resist_exp.png|24px|Explosive resistance]]78,1%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]72,6%[[Image:icon_resist_therm.png|24px|Thermal resistance]]71,1%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]68,8%[[Image:icon_resist_exp.png|24px|Explosive resistance]]74,0%
 
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]65,6%[[Image:icon_resist_therm.png|24px|Thermal resistance]]62,8%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]72,1%[[Image:icon_resist_exp.png|24px|Explosive resistance]]76,8%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px]]
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]71,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]71,8%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]78,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]82,4%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75,6%[[Image:icon_resist_therm.png|24px|Thermal resistance]]75,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]73,1%[[Image:icon_resist_exp.png|24px|Explosive resistance]]77,6%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]71,7%[[Image:icon_resist_therm.png|24px|Thermal resistance]]69,4%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]77,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]80,9%
 
|- valign="top"
 
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px]]
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]35,0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]51,6%[[Image:icon_resist_therm.png|24px|Thermal resistance]]48,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
 
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]30,0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
 
|}
 
; Weighted resists
 
: This variant is mostly suited for [[Incursion sites#Vanguard sites|vanguard]] and [[Incursion sites#Assault sites|assault sites]] where the threat of neuting is small and the incoming damage is slightly skewed towards more torpedoes, thus kinetic and explosive resists are slightly more important. The anti-EM rig ensures that in the case of being completely neuted out, you still have at least some EM-resists even if both invulnerability fields gets shut down. Buffing the tank for this kind of setup usually involves a mix of using a second deadspace hardener or a damage control (or even both).
 
; Balanced resists
 
: For sites where heavy neuting is common, like in [[Incursion sites#Headquarter sites|headquarter]] and [[Incursion sites#Mothership sites|mothership sites]], a more balanced setup might be favoured. The damage control module also adds some additional buffer to your armour and structure in case the higher alpha punches through your shields before reps land. The combination of the anti-thermal rig and EM amplifier allows for a high, balanced, resist profile even when completely neuted out. Buffing the tank is as simple as adding a second invulnerability field.
 
; All-out offense
 
: Most commonly used for [[Incursion sites#Vanguard sites|vanguard sites]], this all out offensive setup sacrifices tank for even more gank and utility. While upping your resists for [[Incursion sites#Assault sites|assault]] and [[Incursion sites#Headquarter sites|headquarter sites]] is as simple as adding a second invulnerability field, you'll still be extremely vulnerable to neuting and have a considerably lower buffer due to not having room for a core defense field extender rig.
 
  
= Assault and Headquarter setups =
+
{{ShipFitting
The significantly higher alpha in assault sites warrants adding a shield extender to your ship. Most ships simply swap out one of their webs for the large shield extender. For headquarter and mothership sites the need to move is also greater, which is why most of these sites requires you to fit a propulsion module as well. While the microwarpdrive is harder to fit and more of a drain on your capacitor, it's always preferred over the afterburner due to the repeated need to quickly travel significant distances.
+
| ship=Nightmare
== Interchangeable fits ==
+
| fitName= Heat Sinks
As mentioned above, our fits are mostly interchangeable so that we can shift focus from vanguards to assaults or higher by changing a few modules. So here are the major differences in what you need added to your fits as you move up the site sizes.
+
| fitID= Incursions (Vanguards)
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
+
| high1name=Mega Pulse Laser II
|- valign="top"
+
| high1typeID=3057
! style="background:#222222;" | Slots
+
| high2name=Mega Pulse Laser II
! style="background:#222222;" | Assault sites
+
| high2typeID=3057
! style="background:#222222;" | Headquarter / Mothership sites
+
| high3name=Mega Pulse Laser II
|- valign="top"
+
| high3typeID=3057
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
+
| high4name=Mega Pulse Laser II
| nowrap | [[image:Module icon shield extender tech2.png|24px|Large Shield Extender II]] Large Shield Extender II
+
| high4typeID=3057
| nowrap | [[image:Module icon shield extender tech2.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[image:Module icon microwarpdrive tech1.png|24px|Microwarpdrive]] Prototype 100MN Microwarpdrive I
+
| low1name=Imperial Navy Multispectrum Energized Membrane
|- valign="top"
+
| low1typeID=15729
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
+
| low2name=Imperial Navy Multispectrum Energized Membrane
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
+
| low2typeID=15729
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
+
| low3name=Damage Control II
|}
+
| low3typeID=2048
<small><references/></small>
+
| 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
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| version=2024.2.2
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
  
= Recommended implants =
+
==== Utility midslots ====
{{note box|Consider having a clone dedicated for doing incursions during peace, with suitable implants, as well as a cheaper clone you can use during war. That way you won't have to risk the expensive implants during war.}}
+
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.
There are plenty of 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).
 
  
While one shouldn't run around with a head full of expensive implants during war, there are some rather cheap +3% implants you could use even while at war. A set of 4% implants from the CONCORD Loyalty Point store might also be worth considering, they go for 37,5M ISK and 37,5k CONCORD LP each. When the cost of your clone isn't an issue there are +6% implant variants of these implants that greatly increase your efficiency, but costs 250M ISK and 250k CONCORD LP each and requires {{sk|Cybernetics|V}}.
+
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.
== Gunnery implants ==
 
There are several implants improving damage, rate of fire, tracking. Below are implants that help you regardless which ship you fly as they benefit all turret ships.
 
{| style="font-size:90%;"
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Eifyr and Co. 'Gunslinger' Motion Prediction MR-703'''</span> ''(slot 7, +3% turret tracking speed)''<small> <ref>For the high-end tracking speed implants, the '''Ogdin's Eye Coordination Enhancer''' implant is often much cheaper than the 6% implant from CONCORD. It only requires {{sk|Cybernetics|III}}.</ref></small>
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Inherent Implants 'Lancer' Gunnery RF-903'''</span> ''(slot 9, +3% rate of fire)''<small> <ref>For the high-end rate of fire implants there's the '''Pashan's Turret Customization Mindlink''' implant that gives +7% rate of fire for all turrets, but it is a very expensive implant. It only requires {{sk|Cybernetics|IV}}.</ref></small>
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Inherent Implants 'Gunslinger' Surgical Strike SS-903'''</span> ''(slot 9, +3% turret damage)''
 
|}
 
For '''Battleships''' and large guns, the next implant is split across each racial weapon system.
 
{| style="font-size:90%;"
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003'''</span> ''(slot 10, +3% to large projectile weapons)''
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Inherent Implants 'Lancer' Large Energy Turret LE-1003'''</span> ''(slot 10, +3% to large energy weapons)''<small> <ref>For the high-end laser implants there's the '''Pashan's Turret Handling Mindlink''' which gives +7% damage to large energy weapons, but it's also a very expensive implant. It only requires {{sk|Cybernetics|IV}}.</ref></small>
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Zainou 'Deadeye' Large Hybrid Turret LH-1003'''</span> ''(slot 10, +3% to large hybrid weapons)''
 
|}
 
For those flying '''strategic cruisers''' as their preferred ships, there's an implant for slot 8.<small> <ref>Note that the 5% versions of these three implants are disproportionately cheap, often running somewhat below the price for the 3% versions.</ref></small>
 
{| style="font-size:90%;"
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803'''</span> ''(slot 8, +3% to medium projectiles)''
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Inherent Implants 'Lancer' Medium Energy Turret ME-803'''</span> ''(slot 8, +3% to medium energy weapons)''
 
|}
 
<small><references/></small>
 
  
== Genolution implants ==
+
{{ShipFitting
{{note box|These implants are special and come in limited supply, also potentially too costly to risk having in your head during wartime.}}
+
| ship=Nightmare
For people without +4 or +5 attribute implants, the '''Genolution''' implants can be quite useful.
+
| fitName= Midslots
{| style="font-size:90%;"
+
| fitID= Incursions (Vanguards)
|-
+
| high1name=Mega Pulse Laser II
| [[image:perception.png|24px|link=]] <span style="color:orange;">'''Genolution Core Augmentation CA-1'''</span> ''(slot 1, increases powergrid and capacitor)''
+
| high1typeID=3057
|-
+
| high2name=Mega Pulse Laser II
| [[image:intelligence.png|24px|link=]] <span style="color:orange;">'''Genolution Core Augmentation CA-2'''</span> ''(slot 4, increases CPU and capacitor)''
+
| high2typeID=3057
|-
+
| high3name=Mega Pulse Laser II
| [[image:willpower.png|24px|link=]] <span style="color:orange;">'''Genolution Core Augmentation CA-3'''</span> ''(slot 3, increases velocity and shield capacity)''
+
| high3typeID=3057
|-
+
| high4name=Mega Pulse Laser II
| [[image:memory.png|24px|link=]] <span style="color:orange;">'''Genolution Core Augmentation CA-4'''</span> ''(slot 2, increases agility and armour hit points)''
+
| high4typeID=3057
|}
+
| mid1name=Tracking Computer II
 +
| mid1typeID=1978
 +
| mid2name=Tracking Computer II
 +
| mid2typeID=1978
 +
| mid3name=Tracking Computer II
 +
| mid3typeID=1978
 +
| mid4name=Sensor Booster II
 +
| mid4typeID=1952
 +
| mid5name=Sensor Booster II
 +
| mid5typeID=1952
 +
| mid6name=Sensor Booster II
 +
| mid6typeID=1952
 +
| mid7name=Federation Navy Stasis Webifier
 +
| mid7typeID=17559
 +
| low1name=Imperial Navy Multispectrum Energized Membrane
 +
| 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=Conflagration L x4
 +
| charge1typeID=12816
 +
| charge2name=Scorch L x4
 +
| charge2typeID=12820
 +
| charge3name=Imperial Navy Multifrequency L x4
 +
| charge3typeID=23105
 +
| charge4name=Scan Resolution Script x3
 +
| charge4typeID=29011
 +
| charge5name=Optimal Range Script x3
 +
| charge5typeID=28999
 +
| charge6name=Tracking Speed Script x3
 +
| charge6typeID=29001
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| version=2024.2.2
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}
  
== Capacitor implants ==
+
==== Finishing the fit ====
For the less used slots 6 and 8 you haven't got much worthwhile to use in terms of increasing your damage. For those slots you could increase your capacitor if you're flying logistics or a ship with cap-hungry turrets.
+
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.  
{| style="font-size:90%;"
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Inherent Implants 'Squire' Energy Systems Operation EO-603'''</span> ''(slot 6, decreases capacitor recharge)''
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Inherent Implants 'Squire' Energy Management EM-803'''</span> ''(slot 8, increases capacitor capacity)''
 
|}
 
== Projectile based ships ==
 
These ships have no need for capacitor implants in slot 6 and 8, so you could look for other options. Perhaps the most common ones would be the engineering implant to free up more powergrid for artillery or microwarpdrives for the larger sites and locking range.
 
  
For slot 6 you got quite a few options of implants:
+
This rounds out the fit, which looks very similar to our suggested Intermediate Nightmare fit.  
{| style="font-size:90%;"
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Inherent Implants 'Squire' Engineering EG-603'''</span> ''(slot 6, increases your powergrid)''
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Zainou 'Gypsy' Electronics EE-603'''</span> ''(slot 6, increases your CPU)''
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Eifyr and Co. 'Rogue' Acceleration Control AC-603 '''</span> ''(slot 6, increases your AB/MWD speed increase)''
 
|}
 
For slot 8 there's very few implants that help with incursions:
 
{| style="font-size:90%;"
 
|-
 
| [[image:icon_implant_hardwiring.png‎|24px]] <span style="color:orange;">'''Zainou 'Gypsy' Long Range Targeting LT-803'''</span> ''(slot 8, increases locking range)''
 
|}
 
  
== Mindlink implants ==
+
{{ShipFitting
For the boosters, slot 10 is taken up by the mindlink implants.
+
| ship=Nightmare
{| style="font-size:90%;"
+
| fitName= Incursions (Vanguards)
|-
+
| fitID= Incursions (Vanguards)
| [[image:icon_implant_mindlink_faction.png|24px]] <span style="color:orange;">'''Republic Fleet Warfare Mindlink'''</span> ''(slot 10, +15% shield hp, +15% agility and +25% bonus to siege/skirmish command bonus)''
+
| high1name=Mega Pulse Laser II
|-
+
| high1typeID=3057
| [[image:icon_implant_mindlink_faction.png|24px]] <span style="color:orange;">'''Imperial Navy Warfare Mindlink'''</span> ''(slot 10, +15% armour hp, +15% targeting range and +25% bonus to armour/information command bonus)''
+
| high2name=Mega Pulse Laser II
|}
+
| high2typeID=3057
 +
| high3name=Mega Pulse Laser II
 +
| high3typeID=3057
 +
| high4name=Mega Pulse Laser II
 +
| high4typeID=3057
 +
| high5name=Large Remote Armor Repairer II
 +
| high5typeID=26914
 +
| high6name=Auto Targeting System II
 +
| high6typeID=1436
 +
| mid1name=Tracking Computer II
 +
| mid1typeID=1978
 +
| mid2name=Tracking Computer II
 +
| mid2typeID=1978
 +
| mid3name=Tracking Computer II
 +
| mid3typeID=1978
 +
| mid4name=Sensor Booster II
 +
| mid4typeID=1952
 +
| mid5name=Sensor Booster II
 +
| mid5typeID=1952
 +
| mid6name=Sensor Booster II
 +
| mid6typeID=1952
 +
| mid7name=Federation Navy Stasis Webifier
 +
| mid7typeID=17559
 +
| low1name=Imperial Navy Multispectrum Energized Membrane
 +
| 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=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| version=2024.2.2
 +
| showTOC=N
 +
| alphacanuse=N
 +
}}

Latest revision as of 20:24, 18 January 2025

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



Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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



Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
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

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
2024.2.2
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES