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− | = Advanced fits = | + | == Pirate faction table == |
− | There are many ways to improve past the minimum fits and tech one ships, but for many reasons there will be no recommended fits for these ships or advanced fits on this page.
| + | {| class="wikitable sortable" style="text-align:center; color:white;" |
− | | + | |- |
− | * The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards.
| + | ! style="background-color:#222222;" | Pirate faction |
− | * We want to encourage people to talk to us about how to improve, so you get the much needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to ''"fix"'' your fit.
| + | ! style="width:5em; background-color:#222222;" | Amarr |
− | * We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships.
| + | ! style="width:5em; background-color:#222222;" | Caldari |
− | | + | ! style="width:5em; background-color:#222222;" | Gallente |
− | See the [[Ship progression in Incursions|ship progression in incursions]] and [[fitting principles]] articles (especially the [[fitting principles#Upgrade_priorities|upgrade priority]] section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules.
| + | ! style="width:5em; background-color:#222222;" | Minmatar |
− | | + | |- |
− | = Planning ahead = | + | | style="text-align:left;" | [[image:isis_angel.png|32px]] [[Angel Cartel]] |
− | Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship, strategic cruiser or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be.
| + | | data-sort-value="2" | |
− | | + | | data-sort-value="2" | |
− | Depending on the race, training for strategic cruisers will make quite some progress towards being able to fly logistics as well, or the other way around if your goal is to fly logistcs. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.
| + | | data-sort-value="1" | [[image:isis_gallente.png|32px]] |
− | == Synergy == | + | | data-sort-value="1" | [[image:isis_minmatar.png|32px]] |
− | You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.
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− | | + | | style="text-align:left;" | [[image:isis_blood_raiders.png|32px]] [[Blood Raiders]] |
− | So take some time to consider which racial ship line, what racial weapons would benefit you doing missions, exploration, PvP or whatever else you'd like to do in EVE.
| + | | data-sort-value="1" | [[image:isis_amarr.png|32px]] |
− | | + | | data-sort-value="2" | |
− | = Ship progression = | + | | data-sort-value="2" | |
− | Progression varies a little between the roles of [[Roles in Incursions#Logistics|logistics]] and [[Roles in Incursions#Damage dealers|damage dealers]], but is somewhat straight forward with easily identified high-end ships to aim for.
| + | | data-sort-value="1" | [[image:isis_minmatar.png|32px]] |
− | == Logistics == | + | |- |
− | While there's little in terms of progression for logistics, it's worth mentioning that it can be highly advantageous to train into both the '''Scimitar''' and the '''Basilisk'''. Progression is mostly based on skills once you can fly these two ships, most notably {{sk|Logistics|V}} that opens up for a lot of options.
| + | | style="text-align:left;" | [[image:isis_guristas.png|32px]] [[Guristas]] |
− | ==== Scimitar ==== | + | | data-sort-value="2" | |
− | {| style="padding:0px;"
| + | | data-sort-value="1" | [[image:isis_caldari.png|32px]] |
− | | nowrap style="padding:0px; border:1px solid #525252;" valign="top" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[image:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[image:Scimitar.jpg|128px|link=]]</div> | + | | data-sort-value="1" | [[image:isis_gallente.png|32px]] |
− | | valign="top" style="padding:4px;" | The {{ship|scimitar|tooltip}} is cap stable on its own and does not require a cap chain to run all its remote shield boosters. That and the bonus to '''remote tracking computers''' means it's favoured in any fleet that either doesn't need utility cap or has it covered already. | + | | data-sort-value="2" | |
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| + | | style="text-align:left;" | [[image:isis_mordus.png|32px]] [[Mordu's Legion]] |
| + | | data-sort-value="2" | |
| + | | data-sort-value="1" | [[image:isis_caldari.png|32px]] |
| + | | data-sort-value="1" | [[image:isis_gallente.png|32px]] |
| + | | data-sort-value="2" | |
| + | |- |
| + | | style="text-align:left; padding-right:1em;" | [[image:isis_sansha.png|32px]] [[Sansha's Nation]] |
| + | | data-sort-value="1" | [[image:isis_amarr.png|32px]] |
| + | | data-sort-value="1" | [[image:isis_caldari.png|32px]] |
| + | | data-sort-value="2" | |
| + | | data-sort-value="2" | |
| + | |- |
| + | | style="text-align:left;" | [[image:isis_serpentis.png|32px]] [[Serpentis]] |
| + | | data-sort-value="2" | |
| + | | data-sort-value="2" | |
| + | | data-sort-value="1" | [[image:isis_gallente.png|32px]] |
| + | | data-sort-value="1" | [[image:isis_minmatar.png|32px]] |
| + | |- |
| + | | style="text-align:left;" | [[image:isis_soe.png|32px]] [[Sisters of EVE]] |
| + | | data-sort-value="1" | [[image:isis_amarr.png|32px]] |
| + | | data-sort-value="2" | |
| + | | data-sort-value="1" | [[image:isis_gallente.png|32px]] |
| + | | data-sort-value="2" | |
| + | |- |
| |} | | |} |
− | ==== Basilisk ====
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− | {| style="padding:0px;"
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− | | nowrap style="padding:0px; border:1px solid #525252;" valign="top" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[image:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|caldari|48}}</div>[[image:Basilisk.jpg|128px|link=]]</div>
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− | | valign="top" style="padding:4px;" | The {{ship|Basilisk|tooltip}} relies on establishing a cap chain in order to run all its remote shield boosters. The extra high slots allow for either more remote shield boosters or extra utility cap for the fleet. It is often used to ensure enough utility cap for the more difficult incursion sites featuring heavy neuting.
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− | |}
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− | == Pirate faction battleships ==
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− | The '''Machariel''', '''Nightmare''' and '''Vindicator''' hulls are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts.
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− | ==== Nightmare ====
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− | {| style="padding:0px;"
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− | | nowrap style="padding:0px; border:1px solid #525252;" valign="top" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[image:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|sansha's nation|48}}</div>[[image:Nightmare.jpg|128px|link=]]</div>
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− | | valign="top" style="padding:4px;" | The {{ship|Nightmare|tooltip}} has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues.
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− | |}
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− | ==== Machariel ====
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− | {| style="padding:0px;"
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− | | nowrap style="padding:0px; border:1px solid #525252;" valign="top" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[image:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|angel cartel|48}}</div>[[image:Machariel.jpg|128px|link=]]</div>
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− | | valign="top" style="padding:4px;" | The {{ship|Machariel|tooltip}} combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched. It also has enough midslots to fit for any occasion.
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− | |}
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− | ==== Vindicator ====
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− | {| style="padding:0px;"
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− | | nowrap style="padding:0px; border:1px solid #525252;" valign="top" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[image:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|serpentis|48}}</div>[[image:Vindicator.jpg|128px|link=]]</div>
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− | | valign="top" style="padding:4px;" | The {{ship|Vindicator|tooltip}} is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range.
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− | |}
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− | == Command Ships and Strategic Cruisers ==
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− | {{quote|These ships are not ships you train into for for the sake of doing incursions ...}}
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− | Cruiser-sized hulls like '''Command Ships''' and '''Strategic Cruisers''' are less powerful with their weaker medium weaponry and sometimes low number of utility midslots. A lot of these ships also have some issues with range projection, even when using long range weapons. Unlike regular tech one battleships, they also focus on skills that make little to no headway towards the more powerful pirate faction battleships.
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− | As such, almost all communities shun these two ship classes (with the exception of command ships for [[Roles in Incursions#Offgrid booster|offgrid boosting]]). In stead they favour having their members temporarily go into the tech one battleships, until they can afford to upgrade to the more powerful pirate faction battleships (which is fairly fast). Any other ship class is just a waste of time and effort better put into getting them skilled and ready in the appropriate high-end ships they desire.
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− | In the [[EVE University Incursion Community]] we have no real reason to casually bar these ships from flying with us, since properly fitted with long range medium turrets they can often perform similar to or slightly better than our tech one minimum fits. They can also be used effectively for [[Nation Consolidation Network]] assault sites. Since we have some members who spend the majority of their time in other [[campuses]] flying smaller ships, this allows us to include more people into our community.
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− | Given their lower dps potential, these ships require very high skills (near max) and tech two guns to be able to perform. These ships are not ships you train into for the sake of doing incursions, but used as an alternative if you can't fly battleships and you happen to have these trained high already. So while we accept them, they are still not recommended for the majority of players and should probably only be used for very specific reasons when other alternatives are much less desirable.
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− | = Fit progression =
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− | == Cheap ==
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− | == Effective ==
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− | == Optimal ==
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