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Roles in Incursions: Difference between revisions

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m Picket: Tidying up and simplifying.
m Tidy up.
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* Drone skills for tech two drones (increase drone damage) and maintenance bots (as backup).
* Drone skills for tech two drones (increase drone damage) and maintenance bots (as backup).
* {{sk|Cybernetics}} to be able to use implants to improve performance.
* {{sk|Cybernetics}} to be able to use implants to improve performance.
* ''Optional:'' In some extreme cases {{sk|Biology}} is trained to be able to use drugs.
* {{co|plum|(Optional)}} In some extreme cases {{sk|Biology}} is trained to increase the duration of drugs.
* See [[Preparing_for_Incursions#Honing_your_skills|honing your skills]] for more information.
* See [[Preparing_for_Incursions#Honing_your_skills|honing your skills]] for more information.
''Ships & modules:''
''Ships & modules:''
* Trade in your old ship for a better one (look for ships with two damage bonuses).
* Trade in your old ship for a better one (look for ships with two damage bonuses).
* Upgrade tech two damage and utility mods to faction mods (improve efficiency).
* Upgrade tech two damage and utility mods to faction mods (improve efficiency).
''Gameplay:''
''Gameplay:''
* Listen to the fleet commander and target caller (follow tags and target calls).
* Listen to the fleet commander and target caller (follow tags and target calls).
* Lock up all primary and secondary targets as you land on grid (figure out order after).
* Lock up all primary and secondary targets as you land on grid (figure out order after).
* Set your drones to assist the dronebunny as quickly as possible, they usually type 'DDD' when ready. This can often be done while you're waiting for the locks to land.
* Set your drones to assist the dronebunny as quickly as possible, they usually type {{co|coral|"DDD"}} when ready. This can often be done while you're waiting for the locks to land.
** Make sure your drones are properly set to assist the dronebunny (hover over them in the drone window, says ''"assisting"'' in addition to whether they are idle or fighting something).
** Make sure your drones are properly set to assist the dronebunny (hover over them in the drone window, says {{co|coral|"assisting"}} in addition to whether they are idle or fighting something).
** Let the dronebunny know if your drones are idle (ask them to cycle guns).
** Let the [[Roles in Incursions#Dronebunny|dronebunny]] know if your drones are idle (ask them to cycle guns).
* Keep pre-locking targets throughout the site (always have max number of enemies locked).
* Improving your {{icon|turret new|18|Applied damage}}'''applied damage'''.
* Past four webs or painters (alternatively two bonused webs or painters) on a single target, the returns are largely wasted.
** Keep pre-locking targets throughout the site (always have max number of enemies locked). This way you'll be able to have ''incoming'' locks filling up your maximum locks all the time and never have to wait for targets to lock before shooting.
** In general, if you have two webs put one on the primary and one on the secondary target.
** If you're unable to shoot the primary target due to range, shoot the next best thing until the primary target gets into range.
** If your primary target is already sufficiently webbed down, put your webs on the secondary or tertiary target. That way they will already be webbed down by the time you finish your primary target, speeding up the process considerably.
** Add the {{co|coral|"Angular velocity"}} columns to your overview. This value won't take into consideration the signature of the Sansha, but it will show you what targets are easier to hit (the ones with a lower angular velocity). So if you don't have tags to follow and the commander calls for '''Niarjas''' and '''Tamas''' first, you can kill the Niarjas in order of angular velocity, then the Tamas in order of angular velocity. This will result in much better applied dps.
*** This is especially useful in {{co|coral|"free fire"}} mode when you're supposed to shoot all the remaining ships and you have no tags, just shoot them in order of how easy they are to hit for greater efficiency.
** When the Sansha rats spawn at a distance, they'll use their microwarpdrives to burn straight at you until they hit their preferred orbit. If you can lock them fast enough while they are doing so, you'll have a ship with a blown up signature and no transversal (very easy to hit even for battleships).
** Note that the best targets to shoot might not necessarily coincide with the targets you're webbing. Sometimes it's more ideal to web something else, which means you'll have a different set of targets for shooting and webbing.
* Improving your usage of {{icon|target painter|18|Target Painter}}'''target painters''':
** Generally target paint what you shoot, we normally don't have enough painters to worry about spreading them around. The same goes if you only have one web, put it on the target you're shooting.
* Improving your usage of {{icon|web|18|Stasis Webifier}}'''webs''':
** A simple but surprisingly effective method of utilizing your webs is just to put your web on whatever you're shooting. If you have multiple webs, spread them out on the secondary and tertiary targets. That way they are slowed down before you start shooting them and you'll land much better hits on them.
** A more advanced method is to add the {{co|coral|"Velocity"}} column to your overview and web the primary targets that aren't slowed down yet. This requires a lot more from the pilot, but will improve the damage output of the entire fleet better, as no webs are being wasted on already webbed down targets.
*** There's one exception to this, the '''Schameels''' and '''Renyns''' are much harder to hit and benefit from being double-webbed even by Vindicators.
** You can also keep an eye on whatever target the drones are shooting at and apply your webs on that.
** You can also keep an eye on whatever target the drones are shooting at and apply your webs on that.
** In short, an unused module is a wasted module, so make sure yours is put to good use.
** Either way, an unused module is a wasted module, so make sure yours is put to use.
* When the Sansha rats spawn at a distance, they'll use their microwarpdrives to burn straight at you until they hit their preferred orbit. If you can lock them fast enough while they are doing so, you'll have a ship with a blown up signature and no transversal (very easy to hit even for battleships).
* If you cannot hit the primary target (due to range issues or tracking issues), let the fleet commander know (mostly they'll tell you to hit secondary targets until the primary is within range or dead already).
* Add ''"Angular velocity"'' and/or ''"Velocity"'' columns to your overview, so you can sort by that and name (will sort primarily by name, then velocity).
* When in doubt what to shoot, look at the velocity columns and shoot whatever has the lowest velocity (it will be the target that is already webbed). This is especially useful in ''"free fire"'' mode when you're supposed to shoot all the remaining ships and you have no tags, just shoot them in order of velocity for greater efficiency.
<div style="clear: both"></div>
<div style="clear: both"></div>


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*** If the enemies orbit you, they will only marginally be pushed out a little further in their far orbit, instead of potentially being pushed out several kilometers away from the fleet and outside web range, which would be the case if you set your orbit too wide.
*** If the enemies orbit you, they will only marginally be pushed out a little further in their far orbit, instead of potentially being pushed out several kilometers away from the fleet and outside web range, which would be the case if you set your orbit too wide.
** For assaults and up you can allow yourself some further range, up to 7,500 - 10,000 m orbits to take full advantage of your speed.
** For assaults and up you can allow yourself some further range, up to 7,500 - 10,000 m orbits to take full advantage of your speed.
* Keep in mind some people might call capacitor transmitters (CT) ''"energy transfers"'' or ''"ET"'' for short, as that was the name of those modules prior to the Odyssey expansion.
* Keep in mind some people might call capacitor transmitters (CT) {{co|coral|"energy transfers"}} or {{co|coral|"ET"}} for short, as that was the name of those modules prior to the Odyssey expansion.
* Remember that your ship warps much faster than battleships, so remain stationary when you land on gates, don't align with the battleships. Just remember to align with the rest of the fleet when leaving the site.
* Remember that your ship warps much faster than battleships, so remain stationary when you land on gates, don't align with the battleships. Just remember to align with the rest of the fleet when leaving the site.
* Make sure your logi buddy is always next to you landing on a gate, or arriving on a site.
* Make sure your logi buddy is always next to you landing on a gate, or arriving on a site.
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** Once the reps are under control, start taking reps off if they are no longer needed, but continue to fully repair all damage. This will allow you to quickly change repair focus without leaving your former recipient with unrepaired damage.
** Once the reps are under control, start taking reps off if they are no longer needed, but continue to fully repair all damage. This will allow you to quickly change repair focus without leaving your former recipient with unrepaired damage.
** Drop reps at the end of each wave, don't tie them up on someone who isn't taking damage anymore. This helps to avoid pulling aggro from the new wave as well.
** Drop reps at the end of each wave, don't tie them up on someone who isn't taking damage anymore. This helps to avoid pulling aggro from the new wave as well.
* If you are jammed, always call out ''"<name> jammed, CT down"'' (leave out the CT down part if you don't have one).
* If you are jammed, always call out {{co|coral|"<name> jammed, CT down"}} (leave out the CT down part if you don't have one).
* Keep an eye on the jamming icon over your hud-display, you're not always jammed until all Niarjas are dead, sometimes it's only one of them who are jamming you and you get unjammed long before all Niarjas are down.
* Keep an eye on the jamming icon over your hud-display, you're not always jammed until all Niarjas are dead, sometimes it's only one of them who are jamming you and you get unjammed long before all Niarjas are down.
* Always turn off your capacitor transmitters if your energy transfer buddy is jammed and pending on the situation request backup cap from your damage dealers.
* Always turn off your capacitor transmitters if your energy transfer buddy is jammed and pending on the situation request backup cap from your damage dealers.
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<p>'''<font size=2>Ways to improve</font>'''</p>
<p>'''<font size=2>Ways to improve</font>'''</p>
''Gameplay:''
''Gameplay:''
* Some fleets will have a single anchor, usually called ''"AAA"'' while other fleets might have additional anchors, separating them into sniper anchors called ''"AAA"''' and brawler anchors called ''"VVV"'' (based on the popular use of '''Vinicators''' as brawlers).
* Some fleets will have a single anchor, usually called {{co|coral|"AAA"}} while other fleets might have additional anchors, separating them into sniper anchors called {{co|coral|"AAA"}} and brawler anchors called {{co|coral|"VVV"}} (based on the popular use of '''Vinicators''' as brawlers).
* Learn where to go so you can move on your own, but always check your current fleet commander's preference.
* Learn where to go so you can move on your own, but always check your current fleet commander's preference.
** It helps to post ''"AAA"''' or ''"VVV"'' in fleet at the start of the site or when you start moving after having stood still for a while. That way you remind people who the anchor is and that you're moving.
** It helps to post {{co|coral|"AAA"}} or {{co|coral|"VVV"}} in fleet at the start of the site or when you start moving after having stood still for a while. That way you remind people who the anchor is and that you're moving.
** For ''"VVV"'' brawling anchors, it helps to call the number of cycles you burn on coms.
** For {{co|coral|"VVV"}} brawling anchors, it helps to call the number of cycles you burn on coms.
** Adjust your speed so as not to outrun the fleet if you're in a fast ship.
** Adjust your speed so as not to outrun the fleet if you're in a fast ship.
* If you see someone not following you, call them out and get them moving.
* If you see someone not following you, call them out and get them moving.
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* Never down-ship or compromise your ship's combat effectiveness in an attempt to be a better dronebunny (the [[#Ongrid booster|ongrid booster]] is a good choice for dronebunny).
* Never down-ship or compromise your ship's combat effectiveness in an attempt to be a better dronebunny (the [[#Ongrid booster|ongrid booster]] is a good choice for dronebunny).
''Gameplay:''
''Gameplay:''
* In vanguards you'll only have one dronebunny, but in assaults and headquarter sites you'll need to use multiple dronebunnies. It is common for a normal dronebunny to be called ''"DDD"'' while the dronebunny handling heavy drones is often called ''"HHH"''.
* In vanguards you'll only have one dronebunny, but in assaults and headquarter sites you'll need to use multiple dronebunnies. It is common for a normal dronebunny to be called {{co|coral|"DDD"}} while the dronebunny handling heavy drones is often called {{co|coral|"HHH"}}.
* Post {{co|coral|"DDD"}} or {{co|coral|"HHH"}} (common tags for dronebunny) in fleet chat when it's time for people to launch their drones and assist them to you.
** Post {{co|coral|"DDD"}} or {{co|coral|"HHH"}} in fleet chat when it's time for people to launch their drones and assist them to you.
** In [[Override Transfer Array]]s you should wait until all the eysturs have spawned before you call it. Perhaps even call out on mumble when it's time, since you delay in launching drones for that site.
** In [[Override Transfer Array]]s you should wait until all the eysturs have spawned before you call it. Perhaps even call out on mumble when it's time, since you delay in launching drones for that site.
** In the other sites, just post {{co|coral|"DDD"}} or {{co|coral|"HHH"}} when you land on grid and start locking things up (not before, as you cannot assist drones to someone who isn't on grid).
** In the other sites, just post {{co|coral|"DDD"}} or {{co|coral|"HHH"}} when you land on grid and start locking things up (not before, as you cannot assist drones to someone who isn't on grid).
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* Decide whether you want to reduce the DPS as soon as possible or if you'd rather want each ship to fire at the most suitable ship in order to be as effective as possible in the long run.
* Decide whether you want to reduce the DPS as soon as possible or if you'd rather want each ship to fire at the most suitable ship in order to be as effective as possible in the long run.
* Don't forget the broadcast target functionality for when you want people to focus on a specific target with short notice or out of sequence. It is usually faster and easier to do it like that, instead of (re)tagging.
* Don't forget the broadcast target functionality for when you want people to focus on a specific target with short notice or out of sequence. It is usually faster and easier to do it like that, instead of (re)tagging.
** A good example of that is the ''"Slave"'' or ''"Citizen"'' NPC in the last wave of the assault-site [[Nation Commander Stronghold]].
** A good example of that is the '''Slave''' or '''Citizen''' NPC in the last wave of the assault-site [[Nation Commander Stronghold]].
* For a more comprehensive guide to leading an incursion fleet, see [[Anatomy of Incursions]].
* For a more comprehensive guide to leading an incursion fleet, see [[Anatomy of Incursions]].


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''Scout gameplay:''
''Scout gameplay:''
* Remember that scouting is done from outside the actual site, by scanning where the beacon and acceleration gate is. You only go into the actual sites when you perform the hack, see ''Hacking gameplay'' below.
* Remember that scouting is done from outside the actual site, by scanning where the beacon and acceleration gate is. You only go into the actual sites when you perform the hack, see ''Hacking gameplay'' below.
* Bounce between sites and actively use your directional scanner, often referred to as ''"d-scan"'', to scan down the sites to see if they are available.
* Bounce between sites and actively use your directional scanner, often referred to as {{co|coral|"d-scan"}}, to scan down the sites to see if they are available.
** A convenient setup is to set your distance to 100 000 - 200 000 km and 360 degrees angle. This will allow you to scan down even the larger multi-room headquarter sites without risking overlap with nearby objects or sites.
** A convenient setup is to set your distance to 100 000 - 200 000 km and 360 degrees angle. This will allow you to scan down even the larger multi-room headquarter sites without risking overlap with nearby objects or sites.
** Be sure to uncheck the ''"Use active overview settings"'' box or use an overview tab with ships and wrecks visible.
** Be sure to check the {{co|coral|"All"}} box or use an overview tab with ships and wrecks visible.
** With this setup, ships on the directional scanner means there's either a fleet inside or one just about to land on the beacon. If there are wrecks on the scan, that means at least some of the Sansha has been killed already.
** With this setup, ships on the directional scanner means there's either a fleet inside or one just about to land on the beacon. If there are wrecks on the scan, that means at least some of the Sansha has been killed already.
** While the beacon disappears when a site is finished, the gate always remain. So if you see wrecks but no ships on a site, double-check the beacon.
** While the beacon disappears when a site is finished, the gate always remain. So if you see wrecks but no ships on a site, double-check the beacon.
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* Wait until the fleet has taken the site and engaged before activating the gate, then as soon as you land in the pocket start burning to the tower and hack it.
* Wait until the fleet has taken the site and engaged before activating the gate, then as soon as you land in the pocket start burning to the tower and hack it.
** The fleet commander can tell you when to come in, or you could wait for the logistics pilots to jump into the site before taking the gate from a stand-still.
** The fleet commander can tell you when to come in, or you could wait for the logistics pilots to jump into the site before taking the gate from a stand-still.
** Remember to turn off the microwarpdrive once you reach the tower (usually one cycle is enough). Right-clicking your microwarpdrive and selecting the option ''"Set auto-repeat off"'' is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding capping out before you can finish hacking the tower.
** Remember to turn off the microwarpdrive once you reach the tower (usually one cycle is enough). Right-clicking your microwarpdrive and selecting the option {{co|coral|"Set auto-repeat off"}} is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding capping out before you can finish hacking the tower.
* The control tower to hack will be available as an interactive object (much like a mission container) in a repeating clockwise-pattern starting with the left-most tower. See the [[Override_Transfer_Array#Hacking|hacking]] portion of the '''Override Transfer Array''' page for more information.
* The control tower to hack will be available as an interactive object (much like a mission container) in a repeating clockwise-pattern starting with the left-most tower. See the [[Override_Transfer_Array#Hacking|hacking]] portion of the '''Override Transfer Array''' page for more information.
** Completing the hack adds a graphical glow on the remote logistics station and a popup saying ''"Local Sansha logistics systems subverted. Hostile logistics disabled."''
** Completing the hack adds a graphical glow on the remote logistics station and a popup saying {{co|coral|"Local Sansha logistics systems subverted. Hostile logistics disabled."}}
** Warp out as soon as you've hacked the tower to avoid being targeted by the next wave.
** Warp out as soon as you've hacked the tower to avoid being targeted by the next wave.
* The hack lasts for about six minutes and is usually more than enough for a decent fleet to finish the site. Fly back to the gate in case the fleet isn't fast enough to finish the site before the tower becomes functional again. Otherwise proceed and scout for the next site.
* The hack lasts for about six minutes and is usually more than enough for a decent fleet to finish the site. Fly back to the gate in case the fleet isn't fast enough to finish the site before the tower becomes functional again. Otherwise proceed and scout for the next site.
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* Pay attention and promptly report any war target or large group of gankers coming through.
* Pay attention and promptly report any war target or large group of gankers coming through.
** Should you find yourself losing focus, just say so and remove yourself. No harm, no foul. It's just that we'll count on you looking at local. If you just need a temporary break, or something came up in real life, notify the [[Roles in Incursions#Fleet Commander|fleet commander]]. Someone can man your post for a few minutes until you return, but it's important that you don't leave without the commander acknowledging that they heard you or you leave the fleet open to war target attacks.
** Should you find yourself losing focus, just say so and remove yourself. No harm, no foul. It's just that we'll count on you looking at local. If you just need a temporary break, or something came up in real life, notify the [[Roles in Incursions#Fleet Commander|fleet commander]]. Someone can man your post for a few minutes until you return, but it's important that you don't leave without the commander acknowledging that they heard you or you leave the fleet open to war target attacks.
** If a {{icon|tag war|9|War target}} '''war target''' shows up in local, immediately call out {{co|coral|''"Break! Break! War target!"''}}. Repeat if necessary until the fleet commander acknowledges you.
** If a {{icon|tag war|9|War target}} '''war target''' shows up in local, immediately call out {{co|coral|"Break! Break! War target!"}}. Repeat if necessary until the fleet commander acknowledges you.
** If you see an individuals with {{icon|tag -10|9|Terrible standing}} '''terrible standing''' (-10) they are war target alts and should be reported to the commander as well (even if they can't do anything but keep eyes on us). Same goes for large groups of gankers flying [[catalyst]]s, [[thrasher]]s, [[hecate]]s, [[vexor]]s, [[tornado]]es, [[stealth bomber]]s or similar ships to pose any real threat . Reserve the ''"Break! Break!"'' for actual war targets though, report this as general intel as they do not pose an immediate danger.
** If you see an individuals with {{icon|tag -10|9|Terrible standing}} '''terrible standing''' (-10) they are war target alts and should be reported to the commander as well (even if they can't do anything but keep eyes on us). Same goes for large groups of gankers flying [[catalyst]]s, [[thrasher]]s, [[hecate]]s, [[vexor]]s, [[tornado]]es, [[stealth bomber]]s or similar ships to pose any real threat . Reserve the {{co|coral|"Break! Break!"}} for actual war targets though, report this as general intel as they do not pose an immediate danger.
** Out of corp alts will need to set the current war targets to something easily identifiable in local, such as {{icon|tag -5|9|Bad standing}} '''bad standing''' (-5) or {{icon|tag -10|9|Terrible standing}} '''terrible standing''' (-10). Reload the message of the day and click the '''Ivy League''' link and the '''War History''' tab to see our current war targets.
** Out of corp alts will need to set the current war targets to something easily identifiable in local, such as {{icon|tag -5|9|Bad standing}} '''bad standing''' (-5) or {{icon|tag -10|9|Terrible standing}} '''terrible standing''' (-10). Reload the message of the day and click the '''Ivy League''' link and the '''War History''' tab to see our current war targets.
* While you can sit docked in a station to picket, ideally you should sit {{co|lightgreen|200 km}} off of the gate so that you can see both local and ships going through the gate (so that you can safely align and still be well over 150 km away and able to warp back to the gate).
* While you can sit docked in a station to picket, ideally you should sit {{co|lightgreen|200 km}} off of the gate so that you can see both local and ships going through the gate (so that you can safely align and still be well over 150 km away and able to warp back to the gate).
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''Gameplay:''
''Gameplay:''
* Pre-load the correct scripts before every site and wave.
* Pre-load the correct scripts before every site and wave.
** Remember that you only need to keep the targeting range script in the sensor booster to have ships locked up at range. If you've swapped to scan resolution for faster locking speed during ''"short range"'' waves, you can pre-load the range scripts once you've locked up all the ships in the wave, in preparation for the next wave.
** Remember that you only need to keep the targeting range script in the sensor booster to have ships locked up at range. If you've swapped to scan resolution for faster locking speed during short range waves, you can pre-load the range scripts once you've locked up all the ships in the wave, in preparation for the next wave.
* Most fleet commanders will tag sniper targets with letters, A through Z.
* Most fleet commanders will tag sniper targets with letters, {{co|coral|"A"}} through {{co|coral|"Z"}}.
** Don't confuse Juliet (J) as a sniper target, it is a common tag for things you're not supposed to shoot.
** Don't confuse {{co|coral|"J"}} (Juliet) as a sniper target, it is a common tag for things you're not supposed to shoot.
** Once you're done with primary sniper targets, swap to short range ammo and follow regular numeric tags.
** Once you're done with primary sniper targets, swap to short range ammo and follow regular numeric tags.


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* Tag smart and effectively.
* Tag smart and effectively.
** Put up the first few tags as you land in a pocket, before anything else, so people know what to shoot. Then start locking up primary and secondary targets before continuing to tag the rest. That way you'll be able to start shooting faster, while still giving people initial tags to follow. While the fleet go through the first few tags you can start shooting yourself and continue tagging the rest.
** Put up the first few tags as you land in a pocket, before anything else, so people know what to shoot. Then start locking up primary and secondary targets before continuing to tag the rest. That way you'll be able to start shooting faster, while still giving people initial tags to follow. While the fleet go through the first few tags you can start shooting yourself and continue tagging the rest.
** A common way to avoid too much tagging is to only tag one of the two, or two of the three primary targets, leaving the last one untagged (and thus last in order). This is commonly referred to as ''"lazy tagging"'' and used when there's a lot to tag to avoid having multiple tags of the same number on the field. There's no need to use ''"lazy tagging"'' if you only have to tag a handful of enemies as a full set of tags is easy to follow for the fleet and is less likely to causes confusion.
** A common way to avoid too much tagging is to only tag one of the two, or two of the three primary targets, leaving the last one untagged (and thus last in order). This is commonly referred to as {{co|coral|"lazy tagging"}} and used when there's a lot to tag to avoid having multiple tags of the same number on the field. There's no need to use {{co|coral|"lazy tagging"}} if you only have to tag a handful of enemies as a full set of tags is easy to follow for the fleet and is less likely to causes confusion.
** If someone arrives on-grid late, re-tag one of the ships.  This will refresh all tags and make them visible to the newcomer.
** If someone arrives on-grid late, re-tag one of the ships.  This will refresh all tags and make them visible to the newcomer.
* Larger fleets sometimes have multiple taggers, one person tagging brawler targets while another tags sniper targets.
* Larger fleets sometimes have multiple taggers, one person tagging brawler targets while another tags sniper targets.