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Anatomy of Incursions: Difference between revisions

From EVE University Wiki
Updating to the latest module nomenclature
m Correct new name of the old invulnerability field to the current multispectrum shield hardener name.
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In case of an emergency or whenever the incoming damage becomes too much to handle, the combined effect of overheating can often save your ship.
In case of an emergency or whenever the incoming damage becomes too much to handle, the combined effect of overheating can often save your ship.


Overheating an '''Invulnerability Field II''' module will increase its efficiency by 20% allowing you to push your resists up by a few percent, easily giving you a 10% reduction to incoming damage. An overheated '''Large Remote Shield Booster II''' module will lower the duration of the module by 15% giving them more than 17% more effective repairs. The combined effect of the two will usually buy you enough time to resolve the situation and get things under control again.  This can be an even more effective strategy when a capsuleer is using a [[Strategic Cruiser]] as they are bonused to reduce module heat damage taken, with high enough skills you can overheat a module for prolonged periods without causing too much damage.
Overheating a '''Multispectrum Shield Hardener II''' module will increase its efficiency by 20% allowing you to push your resists up by a few percent, easily giving you a 10% reduction to incoming damage. An overheated '''Large Remote Shield Booster II''' module will lower the duration of the module by 15% giving them more than 17% more effective repairs. The combined effect of the two will usually buy you enough time to resolve the situation and get things under control again.  This can be an even more effective strategy when a capsuleer is using a [[Strategic Cruiser]] as they are bonused to reduce module heat damage taken, with high enough skills you can overheat a module for prolonged periods without causing too much damage.


See the [[Overheating]] page for more information.
See the [[Overheating]] page for more information.
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The fits we have on the wiki are specifically tailored to suit our normal kitchen sink fleets, so that we don't have to cherry-pick ships to get a functioning fleet. For example that's why all battleships have a sensor booster and at least one web for vanguards, why we ensure that people have a solid tank and range projection in assaults sites. Naturally there is room for improvement here, based on the fleet composition.
The fits we have on the wiki are specifically tailored to suit our normal kitchen sink fleets, so that we don't have to cherry-pick ships to get a functioning fleet. For example that's why all battleships have a sensor booster and at least one web for vanguards, why we ensure that people have a solid tank and range projection in assaults sites. Naturally there is room for improvement here, based on the fleet composition.


An offensively strong vanguard fleet could drop the damage control or invulnerability field in favour of a tracking enhancer or a tracking computer. If the fleet has lots of '''Vindicators''' with bonused webs you could perhaps have some of the other ships refit to target painters, double sensor boosters or more tracking computers, perhaps even long ranged turrets like Tachyons and Artillery. Just make sure that you have enough webs to cover all primary targets, that you don't compromise the tank too much and remember to adjust back if your fleet composition changes.
An offensively strong vanguard fleet could drop the damage control or a multispectrum shield hardener in favour of a tracking enhancer or a tracking computer. If the fleet has lots of '''Vindicators''' with bonused webs you could perhaps have some of the other ships refit to target painters, double sensor boosters or more tracking computers, perhaps even long ranged turrets like Tachyons and Artillery. Just make sure that you have enough webs to cover all primary targets, that you don't compromise the tank too much and remember to adjust back if your fleet composition changes.


In assaults you can allow experienced pilots the freedom to fit for short range and a microwarpdrive, allowing them to roam about and web things down. This of course assumes that utility cap is available or that the pilot is skilled enough to be able to keep himself from capping out. You can also allow for high skilled players to take off their large shield extenders in favour of a tracking computer, if their resists are high enough and their base shield hit points are within acceptable limits.
In assaults you can allow experienced pilots the freedom to fit for short range and a microwarpdrive, allowing them to roam about and web things down. This of course assumes that utility cap is available or that the pilot is skilled enough to be able to keep himself from capping out. You can also allow for high skilled players to take off their large shield extenders in favour of a tracking computer, if their resists are high enough and their base shield hit points are within acceptable limits.