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m Remove Introduction heading to move it above the TOC to the wiki intro position. Format usibg numbered (#) and unnumbered (*) lists. Unify Logi and combat comms capitalization. |
Olly Wakwako (talk | contribs) m Implementing a few suggestions from another incursion FC |
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* 4 Waves (Sansha's Nation Commander in 3rd wave) | * 4 Waves (Sansha's Nation Commander in 3rd wave) | ||
* 1st wave has frigates and Romi, 2nd wave has frigates and Auga, 3rd wave Nation Commander, 4th wave all frigs. | * 1st wave has frigates and Romi, 2nd wave has frigates and Auga, 3rd wave Nation Commander, 4th wave all frigs. | ||
* Core Priorities: | * Core Priorities: Sansha's Nation Commander when it is on grid, otherwise Niarja then Tama. | ||
** Secondary Priorities: Romi | ** Secondary Priorities: Auga or Romi for snipers; Schmaeel, then Renyn, then Eystur for blasters. | ||
* Beware high initial DPS, particularly on first wave as fleet enters site. | * Beware high initial DPS, particularly on first wave as fleet enters site. | ||
* Payout as soon as the last rat dies in the last wave. | * Payout as soon as the last rat dies in the last wave. | ||
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* 3 Waves. Cloaky dropper begin run once initial aggro is settled, non-cloaky dropper begin run on 3rd wave. | * 3 Waves. Cloaky dropper begin run once initial aggro is settled, non-cloaky dropper begin run on 3rd wave. | ||
* 1st wave has the Mara, 2nd has no Auga, 3rd does have Auga. | * 1st wave has the Mara, 2nd has no Auga, 3rd does have Auga. | ||
* Core Priorities: | * Core Priorities: Mara when it is on grid, otherwise Niarja then Tama. | ||
** Secondary Priorities: Romi for snipers; | ** Secondary Priorities: Auga then Romi for snipers; Schmaeel then Eystur for blasters. | ||
* If the fleet is full of snipers (preferably marauders) with few blasters, consider prioritizing Eysturs before Romis in first wave. | * If the fleet is full of snipers (preferably marauders) with few blasters, consider prioritizing Eysturs before Romis in first wave. | ||
* If another fleet is following you into the site to contest, consider leaving Mara until that fleet lands in the site for extra damage done. (Mara reps) | * If another fleet is following you into the site to contest, consider leaving Mara until that fleet lands in the site for extra damage done. (Mara reps) | ||
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* All waves the same. Count Deltole wrecks in DScan. 1 means 2nd wave, 2 means 3rd wave. | * All waves the same. Count Deltole wrecks in DScan. 1 means 2nd wave, 2 means 3rd wave. | ||
* Core Priorities: 1. Niarja, 2. Tama, 3. Auga, 4. Deltole | * Core Priorities: 1. Niarja, 2. Tama, 3. Auga, 4. Deltole | ||
* In a contest, consider | * In a contest, consider advising blaster ships to shoot Eysturs if they cannot apply proper DPS to any other ships. | ||
* Payout is 4 seconds after last non-Eystur rat dies. Warp when 2nd wing of Eysturs enters warp at the end of the site. | * Payout is 4 seconds after last non-Eystur rat dies. Warp when 2nd wing of Eysturs enters warp at the end of the site. | ||
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# Auto Target Back to 0, Auto Reject Duel Invitations. | # Auto Target Back to 0, Auto Reject Duel Invitations. | ||
# Drones on passive & focus fire. (Auto attack off, Focus fire on in Photon UI) | # Drones on passive & focus fire. (Auto attack off, Focus fire on in Photon UI) | ||
# Watch list: Recommend Logi, Booster and FC at the top. | # Watch list: Recommend Logi, Booster and FC at the top, followed by the rest of the on grid members of the fleet. | ||
# Broadcasting? (Broadcast “need shields”, once each wave, as soon as yellow boxed. Broadcast "in position" when no longer boxed.) | # Broadcasting? (Broadcast “need shields”, once each wave, as soon as yellow boxed. Broadcast "in position" when no longer boxed.) | ||
# History tab in fleet window. (Align to the broadcast). | # History tab in fleet window. (Align to the broadcast). | ||
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# Combat comms when on gate (no talking). (Open mic at other times). | # Combat comms when on gate (no talking). (Open mic at other times). | ||
# Red/Green gate. Lock as soon as possible, "On Grid and Locking" for the very late pilot. | # Red/Green gate. Lock as soon as possible, "On Grid and Locking" for the very late pilot. | ||
# Joining a fleet in progress - warp to FC twice, ask for gate status with Natural Phenomena. | # Joining a fleet in progress - warp to FC twice, ask for gate status with Natural Phenomena. NEVER take a gate without FC's permission. | ||
== Taking A Contest == | == Taking A Contest == | ||
# If a site is dirty, use DScan to determine if a contest is viable. | # If a site is dirty, use DScan to determine if a contest is viable. | ||
## How far into the site is the other fleet? DScan for wrecks. Pay attention to Romis and Deltoles - what wave is the other fleet on? | |||
## Look at the composition of the other fleet? Which fleet has more DPS? | |||
## If a fleet decides to contest you, will they out-DPS your fleet? Do you have enough of a headstart? | |||
# Prioritize higher HP targets. Augas, Romis, Deltoles as primary. | # Prioritize higher HP targets. Augas, Romis, Deltoles as primary. | ||
# Ignore Niarjas unless they target a member of your fleet. | # Ignore Niarjas unless they target a member of your fleet. | ||
# Consider heating guns, particularly for armor shots on Cruisers and Deltoles. | # Consider heating guns, particularly for armor shots on Cruisers and Deltoles. | ||
# Don't be afraid to cut your losses if it is clear that the contest is lost. Ensure that the fleet all gets out safely when bouncing. | # Don't be afraid to cut your losses if it is clear that the contest is lost. Ensure that the fleet all gets out safely when bouncing. | ||