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User:Olly Wakwako/sandbox/Incursion Fitting Principles: Difference between revisions

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Created page with "{{Incursions links}} = Overview = Incursion fleets rely rely on good resists, sufficient buffer, command bursts and active logistics. There are simply too many enemies to be a..."
 
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= Why do we have these principles? =


== Shield vs armour doctrines ==
Incursions can be done with both shield and armour doctrines. Previously the EVE University Incursion Community has used a shield doctrine, however we now use an armour doctrine. There are pros and cons to both:


== Shield vs armour doctrines ==
* Shield tanking modules are less skill dependant compared to armour, as passive armour modules require the armour 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 Otouni 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.
Incursions can be done with both armour and shield doctrines, but there is a certain game design bias towards shield ships and fits.
* 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 amour repairs tend to cycle faster, and have some 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 armour ships - a shield ship can bleed both armour and hull, whereas an armour 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. Armour tanking modules instead take up lowslots.


* Shield tanking modules are less skill-dependant compared to armour, since the passive armour modules require high armour compensation skills to function effectively.
We run armour doctrine because of a mix of these reasons, as well as the fact that the majority of the public incursion communities now run armour doctrine fleets, meaning Unistas who wish to explore the incursions content that the University cannot provide are best positioned to do so.
* Armour tanking modules have much stronger passive resists, allowing them to ensure high resists despite being neuted out. This is more of a benefit for headquarter sites as there are more neuting capable ships there, unlike vanguards where the neuting risk can be removed reliably.
* Remote shield booster modules apply their repairs at the beginning of the cycle, while remote armour repairers apply their repairs at the end of the cycle. This makes it easier to manage sudden aggro-shifts with shield logistics.


In the [[EVE University Incursion Community]] we run almost exclusively shield fleets due to the fact that it's slightly faster to train the shield skills.
In the [[EVE University Incursion Community]] we run almost exclusively shield fleets due to the fact that it's slightly faster to train the shield skills.